The command-input variant (→ ↓ ↘ + attack/special) deals more damage (especially the heavy variant), and grants intangibility to his arm from frames 1 to 14. He is an Echo Fighter of Ryu, thus being classified as Fighter #60ε. He can be found in Dracula's Castle behind an evil ghost; Akuma must be defeated in order to reach him. While not always guaranteed, the attack leads into various followups and resets, including a forward smash. Angle BKB/FKB KBG; Nata Otoshi Geri (Hit 1) 12: 29 Despite his average attributes, Ken is one of the most unique fighters in Ultimate, as he has access to many variations of both his standard and special attacks (a trait only shared with his base fighter, Ryu). Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. As such, he, much like fellow Echo Fighters Chrom and Lucina, is not expected to share a tier list spot with his base fighter, and is expected to be legally allowed to be used with his base fighter in Squad Strike. Additionally, he has very low air acceleration, and his air friction is uniquely locked at 0 while jumping, causing his jumps to follow a fixed "arc" unless the player steers them manually. It is extremely fast and highly spammable, much like his tapped up tilt. Arm intangibility on frame 9-12. Both hits can cancel into his Final Smash. 12% (Level 1), 10% (Level 2), 17% (Level 3). Outside of the standard special moves, Ken also has access to the Oosoto Mawashi Geri roundhouse kick and the Nata Otoshi Geri crescent kick using inputs only. Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! The best place for a player to learn and improve. Complete one of the following: 1. Any of the hits can be canceled into his Final Smash. Other examples of invincibility include: 1. Ken's falling speed, low jumps and poor air acceleration make it difficult to recover from below the stage, as Shoryuken's recovery is almost strictly vertical and has high endlag, making Ken's vertical recovery easy to predict and interrupt. Focus Attack also serves as an effective combo breaker, and neutral aerial and input Shoryuken both grant high speed and intangibility, and can even lead into combo or KO opportunities respectively. Kicks behind himself and then in front of himself before getting up. In the early stages of Ultimate, Ken and his original fighter Ryu barely had any representation. It is also reliably follows up into Shoryuken. Ken is not a lightweight fighter, and falls in the heavier categories of combatants in the game. Ver {{currentVersion.ver}} With the exception of the third method, Ken must then be defeated on Boxing Ring. Finally, the emphasis on Ken's unique inputs means that his non-input special moves have lower power, and a mere slip of the hand can be more detrimental than usual, at worst even causing a self-destruct while recovering. 3. This grants Ken an effective means of applying shield pressure and make some of his combo starters difficult to escape. Ultimate's tempo is far faster than Super Smash Bros. 4's. Ken also suffers from a weak neutral game. These traits allow Ken to survive to very high percents when used effectively, which also allows him to take full advantage of rage. However, it is rather weak for a down smash, and only hits directly in front of Ken. The Tatsumaki is also stronger overall. The frame of animation on a smash attack that gets repeated when you charge the move. It can be special-canceled. However, his polarized movement, mediocre vertical recovery, and lacking approach make him difficult to play optimally. Login. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential. Ken Shoryuken Forum. The one stop hub for all of your Smash Bros. servers! Charge hold is frame 2. Unique to Ken, he has two additional special moves that are performed only by input. Autocancels on frame 19 onward, Special Cancellable. The 5 seconds (300 frames) before dismounting a revival platform. It can be special-canceled. Another, albeit undocumented, buff to his down smash is that it is now possible to Kara Cancel the down smash charging animation. Finally, Ken struggles to "force" early KOs, as his KO potential relies heavily on executing combos. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. It can lock, and can also be special-canceled. Though his recovery travels a long distance, it becomes very short if extendable elements, such as Tatsumaki Senpukyaku, cannot be utilized. He is considered to be the best Sonic player in the world has taken sets off of many of the top players. His fierce Tatsumaki Senpukyaku has a different path compared to previous games, don't forget! Autocancels on frame 1-2 and 38 onward, Special Cancellable. His Japanese voice actor since Street Fighter III: Third Strike, Yuji Kishi, reprises his role in the Japanese version. Also, Ken will announce the move by name whether he uses the input or not (Ryu only announces the move if it was performed via input). Focus Attack's utility is also match-up dependent, as it becomes much less effective against fast or multi-hitting moves (such as Roy's forward aerial or Cloud's Cross Slash, respectively). Ultimate, with the same game plan applied to it. Stick Sensitivity adjusts the frame window that determines if that attack will be a Smash or Tilt. His overall shield is bigger, making it harder to shield poke him. This was due to their high technical learning curve thanks to their fighting style inputs, and problems with approaching due to their mobilities and issues against projectiles. Tapped up tilt's low knockback, high speed and active frames make it effective for combos, either into itself, Shoryuken, or even down aerial at high percents near the ledge. It is now possible to cancel his down smash with a special move (at the expense of less shield damage), vastly improving his offense game. The 2 seconds (120 frames) after dismounting a revival platform. Bring it on!" Can cancel into his Final Smash upon hit. 1.2% (hits 1 - 13), 13% (hit 14), 1% (initial hit), 3.2% (hits 1 - 4), 4% (hit 5), 4.3% (hits 6 - 10), 7% (hit 11), Ken's Final Smash varies depending on range. Unlike Ryu's version of the move, Ken's version hits multiple times, has less endlag, and the grounded version does not grant intangibility on his leg. Head, chest and arms invincible: frames 4-10. Have Ken join the player's party in World of Light.With the exception of the third method, Ken must then be defeated on Boxing Ring. Ken comes equipped with many range of attacks, several of which have varying strengths depending on how the moves are executed. 13% (Standard ground, fast tap), 8%/6% (Standard ground, mid-fast tap; hits 1/hit 2), 15.6% (Input ground, fast tap), 9.6%/7.2% (Input ground, mid-fast tap; hits 1/2), 2.2%/8%/6.5% (Heavy, Standard ground; hits 1/2/3), 2.6%/9.6%/7.8% (Heavy, Input ground; hits 1/2/3). Ken Discord Link. The move causes the opponent to slightly shift towards Ken. While Ken excels at shield pressure, his grab game is sorely lacking; his throws have high damage, but none of them have effective follow-up or KO potential. The clean hit launches opponents away, and can KO near the ledge. Similar to Ryu's version, but with a spinning kick instead of a punch. Special Cancellable. Both up and down aerial are also able to auto-cancel from a short hop. However, other attributes are polarized in an attempt to replicate the physics of Street Fighter; Ken's walking speed is extremely slow, and while his air speed is average, this is counteracted by his moderately high falling speed and short jumps. His high learning curve in particular is perhaps his biggest issue; much practice is generally require for his input specials to use them reliably and consistently, rather than accidentally inputting the wrong move. Ken's aerial moveset is effective as well. His down tilt angle change was a mixed bag; it is now easier to combo into his Tatsumaki Senpukyaku, but it is now harder to combo into his Shoryuken. close Report [server] Reason. Against aerial opponents, the sweetspot on Ken's fist is a, A knee strike while holding the opponent in the, Rolls backward twice before performing the. Finally, down aerial is a powerful meteor smash with fast start-up and long duration, making it a deadly edgeguarding tool. ... [date… Special Cancellable. Comments. Based on his standing heavy kick introduced in. By contrast, the late hit is much weaker and launches opponents vertically, making it a potential combo starter. There will be more stats soon. Overall, this grants Ken effective burst movement through dashing and jumping, but forces him to commit when approaching through the air and makes it difficult to land or move short distances. The one stop hub for all of your Smash Bros. servers! Shulk's moves aren't that fast, so his frame data is around 10 or something. Despite his good frame data (especially for his tapped tilts and neutral aerial) and decent running speed, his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess disjointed hitboxes, especially when combined with his tall stature. This versatility gives him access to potent true combos and mix-ups, leading to a strong punish game overall. It grants his entire upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. Combined with his excellent combo ability, Ken's punish game is incredibly effective and versatile, being able to rack up damage or KO very easily after connecting with almost any attack. As with his Oosoto Mawashi Geri, the Inazuma Kick cancel deals fair shield damage. A character with invincibility will be hit by attacks (so the attacker takes hitlag), but will not take damage or hitstun. Ken (ケン, Ken) is a playable character in Super Smash Bros. Autocancels on frame 25 onward, Special Cancellable. Unlike Ryu's forward smash, it has less range, and does not move him forward as much; it also has slightly less base knockback. Pins the opponent to the ground and performs a. Below you can find statistics for all characters in the game. He made his gamertag "sephirothken" after the main villain of Final Fantasy VII. Kengo "KEN" Suzuki is an Ultimate and Wii U Sonic player from Tokyo, Japan. Ultimate Direct, alongside Incineroar and Piranha Plant. Unless I'm missing something big somehow, you don't seem to have the frame data for either of Ken's kick specials … Login. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings. His grounded movement is slightly faster than that of Ryu's, and a handful of his attacks have entirely different properties as well. An outward roundhouse kick, which resembles Ryu's far, held neutral attack. You can sort the tables using the arrows and you can also search for a specific character. Autocancels on frame 28 onward, Special Cancellable. When Melee was released for the Gamecube, Ken initially did not enjoy it, but the gam… The Inazuma Kick deals a fair amount of shield damage, making it much riskier to block Ken during his blockstrings. The former is a powerful KO option at the edge with much more safety than his other special moves, while the latter is a combo extender that leads into either a forward smash, a down smash, or even a Shoryuken with proper reading. This also applies to his special moves (other than Focus Attack), which gain different effects like increased power or altered hitboxes when the button is held; they also see an increase in power when used with the original Street Fighter inputs. Special Cancellable. As a result of this, Ken has consistently been granted widespread representation from professionals especially when compared to Ryu, with players such as Riddles, Nito, Venom, Sandstorm, and takera earning good results with the character. A downward angled kick. His pivoting leg is now invincible during his Tatsumaki Senpukyaku, making moves like Ness's PK Fire no longer work. Unlocking Ken in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". In the frame data on this site, we use the time-to-hit convention. Ken comes with specialized mechanics that truly represent the combat of Street Fighter series. When Melee was released, Ken initially did not enjoy it, but the game grew on him after a period of a few months. Special-cancelling allows Ken to perform blockstrings and hit confirms into Shoryuken for a kill, Tatsumaki for a combo, Hadoken for safety and pressure, and his roundhouse kicks for mixups and KOs at the edge. The multi-hits can also drag opponents offstage at low percents, making it effective against characters with poor recoveries. Ken's strongest horizontal KOing move, with the sweetspot on his foot being stronger than the sourspot on his leg. Ken inputting Oosoto Mawashi Geri as shown by the Move List in Ultimate. His jab and tilts can either be held or tapped; tapped attacks are faster and usually combo well into themselves, while held attacks have greater KO potential and can serve as combo finishers. Community driven database of Smash videos and statistics for players, characters & matchups The most valuable collection of Super Smash Bros. Melee guides, technical data, and resources in the world. Holding A turns second hit into stronger kick. Like his held up tilt, it renders his entire upper body intangible, giving it anti-air properties. The statistics will be updated with patches. Nata Otoshi Geri (Inazuma followup) Frame Startup: 12/15(12/20) On Shield:-7/-9: Active on: 12/15-6: Total frames: 28(41) Frames Landing Lag:--Note: Holding A turns second hit into stronger inazuma kick. Like Ryu but to a much greater extent, Ken has been buffed overall in game updates so far, with most of his significant buffs coming in the 3.1.0 update. Ken's forward smash has long range, fast startup and is his strongest standard ground attack, making it useful for hard punishes. hitting on 20 instead and is 41 total frames, Input: Back, Down-back, Down, Down-forward, Forward+A. Because Crazy Hand represents the destruction of Master Hand’s creations, Crazy Hand is encountered in Master Hand’s place on lower difficulties. He primarily trades Ryu's stronger knockback from single hits and zoning capabilities in exchange for more combo routes and damage-racking capabilities, similar to their differences in their home series. Get updates about newly added servers. Tatsumaki Senpukyaku's long duration and low damage makes it vulnerable to being interrupted by long-ranged attacks, and he can only use it once without landing or suffering hitstun. Ken Discussions Discussions regarding Ken. smash cords. Works well as a safe combo ender, particularly at the edge where it becomes a powerful KO option. Our Super Smash Bros Ultimate tier list with all fighters, including the latest fighter Steve ranked, alongside a list of the best melee, sword and ranged fighters. Cannot be special-canceled. A swiping crescent kick that hits twice, launching them into the air. hitting on 20 instead and is 41 total frames Special cancels can be buffered during hitlag to start on the next frame of animation. (. Press "A" after those X frames = Tilt. •The enemy will suddenly have a Final Smash, •The enemy's up special has increased power, •The enemy's kicks and knee strikes have increased power. Leg intangible on frame 9-10. This tournament differed from most later Melee tournaments in t… The sweetspot launches opponents diagonally, while the sourspot launches them toward Ken. All moves with a heavier variant have at least one more frame of startup in practice unless they are buffered. Leagues Smash 64 Melee Brawl Project M … Forums. Considering Ken's already high perception, this further improved him in the eyes of professionals, and he is often considered a dark horse candidate for a top tier or upper high tier. The input version of Shoryuken has increased KO power, even longer intangibility (frames 4-6, with arm intangibility frames 1-14), and lower landing lag, and can easily be chained into from Ken's other moves. Frame 1 would be the fastest. Hits on alternating sides of him every five frames from 13 up to 38. dehaze. Attacks Hitbox Active FAF Base Dmg. Can cancel into his Final Smash. Overall, Ken is a combo-oriented fighter with a fearsome offensive ability, as his unique mechanics deliberately give him access to powerful true combos essential to the competitive success of most characters; his ability to trap opponents in hitstun or shield pressure, multiple options for escaping or negating combos, and dependable recovery all make Ken very rewarding and unpredictable. Since Ken has multiple entirely different moves from Ryu, he is near-universally accepted to be the most unique Echo Fighter, being the only Echo Fighter that is a semi-clone. Note: All numbers are listed as base damage, without the 1v1 multiplier. ProGuides Super Smash Bros Ultimate Tips 11,380 views. Completing it as Ken has Ken Stage accompany the credits. Complementing Ken's moveset and combo potential is his wide array of powerful finishers; some of his held tilts, smash attacks and aerials are very capable KO moves due to their high speed. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. Both moves, each being a variation of roundhouse kicks, originate from Super Street Fighter II Turbo. Back aerial is Ken's strongest aerial, and is fast and has good range despite its small hitbox. Forward aerial also serves as a decent KO move, enhancing its already impressive utility. Toggle navigation. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. 4.5%, 5%, 5.5% (Standard), 5.6%, 6.2%, 6.8% (Input), Quickly cups his hands to his side and then thrusts them forward to launch a blue, 3% (Standard, ground, hits 1 - 4), 3.4% (Input, ground, hits 1 - 4), 3% (Standard, midair, hit 1), 2% (Standard, midair, hits 2 - 4), 3.4% (Input, midair, hit 1), 2.3% (Input, midair, hits 2 - 4). Press "A" in the next X frames = Smash. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. A roundhouse kick. With King K. Rool, Diddy Kong, and Donkey Kong on Tortimer Island. By holding the attack button, he will cancel it into Inazuma Kick. These files are stored in the .ssf format, a compressed form of the .swf format, and each is labeled with a unique numerical ID. Performs a crouching shin kick while climbing up. The axe kick has a collateral hitbox that possesses impressive KO power against bystanders. This makes it extremely potent for combos, reliably canceling into Shoryuken even at higher percents. Ultimate. group Updates. Held up tilt grants upper body intangibility on frames 4-10 while hitting on frame 7, making it deceptively safe for KOs when combined with its speed and tapped up tilt setups. 5% (both hits), 10% (canceled Inazuma Kick). Ken's superb combo ability does largely compensate for this, but without accounting for opposing SDI, or without full knowledge of Ken's moveset, setups and combos, he can have a difficult time taking stocks. Following that, Patch 7.0.0. gave Ken even more buffs, with Tatsumaki Senpukyaku having intangibility on the legs and being able to cancel down smash into any special. Autocancels on frame 1-2 and 33 onward, 13—19(20—75) / 13—18(19—67) / 13—17(18—60). Cannot be special-canceled. Kara Cancel was already possible but it could only be down during the first four frames of the down smash. Ken Discord. hitting on 17 instead and is 48 total frames, Total frames includes 10 frames of hitlag, SH / FH / SHFF / FHFF Frames — 31 / 40 / 23 / 30, Fall Speed / Fast Fall Speed — 1.6 / 2.24, Out of Shield, Neutral Air or Up Smash — 9 frames, Shield Grab (Grab, post-Shieldstun) — 10 frames, Jump Squat (pre-Jump frames) — 3 frames (universal). The strongest hitbox is at Ken's bent leg. Ultimate and sharing related content. Update 7.0.0 buffed Ken even further. Additionally, the uncharged version on grounded and aerial opponents, as well as the semi-charged and fully-charged versions on aerial opponents, launch opponents at a lower angle. A flying kick. This move uses a unique input, a reversed forward quarter-circle, that Ryu does not possess. Clear Classic Mode with Yoshi or anyone in his unlock tree, being the eighth character unlocked after Chrom. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. smash cords. This subreddit is for discussing Super Smash Bros. Furthermore, both attacks can be cancelled into Inazuma Kick, which deals heavy shield damage, further complementing his ability to pressure and deplete shields with his lengthy blockstrings. While Ken's signature Shoryuken serves as his main vertical recovery move, it is most well-known for its offensive utility, due to its sweetspot's high knockback, multiple powerful hitboxes, and brief intangibility (frame 5), making it both a powerful KO option and a potent anti-air. Patch 3.1.0. granted Ken some noteworthy buffs to encourage his close-quarters fighting style, with his held jab being retooled into an excellent combo starter, and giving more leeway for him to input special moves from many of his attacks. Ken is also the second third-party Echo Fighter. Strangely, his Star KO clip is unavailable in his sound library, making him the only fighter with this distinction. However, he was never able to compete in major tournaments for it due to the lack of a competitive scene. You should be aware of the frame data for a character's aerials, up smash, up special, and grab. dehaze. These issues force Ken to play patiently and take advantage of any opening, as he has trouble against opposing camping. The frame of animation on a smash attack that gets repeated when you charge the move. Additionally, Ken is the first Echo Fighter based on a third-party veteran, as, Ken is the second clone to debut in their home series in the same game as the base fighter, after, Coincidentally, they are the only two fighters who can fight a lone, Ken's showcase of Shippu Jinraikyaku after a successful parry in his reveal trailer is a reference to ", The moment is more directly referenced in a development image posted on, One of gameplay showcase in Ken's reveal trailer depicts him taunting to, Unlike Richter, Ken’s trailer can be played on his fighter page on the, Ken is one of the few characters who speaks while, Ken is the only character who speaks when he, Ken is only character who vocalizes when performing. He also gains intangibility on his leg for frames 7 and 8. Can cancel into any of his special moves upon hit. Forward aerial is quick, highly damaging and has good range; it can be chained into itself through repeated jumps, and its sourspot deals high shield damage. Ken's pose in his official artwork is much like the pose in his, Ken's attack on Wario's motorcycle in the character showcase video is a reference to the car smashing mini-game from the. At point-blank range, Ken traps the opponent with. Super Smash Bros. Ken's signature special moves are also effective in their own ways. Holding A causes second kick. His close held neutral attack, first two hits of tapped neutral attack, close tapped forward tilt, held down tilt, and all aerials can be canceled into special moves, allowing Ken to combo into Shoryuken for KOs, Tatsumaki Senpukyaku for extending combos, and Focus Attack for mixups and safety. Ultimate Patch Notes: Character Nerfs And Buffs In Update 8.0 Super Smash Bros. Framedata; Combos; Lessons; Get FAT on your Phone! Invulnerable on frame 4-6. During his Heat Rush V-Trigger his fierce Shoryuken makes him advance! Most of Ken’s moves sets come from the Street Fighter series, that has now been included in Super Smash Bros. The input is the same as Ryu's Shakunetsu Hadoken: a half-circle input. Tapped (close): An inward hook. Super smash Bros. From SmashWiki, the Super Smash Bros. wiki, This article is about Ken's appearance in, Star Wolf's Theme / Sector Z (for 3DS / Wii U), https://twitter.com/Sora_Sakurai/status/1221266927147839489, https://www.ssbwiki.com/index.php?title=Ken_(SSBU)&oldid=1504611, 6.8% (tapped, far), 6% (tapped, close), 5% (arm), 10% (fist), 1.6% (tapped); 7% (leg, held), 5.5% (foot, held). This game is 60 frames per second, so the less frames a move has, the faster it comes out. ... Peach and Daisy. In one-on-one matches, Ken always faces his opponent. Held: A lunging, Hapkido-style shin kick. Ken's only projectile, Hadoken, is punishable if used carelessly due to its long endlag, weak damage and low priority. 39 Additionally, Ken will automatically face his opponent when there is only one foe left (while standing on the ground), making it considerably easier to land his effective ground attacks. 2. At mid percents, hitting clean with his bent leg will cause anyone behind Ken to move in front of him, allowing for combos into his special moves. Ultimate , GameCube Controller Super Smash Bros. Held (far): Ken performs his Inazuma Kick: a double-hitting axe kick. While weaker than Ryu's neutral aerial, the move has increased range. Ken's multihit special moves can be fallen out of if not used properly, leading to him being unsafe, or even punishable if he is not careful. Reuben Langdon, Ken’s English voice actor since Street Fighter IV, reprises his role in the overseas versions. A leaping uppercut. Held: An uppercut. Super Smash Flash 2 in particular has made use of DAT files since v0.8a of the demo; prior to this, most of this data would be contained within the application itself. However, Ken's Tatsumaki Senpukyaku deals significantly less knockback than Ryu's, repurposing the move from a KOing option into a combo starter and combo extender. Charge hold is frame 6. Lengthening this frame window results in Smashes being easier to input and Tilts more deliberate. However, it deals more damage and has powerful hitboxes throughout the move (in contrast to Ryu's Shoryuken, which loses strength the longer it is out). All of Ken's opponents are rivals to the main character of their franchise of origin. Lastly, Ken has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. Credits roll after completing Classic Mode. 42 Aside from the advantages granted his neutral aerial and Focus Attack, Ken's fixed arc jumps make his aerial approach highly committal and thus very predictable. These moves can only be used on the ground, with only the attack button. Based off of his neutral jumping light kick. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Advanced Techniques and Frame Data for Terry and FGC Inputs in Smash Ultimate - Duration: 12:05. Ken started playing Super Smash Bros. when it was released for the Nintendo 64, but never competed in a major tournament for the game. Ken can perform a special move out of certain normal attacks, a mechanic known in his home series as special-cancelling. face Promotion. Ken's standard attacks are also unique in that most of them (even his tapped tilts) have a freeze frame multiplier of at least 1.8x, making them surprisingly safe on shield given their poor range and average damage output. Unleashing Shinryuken on Final Destination. DAT is a form of files used by many applications to store data. As a result, Ken gained more representation and was seen as a high tier character. Patches slowly improved the perceptions of both Ryu and Ken, with most of their current buffs being shared between them. He was ranked as the 9th best Wii U player of all time on the PGR100 and 2nd on the Japan Power Rankings. By pressing the special button or doing the command input after connecting with a normal attack on hit or on shield, Ken will cancel the endlag of the normal attack and perform the move. 3. Held: A straight with his left or right arm. Based on his diagonal jumping medium kick in. Ultimate's dataset currently includes 22928 tournaments, … The secondary Ice Climber for a se… Depending on how long the button is pressed, Ken's Shoryuken will hit a different amount of times: tapping the button fast causes it to hit once, tapping the button at a mid-fast speed causes it to hit twice, and holding the button performs Heavy Shoryuken: a flaming Shoryuken that hits 3 times. His tapped jab and down tilt both hit on frame 3, making the former useful for relieving pressure, and the latter excellent for extending combos due to its launch trajectory being useful for followups, such as grabs. Many of his multi-hit moves connect more reliably and have a lower SDI multiplier, and more importantly, his moves that can be special-canceled have a longer window to do so, making his combos more consistent. The normal attacks that can be canceled include the first two hits of neutral attack, tapped and held down-tilt, tapped up-tilt, and proximity forward-tilt and held neutral attack. For a gallery of Ken's hitboxes, see here. It is also available periodically for purchase in the shop for 500 coins. Grants intangibility to his arm on frames 3-6. By the time he attended his first tournament, he had already built up a reputation in his town as the best Smashplayer. He was announced as a newcomer during the November 1st, 2018 Super Smash Bros. As a medium-heavyweight of average size and mobility, Ken has decent frame data and damage output, as well as a dependable ground game due to his decent traction and above-average dashing speed. Ultimate. Any number following the Smasher name indicates placement on the Fall 2019 PGRU, which recognizes the official top 50 players in the world in Super Smash Bros. Down smash is quite powerful for its speed, and up smash lowers Ken's hurtbox while charging. This effectively gives Ken two movesets—one for starting combos and racking up damage, and the other for scoring KOs. The Player Database has 313128 player profile pages tracking results across 24107 tournaments. Ken's grounded moveset boasts considerable utility. Squats and then rises up to throw an uppercut. A kick straight upwards. Special Cancellable. While Ken does possess some powerful moves, like back aerial and sweetspotted forward smash, these usually require hard reads to land, and most of his other moves have low knockback scaling due to being tailored for combos. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. A stretch kick transitioned into an axe kick. Having said that, Ken comes wit… Focus Attack grants Ken heavy armor against a single hit, and incapacitates opponents when at least half charged, allowing for followups. The biggest change however, was to his down smash. 12:05. Maybe Ken and Ryu but their specials drag them down a lot and their frame data … In regards to moves, it's how fast a move comes out. As a fighter spirit, it cannot be used in Spirit Battles and is purely aesthetic. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. Some players choose to utilize both accordingly to play to either's strengths, whether it be reliable damage and zoning or massive combo opportunities and options. This also happens if Ken faces a single opponent in a team consisting of two or more characters in, While Ken's Classic Mode route features opponents who are rivals to their main characters, Luigi is the only fighter not fought in his rival's Classic Mode route (being, A few of Ken's attack where he uses his legs or feet to attack, such as Focus Attack, are coded as arm or fist. 2. Despite his abundant strengths, Ken has his weaknesses as well, most of them shared with Ryu. Startup will list when the move hits, a point in time, which is different from Active and Recovery, durations of time. Up aerial has fast startup, a fairly active hitbox and decently high reach, making it useful for juggling. Tatsumaki Senpukyaku has large hitboxes and doesn't cause helplessness; this combined with canceled Focus Attack's armor and momentum boost grants surprisingly effective horizontal distance and protection. Much like Oosoto Mawashi Geri, holding the attack button will cancel into Inazuma Kick (cancels after the first hit only). His held, close neutral attack has completely changed for the better, now functioning as a reliable combo starter at a much wider percent range. Since Ken always faces his opponent in one-on-one matches, one must perform a reverse aerial rush in order to use it for edgeguarding. ... Joker has the best frame data, from what I know. Watch out for his vicious combos! This can be thought of as "blocking invincibility". He is also capable of doing so with his aerials. It has a sweetspot on Ken's outstretched leg, and a sourspot on his bent leg. It grants him intangibility on frame 5. Held down tilt can be canceled on hit into a special move, making it effective for shield pressure and damage-racking even at high percents. Ken was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. If a move is said to have 5 frames of startup, it actually has 4 frames of startup and hits on frame 5. Wriggles the fingers on both hands, then crosses his arms and pumps them. Hadoken is a large ki projectile, with three travel speeds based on input method; the standard version is capable of locking, while the input variation deals more damage. He was able to learn the ropes of Smash quickly and became fluent in its gameplay. Due to the perception of Ryu at the time being lackluster from the nerfs he received from Smash 4, Ken was viewed more positively as he had access to his input kicks and slightly better mobility, though he was nonetheless perceived as a mid-tier at the time. Leg intangibility added in 7.0.0. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. If all hits connect, it can deal more damage than Ryu's version. Focus Attack requires a brief charge before it can be canceled. It is somewhat hard to land both hits, as the range tends to overlap with his close variant. For example, characters using a Starmanhave invincibility, as well as characters about to throw someone (this invincibility lasts 8 frames). Shoryuken travels a good vertical distance, reaches above edges, and can stage spike reckless edgeguarders. I honestly don't know his data. Peach and Daisy can do so many aerials just like that. Video Guides Capcom Fighters' Official Character Introduction Street Fighter Official Character Guide Sajam's Character Breakdown Shoryuken's Rising Up Season Changes

Other Resources Frame Data Both tapped forward tilt and held jab are altered at close range, both becoming very potent at starting combos into his special moves. Upper body intangibility on frame 4-10. Use his Quick Step to rush in close. Because of this, many players wonder if this change was an unintended side effect or intentional. Screenshots. An outside crescent kick. In spite of his weaknesses and high learning curve, Ken's results and representation are more notable than Ryu's. Frame Data Notes. It is based on his far standing medium punch. Ultimate from July 13th, 2019 to December 15th, 2019. In Ultimate he is currently ranked 16th in the PGRU Fall 2019 Power Rankings. A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input. Although Ken does not appear in the World of Light opening cutscene, he was vaporized and later imprisoned alongside the rest of the fighters (sans Kirby) when Galeem unleashed his beams of light. Ken started playing Super Smash Bros. when it was released for the Nintendo 64. A decent vertical finisher, the move makes his hurtbox smaller while attacking, making this a good anti-air attack. Finally, Ken's fast fall increases his falling speed by 40% instead of the usual 60%. Because Focus Attack is also Ken's main method of escaping combos, this makes him susceptible to certain combos and juggles due to his high weight and quick falling speed, and his slower fast-fall compared to most other characters occasionally makes it difficult to land safely. Down throw is his only combo throw at very low percents, and the extra utility of his throws (down throw instantly breaking shields, and up throw's kick KOing bystanders) does not apply in a 1-on-1 setting, making them situational. Ken has the third highest amount of voice clips for any character in the game, with 62 clips. Neutral aerial is a sex kick with low knockback and has only five frames of landing lag, making it useful for combos and kill confirms even at high percents. A legsweep. Being the more aggressive "shoto" compared to Ryu, Ken shares most of his attributes with some slight tweaks. Up smashes and up specials suffer no penalties from being used after shielding an attack. Held (close): An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancelable. Tatsumaki Senpukyaku propels Ken forward, hitting multiple times throughout the attack, and potentially leading to followups. It can be special-canceled. Ken is considered the original "Echo Fighter" in fighting game history, but unlike other Echo Fighters in the game, Ken's differences extend beyond visual changes and damage distribution, using the gameplay differences from Super Street Fighter II Turbo onward to distinguish him from his mirror character, Ryu. Ken's fighter spirit can be obtained by completing Classic Mode. This page was last edited on November 29, 2020, at 23:28. Ultimate is the latest Smash game for the Nintendo Switch. Mobile-friendly Frame Data for Ken in Super Smash Bros. 42 At what point in the trailer did you realize it was Steve? A flying kick. It can also be canceled on hit, after tanking a blow, or even while charging, allowing Ken to fake out with a shuffle that also provides horizontal recovery distance. Unlike Ryu's up aerial, it only hits once, and his leg is not intangible. Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. Play VS. matches, with Ken being the 57th character to be unlocked. Arm intangible on frame 1-14, Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit, First advantage is on stage 1 hit, second advantage is on stage 2 hit, Input: Forward, Down-Forward, Down+A. Super Smash Bros. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Tapped: A crouching, Hapkido-style shin kick. A downward-angled cross. A jumping, spinning crescent kick. As with previous patches, Ken was commonly considered significantly better than Ryu due to his access to better mobility, a wider array of combos, a useful Tatsumaki Senpukyaku (which could initiate combos) and a feared KO tool in Shoryuken, which could KO as early as 90% and was easy to combo into. This move causes Ken to slightly move forward, and deals a good amount of shield damage, making it useful for shield pressure. Ken inputting Nata Otoshi Geri as shown by the Move List in Ultimate. It is Ken's fastest smash attack, deals an impressive amount of damage for an attack of its kind, and launches opponents at a semi-spike angle. Ken's buffs widened the gap between his counterpart Ryu and significantly improved his perception in the metagame in comparison to him, as they granted Ken a newfound, formidable combo/damage racking ability that could end stocks from a single string of attacks.
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