P4AU/Ken Amada

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Revision as of 22:31, 22 August 2015 by Shtkn (talk | contribs) (→‎Strategy)
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