mNo edit summary |
Mixedmethods (talk | contribs) (→Normal Attacks: IT'S ALMOST DONE) |
||
Line 103: | Line 103: | ||
|description= | |description= | ||
*5AAA performs 5C simultaneously. Frame advantage for 5AAA is dependent on whether or not Koromaru attacks as well. Without Koromaru, 5AAA is -17. | *5AAA performs 5C simultaneously. Frame advantage for 5AAA is dependent on whether or not Koromaru attacks as well. Without Koromaru, 5AAA is -17. | ||
The first half of Ken's auto-combo. From 5A, 5AA and 5AAA will combo at any range, but 5AAA provides limited follow-up options due to Koromaru being committed to 5C. To improve options, 5AAA can be inputted as 5A5A4A, which gives Ken's 5AAA while allowing the player to input a separate command for Koromaru. Like all 5AAAs, Ken's builds 1/8th of the burst gauge and 13 | The first half of Ken's auto-combo. From 5A, 5AA and 5AAA will combo at any range, but 5AAA provides limited follow-up options due to Koromaru being committed to 5C. To improve options, 5AAA can be inputted as 5A5A4A, which gives Ken's 5AAA while allowing the player to input a separate command for Koromaru. Like all 5AAAs, Ken's builds 1/8th of the burst gauge and 13 meter on hit. If Koromaru is incapacitated or removed from play, the string is highly negative on block. While useful for combos when using the alternative input, as with any 5A chain, use carefully, particularly when fighting without Koromaru. 5AA is not a blockstring and many characters can completely disrespect it by mashing, DPing, or rolling.</br> | ||
Continuing the autocombo leads into Charge Thrust, Gigantic Impact, and Fire Breath; however, much like Mitsuru's autocombo in the original ''Arena'', Ken's autocombo will drop if done at max range. | |||
}} | }} | ||
}} | }} | ||
Line 127: | Line 128: | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
A spear attack with tremendous horizontal range and a staple move for combos, blockstrings, and pressure. While it has relatively fast start-up for its range, its recovery is poor, so its use as a poke should be used but not abused, particularly if Koromaru is unavailable. On hit and counter hit, 5B can be gatlinged into Charge Thrust for a combo. When at a safe distance, 5B can be whiffed to bait jump-ins due to its animation but opponents able to close the gap quickly can easily punish this tactic. | |||
}} | }} | ||
}} | }} | ||
Line 179: | Line 178: | ||
*Start-up values are listed for each hit of 2B. | *Start-up values are listed for each hit of 2B. | ||
*Head invuln during the second, air-unblockable hit, but it's currently unknown when invuln frames begin and end. | *Head invuln during the second, air-unblockable hit, but it's currently unknown when invuln frames begin and end. | ||
Ken's anti-air attack, though seldom used for that purpose due to 2B being a two-hit move. The first hit is a mid strike that can be blocked on the ground or in the air, while the second hit is air-unblockable. The lengthy start-up and difficulty of timing Ken's head invuln frames to an opponent's jump makes this move a risky response to jump-ins done at close range. However, 2B is quite useful in blockstrings when cancelled to 5B after the first hit and is a strong starter for counter-hit combos. An essential move for blockstrings and low chains. | |||
Ken's anti-air attack, though seldom used for that purpose due to 2B being a two-hit move. The first hit is a mid strike that can be blocked on the ground or in the air, while the second hit is air-unblockable. The lengthy start-up and difficulty of timing Ken's head invuln frames to an opponent's jump makes this move a risky response to jump-ins done at close range. However, 2B is quite useful in blockstrings when cancelled to 5B after the first hit and is a strong starter for counter-hit combos. | |||
}} | }} | ||
}} | }} | ||
Line 193: | Line 191: | ||
|attribute= | |attribute= | ||
|guard=High | |guard=High | ||
|cancel= | |cancel= | ||
|p1= | |p1= | ||
|p2= | |p2= | ||
Line 204: | Line 202: | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
A fast jumping attack that hits up to three times. Each hit is | A fast jumping attack that hits up to three times. Each hit is an overhead. Cancel options are the same regardless of which of the strikes hits the opponent, allowing for easy conversions into a combo, knockdown, and damage. Due to its speed, active frames, and large forward hitbox, j.A is often the better response to jump-ins than 2B and is fast enough to punish certain moves, such as Minazuki's teleports, that can't be anti-aired with 2B. On hit, it can be can cancelled into itself to maintain favourable spacing in the air. After a knockdown, j.A is a common starter as delaying the attack slightly creates j.A(1) and j.A(2), giving Ken a fast one or two hit overhead into pressure. | ||
}} | }} | ||
}} | }} | ||
Line 228: | Line 226: | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
A wide-ranging jumping attack with an amazing hitbox, similar to Labrys's j.B. While slower than j.A, j.B allows Ken to cross-up opponents due to the move's range. Can be cancelled into from j.A, and j.B can be cancelled into j.2B for a knockdown and relaunch, making j.B integral to air combos. In pressure, a deep j.B can be used in conjunction with Koromaru's moves, but j.B cannot be used as an instant overhead. | A wide-ranging jumping attack with an amazing hitbox, similar to Labrys's j.B. While slower than j.A, j.B allows Ken to cross-up opponents due to the move's range. Can be cancelled into from j.A, and j.B can be cancelled into j.2B for a knockdown and relaunch, making j.B integral to air combos. In pressure, a deep j.B can be used in conjunction with Koromaru's moves, but j.B cannot be used as an instant overhead. A fantastic jump normal with a plethora of uses and one of Ken's best combo starters. | ||
}} | }} | ||
}} | }} | ||
Line 252: | Line 250: | ||
|invuln=- | |invuln=- | ||
|description= | |description= | ||
Command move. Ken uses his spear to spike the opponent, leaving them grounded on hit. Opponents knocked down by j.2B can be relaunched info another air combo. A very useful tool for converting air confirms. While two frames faster than j.B, j.2B is a weaker starter than j.B due to proration, so combos that begin with j.B will need to be truncated if started with j.2B. | |||
}} | }} | ||
}} | }} | ||
Line 263: | Line 259: | ||
|data= | |data= | ||
{{AttackData-P4AU | {{AttackData-P4AU | ||
|damage= | |damage=000 | ||
|hitbox=Ken/5AA | |hitbox=Ken/5AA | ||
|description= | |description= | ||
Ken's Guard Cancel Assault is based on his 5AA animation, giving it a large hitbox. No frame data is available for Guard Cancels but testing suggests Ken's to be -20 to -22 frames on block. Like all GCAs, Ken's has autoguard through the duration of the move, blasts the opponent away on hit, does no damage, and does not allow any combo beginning from the GCA to kill. Thanks to its size, Ken's GCA is actually functional. Can be One More! Cancelled. | |||
}} | }} | ||
}} | }} | ||
Line 286: | Line 280: | ||
|p2= | |p2= | ||
|smp= | |smp= | ||
|startup= | |startup=32 | ||
|active= | |active= | ||
|recovery= | |recovery= | ||
|frameAdv= | |frameAdv= | ||
|invuln= | |invuln=Guardpoint 10-?? | ||
|hitbox=Ken/AB | |hitbox=Ken/AB | ||
|description= | |description= | ||
* | *Fatal Recovery. | ||
Universal overhead, and an incredibly slow one with 32 frames of start-up. While it covers a huge horizontal distance, the animation is highly telegraphed. On hit, Ken's AoA leads into huge damage, but because it's unlikely you'll hit most opponents with it, use cautiously, particularly since the move has Fatal Recovery. Unlike most other AoAs, Ken's gains guardpoint much earlier than most, but Ken can still be hit or thrown out of the attack before it becomes active, and characters like Shadow Labrys can simply DP the move on reaction. Because the attack leaves Ken airborne, AoA > OMC allows Ken to go for mix-up by adding an extra high after the OMC. A very, very unsafe move to throw out without some way to cancel or cover the recovery on block or whiff. | |||
}} | }} | ||
}} | }} |
Revision as of 20:52, 1 October 2014
Introduction
P-1 Climax Nickname: "The Pretentious Tenderfoot Duo"
Persona: Kala-Nemi (Ken) and Cerberus (Koromaru)
Arcana: Justice (Ken) and Strength (Koromaru)
Backstory: Ken Amada and Koromaru, both being former Specialized Extracurricular Execution Squad (SEES) members, fought with his friends to end the Dark Hour and to rid the world of Shadows after experiencing loss firsthand. Three years later, Ken now lives with Kuromaru (who is wearing Ken's old orange hoodie) in the old yet familiar dormitory as a regular (and somewhat boring) middle-school old student at Port Island, attempting to fulfill his promise to Mitsuru to be a "normal" kid. However, after hearing about the capture of the other Shadow Operatives and the seeming return of the Dark Hour, Ken returns to the fight with the trusty spear, Koromaru following suit with his kunai. Together, with Ken's wide-ranging attacks with Koromaru's quick jabs, they fight their way through the P1-Grand Prix to save their friends.
Overview
Health: 8,500
Persona Cards: 2
Play-style: Puppet Character/Anti-Zoning Character
Air-Movement Options: 1 Double Jump/Airdash
Run-Type: Dash with dash acceleration
Pros/Strengths:
- Amazing reach on most normals with the ability to convert into damage on hit, with or without meter
- Devastating pressure game that keeps opponents locked down
- Able to punish opponents even at far range and capitalize on opponent's mistakes
- Strong air-to-air and air combo options complemented by a huge jump arc
Cons/Weaknesses:
- Slow start-up and recovery on most of Ken's moves, meaning Koromaru must be able to cover Ken's recovery on whiff
- Lacks strong mix-ups and has no real way to force opponents to block low
- Unreliable anti-air and Furious Action, leaving him without a reversal option outside of Awakening
- Players must manage Koromaru's health at all times in order to succeed
- Without Koromaru, Ken has limited meterless options for pressure
- High skill curve relative to most other cast members due to Ken's playstyle and unique gatlings
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Ken Full Frame Data
Normal Attacks
5A |
---|
5B |
---|
2A |
---|
2B |
---|
j.A |
---|
j.B |
---|
j.2B |
---|
Guard Cancel Attack |
---|
All Out Attack A+B |
---|
Sweep 2A+B |
---|
Koromaru Attacks
5C |
---|
2C |
---|
5D/2D/j.D |
---|
j.C |
---|
j.D |
---|
Throws
Ground Throw C+D |
---|
Air Throw j.C+D |
---|
Furious Action
Vile Assault B+D |
---|
Skill Attacks
Charge Thrust 236A/B |
---|
Gigantic Impact A/B after Charge Thrust |
---|
Mediarama 214A/B |
---|
Zan-ei 236C/D air OK |
---|
Getsu-ei 214C/D |
---|
SP Skill Attacks
Thunder Reign 236236A/B |
---|
Fire Breath 236236C/D air OK |
---|
Awakened SP Skill Attacks
Ultimate Cross 214214A/B |
---|
Instant Kill
Total Annihilation 222C+D |
---|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Ken's Throw and Input Reversal
Ken's ground throw has unique properties due to the fact that it forces Ken and his opponent to swap sides. His normal ground throw (5/6CD) leaves the opponent behind Ken, moving Ken to the opposite side and reversing his inputs for subsequent moves. However, for the duration of the throw's animation, the system considers Ken to be on the player one side, despite the visual switch occurring much earlier. Therefore, when performing a normal throw, any commands used during the throw should be inputted though Ken has not yet switched sides with the opponent. When performing a back throw (4CD), the opponent will land in front of Ken, but despite the animation and the lack of a side-swap, the system automatically reverses inputs for the duration of the throw. While Ken's back throw functions as his forward or "normal" throw, the game assumes "normal" rules apply and treats his back throw as if it causes a change in player position. In short:
- Normal ground throw: inputs are not reversed until the throw has ended, despite the side-swap occurring early in the animation. As soon as the throw ends, the game registers the side-swap and inputs are subsequently adjusted.
- Back throw: inputs are reversed for the duration of the throw, then return to normal after the throw animation has completed.
Understanding when the system determines your position is crucial for using Ken's throw in combos and pressure. During corner pressure, Ken's normal throw will toss the opponent out of the corner, making his back throw preferable for maintaining offense. However, because the game assigns player position at the start of the throw and again after its animation, being able to recognize the start and end of the input reversal is required for some throw combos and when using Ken's throw in high-pressure situations, throwing an opponent out of pressure, etc. While Ken can always combo off his throw with a One More! Cancel, he can turn his throw into a combo without meter by using his throw in conjunction with Koromaru's attacks or by buffering the next move in the combo. While many throw combos are unaffected by the system's decisions regarding player position, internalizing the input change allows you to capitalize off unexpected throw opportunities.
Use training mode to learn the specific timing of input changes and to memorize the visual cues to avoid mishaps!
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide: |
---|
|
Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data