He can be found in Dracula's Castle behind an evil ghost; Akuma must be defeated in order to reach him. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Autocancels on frame 1-2 and 33 onward, 13—19(20—75) / 13—18(19—67) / 13—17(18—60). Down smash is quite powerful for its speed, and up smash lowers Ken's hurtbox while charging. 39 These moves can only be used on the ground, with only the attack button. 42 He also gains intangibility on his leg for frames 7 and 8. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. Ultimate and sharing related content. These issues force Ken to play patiently and take advantage of any opening, as he has trouble against opposing camping. Ultimate , GameCube Controller Super Smash Bros. It is somewhat hard to land both hits, as the range tends to overlap with his close variant. A flying kick. A jumping, spinning crescent kick. Complete one of the following: 1. 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. He is also capable of doing so with his aerials. 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. Charge hold is frame 2. Ken's fighter spirit can be obtained by completing Classic Mode. He is an Echo Fighter of Ryu, thus being classified as Fighter #60ε. This page was last edited on November 29, 2020, at 23:28. Framedata; Combos; Lessons; Get FAT on your Phone! Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. He was ranked as the 9th best Wii U player of all time on the PGR100 and 2nd on the Japan Power Rankings. 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. 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. Based off of his neutral jumping light kick. Finally, down aerial is a powerful meteor smash with fast start-up and long duration, making it a deadly edgeguarding tool. 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). You can sort the tables using the arrows and you can also search for a specific character. Having said that, Ken comes wit… Another, albeit undocumented, buff to his down smash is that it is now possible to Kara Cancel the down smash charging animation. An outward roundhouse kick, which resembles Ryu's far, held neutral attack. Ken comes with specialized mechanics that truly represent the combat of Street Fighter series. Shulk's moves aren't that fast, so his frame data is around 10 or something. Held: An uppercut. It is also available periodically for purchase in the shop for 500 coins. 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). 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). 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. 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. Both hits can cancel into his Final Smash. The command-input variant (→ ↓ ↘ + attack/special) deals more damage (especially the heavy variant), and grants intangibility to his arm from frames 1 to 14. In one-on-one matches, Ken always faces his opponent. In the early stages of Ultimate, Ken and his original fighter Ryu barely had any representation. Based on his standing heavy kick introduced in. 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. 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. A kick straight upwards. 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. 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. Because of this, many players wonder if this change was an unintended side effect or intentional. Strangely, his Star KO clip is unavailable in his sound library, making him the only fighter with this distinction. Most of Ken’s moves sets come from the Street Fighter series, that has now been included in Super Smash Bros. A downward angled kick. The secondary Ice Climber for a se… When Melee was released for the Gamecube, Ken initially did not enjoy it, but the gam… 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. 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. Special Cancellable. The Inazuma Kick deals a fair amount of shield damage, making it much riskier to block Ken during his blockstrings. 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. Cannot be special-canceled. Invulnerable on frame 4-6. Ken inputting Nata Otoshi Geri as shown by the Move List in Ultimate. ... Peach and Daisy. 12% (Level 1), 10% (Level 2), 17% (Level 3). close Report [server] Reason. Press "A" after those X frames = Tilt. Ken's aerial moveset is effective as well. Leagues Smash 64 Melee Brawl Project M … Forums. This effectively gives Ken two movesets—one for starting combos and racking up damage, and the other for scoring KOs. hitting on 20 instead and is 41 total frames Leg intangible on frame 9-10. Ultimate's tempo is far faster than Super Smash Bros. 4's. It has a sweetspot on Ken's outstretched leg, and a sourspot on his bent leg. Head, chest and arms invincible: frames 4-10. In spite of his weaknesses and high learning curve, Ken's results and representation are more notable than Ryu's. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. It can be special-canceled. 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. (. 5% (both hits), 10% (canceled Inazuma Kick). 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. Kengo "KEN" Suzuki is an Ultimate and Wii U Sonic player from Tokyo, Japan. Both up and down aerial are also able to auto-cancel from a short hop. Holding A causes second kick. 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. Wriggles the fingers on both hands, then crosses his arms and pumps them. Ultimate, with the same game plan applied to it. Held: A straight with his left or right arm. He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential. Ken (ケン, Ken) is a playable character in Super Smash Bros. He is considered to be the best Sonic player in the world has taken sets off of many of the top players. Mobile-friendly Frame Data for Ken in Super Smash Bros. 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. A stretch kick transitioned into an axe kick. Advanced Techniques and Frame Data for Terry and FGC Inputs in Smash Ultimate - Duration: 12:05. The strongest hitbox is at Ken's bent leg. Get updates about newly added servers. Login. His grounded movement is slightly faster than that of Ryu's, and a handful of his attacks have entirely different properties as well. He was announced as a newcomer during the November 1st, 2018 Super Smash Bros. Focus Attack requires a brief charge before it can be canceled. Up smashes and up specials suffer no penalties from being used after shielding an attack. For example, characters using a Starmanhave invincibility, as well as characters about to throw someone (this invincibility lasts 8 frames). While weaker than Ryu's neutral aerial, the move has increased range. A leaping uppercut. Because Crazy Hand represents the destruction of Master Hand’s creations, Crazy Hand is encountered in Master Hand’s place on lower difficulties. This move uses a unique input, a reversed forward quarter-circle, that Ryu does not possess. The most valuable collection of Super Smash Bros. Melee guides, technical data, and resources in the world. His Japanese voice actor since Street Fighter III: Third Strike, Yuji Kishi, reprises his role in the Japanese version. 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. Ultimate Direct, alongside Incineroar and Piranha Plant. Back aerial is Ken's strongest aerial, and is fast and has good range despite its small hitbox. Comments. Autocancels on frame 28 onward, Special Cancellable. At point-blank range, Ken traps the opponent with. Lastly, Ken has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. Pins the opponent to the ground and performs a. 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. 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. 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. Play VS. matches, with Ken being the 57th character to be unlocked. 3. This move causes Ken to slightly move forward, and deals a good amount of shield damage, making it useful for shield pressure. However, it is rather weak for a down smash, and only hits directly in front of Ken. Ultimate Patch Notes: Character Nerfs And Buffs In Update 8.0 Super Smash Bros. 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). A legsweep. 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. Autocancels on frame 19 onward, Special Cancellable. 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. 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. group Updates. Startup will list when the move hits, a point in time, which is different from Active and Recovery, durations of time. Update 7.0.0 buffed Ken even further. With King K. Rool, Diddy Kong, and Donkey Kong on Tortimer Island. 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. Ken was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. 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. Unique to Ken, he has two additional special moves that are performed only by input. Below you can find statistics for all characters in the game. 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. It grants his entire upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. Clear Classic Mode with Yoshi or anyone in his unlock tree, being the eighth character unlocked after Chrom. Maybe Ken and Ryu but their specials drag them down a lot and their frame data … Charge hold is frame 6. 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. The 2 seconds (120 frames) after dismounting a revival platform. 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. 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. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings. As a result, Ken gained more representation and was seen as a high tier character. 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. Shield Lag is just extra freeze frames that both the attacker and defender suffer, so it does not affect frame advantage. Both tapped forward tilt and held jab are altered at close range, both becoming very potent at starting combos into his special moves. A downward-angled cross. Up aerial has fast startup, a fairly active hitbox and decently high reach, making it useful for juggling. Forward aerial also serves as a decent KO move, enhancing its already impressive utility. Ken's strongest horizontal KOing move, with the sweetspot on his foot being stronger than the sourspot on his leg. 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. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Super Smash Bros. Performs a crouching shin kick while climbing up. Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! This makes it extremely potent for combos, reliably canceling into Shoryuken even at higher percents. 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. 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. A swiping crescent kick that hits twice, launching them into the air. Squats and then rises up to throw an uppercut. 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. ... [date… Unless I'm missing something big somehow, you don't seem to have the frame data for either of Ken's kick specials … Note: All numbers are listed as base damage, without the 1v1 multiplier. Toggle navigation. 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. 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. If all hits connect, it can deal more damage than Ryu's version. The Player Database has 313128 player profile pages tracking results across 24107 tournaments. Kara Cancel was already possible but it could only be down during the first four frames of the down smash. 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. 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. These files are stored in the .ssf format, a compressed form of the .swf format, and each is labeled with a unique numerical ID. dehaze. 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. 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. 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. 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. The biggest change however, was to his down smash. 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. Ken comes equipped with many range of attacks, several of which have varying strengths depending on how the moves are executed. Ken's only projectile, Hadoken, is punishable if used carelessly due to its long endlag, weak damage and low priority. The axe kick has a collateral hitbox that possesses impressive KO power against bystanders. Being the more aggressive "shoto" compared to Ryu, Ken shares most of his attributes with some slight tweaks. 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 hitting on 20 instead and is 41 total frames, Input: Back, Down-back, Down, Down-forward, Forward+A. 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 can perform a special move out of certain normal attacks, a mechanic known in his home series as special-cancelling. An outside crescent kick. Arm intangibility on frame 9-12. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. 42 At what point in the trailer did you realize it was Steve? The frame of animation on a smash attack that gets repeated when you charge the move. Credits roll after completing Classic Mode. 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. The one stop hub for all of your Smash Bros. servers! It can be special-canceled. Ultimate. A decent vertical finisher, the move makes his hurtbox smaller while attacking, making this a good anti-air attack. smash cords. 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. Held: A lunging, Hapkido-style shin kick. 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. While not always guaranteed, the attack leads into various followups and resets, including a forward smash. Ken has the third highest amount of voice clips for any character in the game, with 62 clips. Can cancel into his Final Smash. Special Cancellable. 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. Unleashing Shinryuken on Final Destination. Watch out for his vicious combos! 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. Ultimate's dataset currently includes 22928 tournaments, … For a gallery of Ken's hitboxes, see here. Unlike Ryu's up aerial, it only hits once, and his leg is not intangible. Community driven database of Smash videos and statistics for players, characters & matchups During his Heat Rush V-Trigger his fierce Shoryuken makes him advance! His overall shield is bigger, making it harder to shield poke him. Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. 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. Login. This versatility gives him access to potent true combos and mix-ups, leading to a strong punish game overall. 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. •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. The clean hit launches opponents away, and can KO near the ledge. ... Joker has the best frame data, from what I know. Cannot be special-canceled. Peach and Daisy can do so many aerials just like that. 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. 2. It can lock, and can also be special-canceled. Press "A" in the next X frames = Smash. The Tatsumaki is also stronger overall. 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. Based on his diagonal jumping medium kick in. Screenshots. Ken's signature special moves are also effective in their own ways. 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. The one stop hub for all of your Smash Bros. servers! 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. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. The frame of animation on a smash attack that gets repeated when you charge the move. 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. A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input. Ken Discord. Autocancels on frame 1-2 and 38 onward, Special Cancellable. All of Ken's opponents are rivals to the main character of their franchise of origin. 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). Ken started playing Super Smash Bros. when it was released for the Nintendo 64, but never competed in a major tournament for the game. Shoryuken travels a good vertical distance, reaches above edges, and can stage spike reckless edgeguarders. The multi-hits can also drag opponents offstage at low percents, making it effective against characters with poor recoveries. The best place for a player to learn and improve. Special Cancellable. Ken's forward smash has long range, fast startup and is his strongest standard ground attack, making it useful for hard punishes. In regards to moves, it's how fast a move comes out. Patches slowly improved the perceptions of both Ryu and Ken, with most of their current buffs being shared between them. Lengthening this frame window results in Smashes being easier to input and Tilts more deliberate. 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). Ken's grounded moveset boasts considerable utility. Bring it on!" This can be thought of as "blocking invincibility". Stick Sensitivity adjusts the frame window that determines if that attack will be a Smash or Tilt. His pivoting leg is now invincible during his Tatsumaki Senpukyaku, making moves like Ness's PK Fire no longer work. It is also reliably follows up into Shoryuken. Unlike Ryu's forward smash, it has less range, and does not move him forward as much; it also has slightly less base knockback. 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. 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. Kicks behind himself and then in front of himself before getting up. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. This subreddit is for discussing Super Smash Bros. With the exception of the third method, Ken must then be defeated on Boxing Ring. Hits on alternating sides of him every five frames from 13 up to 38. Leg intangibility added in 7.0.0. 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. In the frame data on this site, we use the time-to-hit convention. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. His held, close neutral attack has completely changed for the better, now functioning as a reliable combo starter at a much wider percent range. Finally, Ken's fast fall increases his falling speed by 40% instead of the usual 60%. dehaze. By holding the attack button, he will cancel it into Inazuma Kick. Reuben Langdon, Ken’s English voice actor since Street Fighter IV, reprises his role in the overseas versions. 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. Similar to Ryu's version, but with a spinning kick instead of a punch. Held (far): Ken performs his Inazuma Kick: a double-hitting axe kick. Finally, Ken struggles to "force" early KOs, as his KO potential relies heavily on executing combos. Ken Shoryuken Forum. Can cancel into his Final Smash upon hit. Ultimate. Holding A turns second hit into stronger kick. Much like Oosoto Mawashi Geri, holding the attack button will cancel into Inazuma Kick (cancels after the first hit only). You should be aware of the frame data for a character's aerials, up smash, up special, and grab. Tatsumaki Senpukyaku propels Ken forward, hitting multiple times throughout the attack, and potentially leading to followups.
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