Mixedmethods (talk | contribs) m (→Furious Action: Added name and damage.) |
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<br/> | <br/> | ||
'''Health: Placeholder'''<br/> | '''Health: Placeholder'''<br/> | ||
'''Play-style: | '''Play-style: Puppet character'''<br/> | ||
'''Movement Options: Placeholder'''<br/> | '''Movement Options: Placeholder'''<br/> | ||
<br/> | <br/> | ||
<big>'''Persona: | <big>'''Persona: Kala-Nemi (Ken), Cerberus (Koromaru)</big><br/> | ||
<br/> | <br/> | ||
'''<big>Pros/Strengths:</big>''' | '''<big>Pros/Strengths:</big>''' | ||
* | *Amazing reach on most normals with the ability to convert into damage on hit<br/> | ||
* | *Devastating pressure game that allows him to keep opponents locked down<br/> | ||
* | *Strong air-to-air and air combo options<br/> | ||
<br/> | <br/> | ||
'''<big>Cons/Weaknesses:</big>''' | '''<big>Cons/Weaknesses:</big>''' | ||
* | *Slow start-up and recovery on almost all moves, meaning Koromaru must be able to cover Ken's recovery on whiff<br/> | ||
* | *Lacks strong mix-ups<br/> | ||
* | *Unreliable anti-air and Furious Action, giving him poor reversal options<br/> | ||
*Players must manage Koromaru's health at all times in order to succeed<br/> | |||
<br/> | <br/> | ||
'''<big>External References:</big>''' | '''<big>External References:</big>''' | ||
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*[http://www.dustloop.com/ Character Video Thread] | *[http://www.dustloop.com/ Character Video Thread] | ||
<br clear=all/> | <br clear=all/> | ||
==Move List== | ==Move List== | ||
: ''See also: [[Ken Frame Data (P4AU)|Ken Full Frame Data]]'' | : ''See also: [[Ken Frame Data (P4AU)|Ken Full Frame Data]]'' |
Revision as of 01:05, 29 August 2014
Overview
Placeholder
Health: Placeholder
Play-style: Puppet character
Movement Options: Placeholder
Persona: Kala-Nemi (Ken), Cerberus (Koromaru)
Pros/Strengths:
- Amazing reach on most normals with the ability to convert into damage on hit
- Devastating pressure game that allows him to keep opponents locked down
- Strong air-to-air and air combo options
Cons/Weaknesses:
- Slow start-up and recovery on almost all moves, meaning Koromaru must be able to cover Ken's recovery on whiff
- Lacks strong mix-ups
- Unreliable anti-air and Furious Action, giving him poor reversal options
- Players must manage Koromaru's health at all times in order to succeed
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 |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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Guard Cancel Attack |
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All Out Attack A+B |
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Sweep 2A+B |
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Koromaru Attacks
5C |
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5D |
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2C |
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2D |
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j.C |
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j.D |
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Throws
Ground Throw C+D |
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Air Throw j.C+D |
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Furious Action
Vile Assault B+D |
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Skill Attacks
Charge Thrust 236A/B |
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Gigantic Impact A/B after Charge Thrust |
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??? ??? |
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SP Skill Attacks
??? ??? |
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??? ??? |
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Awakened SP Skill Attacks
??? ??? |
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Instant Kill
??? 222C+D |
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
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: |
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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
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Click [★] for character's full frame data