P4AU/Ken Amada: Difference between revisions

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[[Category:Persona 4: Arena Characters]]
[[Category:Persona 4: Arena Characters]]


==Strategy==
===General Tactics===
In this part, you can talk about anything you feel like beginner players should know.<br/>
<br/>
'''Ken's Throws and Input Reversal'''<br/>
Ken's throw has unique properties due to the fact that it forces Ken and his opponent to swap sides. His normal throws (5/6CD and j.CD) leave 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 or j.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 backthrow functions as his forward throw, the system treats his backthrow like any other character's and assumes it causes a change in player position. In short:<br/>
* Normal 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.<br/>
* Backthrow: inputs are reversed for the duration of the throw, then revert after the throw animation has completed.<br/>
Understanding when the system determines your position is crucial for using Ken's throws in combos and pressure. During corner pressure, Ken's normal throw will toss the opponent out of the corner, making his backthrow 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, such as a counter-hit throw on an opponent using Evasive Action.<br/>
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Use training mode to learn the specific timing of input changes and to memorize the visual cues to avoid mishaps!<br/>
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'''Split up your topics like this'''<br/>
*And even further split it up
*Like this.
Add more asterisks to further indent your text as necessary.
===Tips and Tricks===
Use Koramoru while you are in the process of a combo as a secondary damaging source.


==Combos==
==Combos==

Revision as of 22:31, 22 August 2015

Ken Amada
P4U2 Ken Portrait.png

Health: 8,500

Combo Rate: 60%

Persona Cards: 2

Backdash Time: ??

Backdash Invincibility: 1-6



Movement Options
1 Double Jump/Airdash, Dash type: Run
Play-style
Puppet Character
Full Frame Data
P4AU/Ken Amada/Frame Data
  

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 while Koromaru wields a kunai between his teeth. 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.

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 for high damage
  • Strong air-to-air and air combo options complemented by a huge jump arc
  • Able to combo consistently into high damage and okizeme off almost all starters, including throw and DP


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
  • Truly ambiguous mixups require Ken to take risks
  • Anti-air is slow and difficult to use on reaction
  • Reversal options are risky and can be punished heavily
  • 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
  • Some opponents get unique cancel options due to hitting Koromaru giving on-block options


External References




Combos

Combo Notation Guide:
> = 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.

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