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| [[File:P4U_Ken_Portrait.png|right|thumb|450px|Ken Amada]] | | [[File:P4U2_Ken_Portrait.png|right|thumb|450px|Ken Amada]] |
| {{TOC limit|3}} | | {{TOC limit|3}} |
| ==Introduction== | | ==Introduction== |
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 are both former Specialized Extracurricular Execution Squad (SEES) members. Originally introduced in Persona 3, both fought to end the Dark Hour and to rid the world of Shadows after experiencing loss firsthand, awakening their true potential. Three years later, Ken and Koromaru are revealed to be living together at the old dormority in Port Island while Ken attempts to fulfill his promise to Mitsuru to be a "normal" kid; however, the capture of the other Shadow Operatives and the seeming return of the Dark Hour put the pair right back into combat. Ken fights with a spear, his weapon of choice from his SEES days, as the reach offset his shorter height in his younger years, while Koromaru wields a kunai between his teeth but now wears the orange hoodie that was once Ken's. Fighting together, the two become a team capable of holding their own: Koromaru excels in close-quarters combat, with fast, short-reaching attacks that can interrupt opponents, while Ken uses his spear to launch his offence from a distance before pulling the opponent in for the kill. With their personas, the team is capable of both fire and electric attacks as well as healing, while their Instant Kill combines Ken's Hama skills with Koromaru's Mudo prowess. Their playstyle reflects the bond between them: combining Ken's wide-ranging attacks with Koromaru's quick jabs to constantly keep enemies pressured makes them a threat to any opponents they encounter as they fight their way through the P1-Grand Prix.
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:
Move List
- See also: Ken Full Frame Data
Normal Attacks
5A
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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5A
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300
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Any
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8
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-
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-
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-3
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Body
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5AA
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-
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Any
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-
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-
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-
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-10
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Body
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5AAA
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-
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Any
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-
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-
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-
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+1 or -17
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Body
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- 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 13-18 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.
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2A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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200
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Low
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6
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-
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-
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+1
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-
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A low-hitting poke with surprisingly good range. Ken's fastest normal at 6f. However, it cannot be cancelled into itself, nor can it be gatlinged into 5A. From 2A, Ken can cancel into 2B, 5B, and 2AB. A staple move for blockstrings and low chains. Despite being fast relative to Ken's other normals, 2A's start-up is significantly slower than most other 2As and 5As and it can easily be baited and beaten if used to attempt poking out of an opponent's pressure.
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2B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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300, 500
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Any, AUB
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10, 18
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-
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-
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-19
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Body
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- 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.
- 2B can be cancelled into 5B on either hit on block.
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.
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j.A
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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240*3 [480]
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High
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7
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-
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-
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-
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-
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A fast jumping attack that hits up to three times. Each hit is considered 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. On hit, it can be can cancelled into itself to maintain favourable spacing in the air. It can be used to punish certain moves, such as Minazuki's teleports, and to poke opponents air-to-air, but is less useful for jump-ins than j.B.
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j.B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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600
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High
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15
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-
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-
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-
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-
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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.
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Sweep 2A+B
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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900
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Low
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18
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-
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-
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-8
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-
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- Frame advantage is listed for the sweep without hop-canceling the recovery.
Ken rests on one knee and twirls his spear to sweep the opponent. Universal low. Like many of Ken's moves, has quite a bit of horizontal range in exchange for slower start-up. Used in combos to position Koromaru behind opponents.
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Koromaru Attacks
5D/2D/j.D
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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-
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-
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-
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-
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-
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-
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-
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Summons/de-summons Korumaru. While leaving the stage, his health starts to slowly recover, but will not be able to do any normals or specials until he is re-summoned. Persona SP skills are able to be done without Kuromaru, but are weakened drastically.
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Charge Thrust 236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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400, 200
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Any
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17
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-
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-
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-17
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-
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B
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500, 250
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Any
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25
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-
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-
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+1
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-
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SB
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500, 250
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Any
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19
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-
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-
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+7
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-
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Ken sends out his spear on a chain, hitting the opponent and then pulling them in. This is what allows Ken to destroy zoners, but the move has lengthy start-up and an obvious animation, allowing the opponent to jump the move on reaction. There is no dead zone. Charge Thrust trades with multi-hit projectiles.
- A version goes half screen and is quite fast. Combos from 5B.
- B version is a Fatal Counter move, goes almost full screen but is slower than the A version. Does not combo off 5B without Counter Hit starter.
- SB version seems to go the range of B but at the speed of A. Lots of hit-stun on this version.
All versions leave the opponent standing on ground hit and cause ground slide toward Ken on air hit. All versions of Charge Thrust can be cancelled into any version of the follow-up attack (see below). However, Charge Thrust is incredibly unsafe on whiff, meaning Koromaru must be able to cover the recovery frames in case of failure.
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Gigantic Impact A/B after Charge Thrust
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Mediarama 214A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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-
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-
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-
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-
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-
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-
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-
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B
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-
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-
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-
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-
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-
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-
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-
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SB
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-
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-
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-
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-
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-
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-
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-
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Heals Ken and Koromaru a set amount. Fast start-up, long recovery. If hit during recovery, Ken will lose a persona card. Likely baitable if the opponent is watching Koromaru's meter, as with Aigis's Orgia mode changes.
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Thunder Reign 236236A/B
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Version
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Damage
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Guard
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Startup
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Active
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Recovery
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Frame Adv.
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Attribute
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A
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2000
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Any
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7
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-
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-
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-
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Projectile
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B
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2600
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Any
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7
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-
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-
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-
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Projectile
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SB
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2600
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Any
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7
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-
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-
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-
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Projectile
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- All versions are Fatal Recovery.
- SB version causes Shock on hit.
- List what the move is used for
- List interesting properties in bullet points like invul, fatal
Follow the Help:Writing_Character_Pages guidelines
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Fire Breath 236236C/D air OK
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Awakened SP Skill Attacks
??? 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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- > = cancel into the next attack
- , = link the next attack after preceding move's recovery
- jc = jump cancel
- hjc = high jump cancel
- dc = dash cancel
- (N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
- (move) = whatever's listed in the parentheses is optional
- If you have notations that are not listed here but are necessary, feel free to add them as you see fit.
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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
Click [★] for character's full frame data