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===Super Moves=== | ===Super Moves=== | ||
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{{MoveData | |||
|image= | |||
|subtitle=qcf x2 K | |||
|caption= | |||
|name=Shinryuu Ken | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* The regular Ken's Exceed, but with less damage, because it is a Super now(But you can mash the kick buttons to get more damage and hits!). It has the same properties(Without assuming the damage nerf), but it is cooler now. You can use this as a damaging anti-air as well. For combos, this move is better when used after the Super below. | |||
}} | |||
}} | |||
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{{MoveData | |||
|image= | |||
|subtitle=qcb x2 K | |||
|caption= | |||
|name=Kuzuryuu Reppa | |||
|data= | |||
{{AttackData-SVC | |||
|Damage= | |||
|Counter Dmg= | |||
|Guard=Mid | |||
|G. Crush= | |||
|Stun= | |||
|Meter= | |||
|Cancel= | |||
|Startup= | |||
|Active= | |||
|Recovery= | |||
|Total= | |||
|Hit Adv= | |||
|Block Adv= | |||
|Invulnerability= | |||
|description=* V.Ken's Super for combos. It is like a Jinrai-Kyaku + Shoryu-Reppa mix that will leave the opponent on a juggle state. You can follow it up with the Super above(You don't even need to move, just do the super's input), but it will cost you 2 bars; the regular DP(Use the Heavy one, and make sure you get at least 2 hits, because this Super + DP+C is a setup for a Max Mode loop), and even confirm the Exceed(Time well for that). | |||
}} | |||
}} | |||
===Exceed=== | ===Exceed=== |
Revision as of 21:39, 27 September 2022
洗脳されたケン, Brainwashed Ken | |
---|---|
Difficulty | Mostly Easy |
Max Mode Needed? | Benefits from it |
Tier Placement | Top Tier (S) |
Standing Hitbox | Average |
Crouching Hitbox | Short |
Introduction
Ken got kidnapped by Shadaloo (aka M. Bison's organization), got brainwashed, and has turned into a killing machine known as Violent Ken. Compared to normal Ken, who gives very little reason to pick him if at all, Violent Ken is one of the strongest shotos in the game with really strong offensive power, including a nifty forward teleporting dash special and even a tatsu that mimics the properties of the SF2: Hyper Fighting/Turbo tatsu that Ryu and Ken had. He sports strong juggles, effective ways to open the opponent up, and overall makes for one of the stronger boss characters as a solid top tier. He's harder than normal Ken for sure, but his unique appeal makes it very easy to have fun playing as him.
How to select Violent Ken (Outside of Super Plus)
- You want to play as Violent Ken? While you're in the character select screen, do those inputs, before the timer reaches 10 seconds:
- (While holding start, press) Up(2x), Down, Left(2x), Right, Left, Up
- Console Method: Hold R1/RT above Vega
Strengths | Weaknesses |
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SVC Chaos: SNK VS Capcom Frame Data Glossary | |
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Damage |
How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier, or in other words the average defense modifier of 223 against characters like Kyo and Ryu.
|
Counter Damage |
How much damage the attack does on a counter hit, or when it connects with an opponent while they're performing an attack. Counter damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. |
Guard |
Where the attack hits, and thus where it must be blocked.
|
Guard Crush |
How much guard meter damage the attack does to the green Guard Gauge. |
Stun |
How many points of stun the attack adds to the opponent's invisible Stun Gauge. |
Meter |
How much meter is gained for performing/landing the attack. Special moves earn meter both when activated and when they connect with the opponent, whether it hits them or they block it. |
Cancel |
The type of cancel the attack can perform.
|
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. The SVC Chaos wiki uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. Super and Exceed startup will calculate both the frames before and after the super flash animation as such: X+Y, with X being the startup frames before the flash animation and Y being the startup frames after the flash animation.
|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by a comma. (Example: 3, 4 - The attack has its first hitbox for 3 frames, then the second hitbox for 4 frames)
|
Recovery |
How many frames it takes for a move to finish after it's been active. |
Total |
The total number of frames the attack lasts on screen for. This adds up the startup, active, and recovery frames into one number. |
Hit/Block Adv |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish.
|
Invulnerability |
Indicates whether there's any frames of invulnerability during the attack. |
Moves List
Normal Moves
Close Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Far Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Crouch Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Jumping Normals
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Overhead | - | - | - | - | - | - | - | - | - | - | - | |
|
Command Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Special Moves
Hadou Ken
- QCF+P - Ken's regular projectile, but it is purple now(Probably to match with the Psycho Power). No changes between Ken/V.Ken(Meaning that this move is still bad). The button pressed will determine the speed of the projectile.
Shouryuu Ken
- DP+P - A regular DP. The C version has purple flames, and more invincibility frames. Use the A version as an anti-air, and the C version on combos, as it can be max canceled into supers, and even into itself(You'll see that later, and the regular Ken can do the same thing, in an easier way).
Rasetsu Kyaku
- DP+K - V.Ken's new teleport move, which resembles Yang's. It is a dash teleport, and has some invincibility frames on the startup(Only). You can pass through your opponent while Ken gets invisible, but when he appears again(At the end of the move), the opponent will be pushed instead. There is a Max Mode loop using this move too.
Tatsumaki Senpuu Kyaku
- QCB+K - Ken's regular tatsu. The button pressed will determine how many hits it will do. Better when used on the corner(You'll get more hits in there). Can be used as an anti-air as well.
Kuuchuu Tatsumaki Senpuu Kyaku
- QCB+K(In the air) - V.Ken's unique horizontal tatsu. The direction the tatsu will go depends of the jump(If you jump backwards, Ken will move backwards. If you jump forward, Ken will move forward. If you neutral jump, Ken will move forward as well). You can't do many things with it(V.Ken can't cancel air normals, and you can't combo after it, unlike the other Tatsus), so use this one as an air-to-air move only, or as an runaway move.
Kama Barai Geri
- HCF+B - One of Ken's "Geri" moves. It is cool to use, but Ken has better options. It will whiff on most crouching chars as well. You can max cancel it too.
Nata Otoshi Geri
- HCF+D - The best "Geri", in my opinion. It does two hits, where the first will hit any character, and the second will whiff on small hitboxes.
Oosoto Mawashi Geri
- HCF+KK - Just a kick, and the worst "Geri" move, in my opinion. You can anti-air with it, but the DP is just better. It will knock the opponent down, so you can't combo after it. (Important note: All of the "Geri" moves can be max canceled, but you can't cancel a "Geri" move into another "Geri" move.)
Inazuma Kakato Wari
- Hold K(After any "Geri" move) - Ken will do his f+B Command Move. Dunno if it's useful, because it won't combo after the "Geri" moves.
Super Moves
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
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Exceed
Damage | Counter Dmg | Guard | G. Crush | Stun | Meter | Cancel | Startup | Active | Recovery | Total | Hit Adv | Block Adv | Invulnerability | |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
- | - | Mid | - | - | - | - | - | - | - | - | - | - | - | |
|
The Basics
V.Ken's gameplan
Violent Ken is a great "In your face" character, like the regular version. You'll want to do many stylish(And damaging) combos on the opponent, because your character is strong, and cool. But without meter, he can't do many things, sadly, and that's why you'll need to save it for the Max Mode, and/or for a big Kuzuryu-Reppa punish. To anti-air, just use the DP+A, it is one of the safest(And best) things on Ken's arsenal. For the Exceed, no worries, really. You can confirm it easily. That's it, Good Luck with him.
Advanced Strategy
(Important note: Most of the things here are in the regular Ken's section as well, but with some little changes)
Double Shoryuken cancel
This is a tech that you should learn for V.Ken's advanced combos(It's a good way to spend meter). The Double Shoryuken cancel is a very important thing in his game(Isn't unique for him, he isn't the only character that can link more than one DP in one combo), but it's a little tricky to do. This can be called "Double", but you can repepat it many times, but based in your Max Mode gauge. Now, "How can I do it?" First, V.Ken must not have the ability to use his Exceed(If you assume you are in a real match, you can either be with the yellow life, or you can even spend your Exceed before you try this). Now, Ken must be in Max Mode(You should open your training mode while you read this). Now, do a DP+C, and as you already know, it does 3 hits(And we don't need the 3rd hit). Now, the tricky part begins. First, try to "cancel" the first hit of the DP+C into a HCB+PP(Normally, if you had the Exceed avaliable, you would combo into the Exceed. It's like Kim's Haki cancel, if you know what I mean). You can be asking: "Is this a special move?" No, this isn't even a move, it's just part of the trick. Now, after you "canceled", did V.Ken flash? If not, I'm sorry, because you missed. If yes, that's fine, but that's only the easiest part. Now, try to, after the "cancel", do another DP+C on your opponent by canceling the second hit of the DP. V.Ken will do another DP+C, and remember that in Max Mode, you can Supercancel the DP+C, leading to more damaging combos! But sadly, you can't do DP into Exceed, because you must not have the Exceed avaliable to use this tech... I know, it's hard to do, but with practice, you can master this technique. (Important note: This thing is a little easier to perform with the regular Ken.)
Match-Ups
Combos
V.Ken has cool and easy combos to use in any match, so you can learn most of them to expand your options.
(Without Max Mode) | |||||
Shoryuken (DP+P) combos | |||||
Combo | Damage | Notes | |||
[Jump Attack] cr.B, DP+C - 4-5 hits | A great combo with a low starter. Don't add another Light after the cr.B, because the opponent won't be knocked down, and the opponent will have time to punish you after it. | ||||
[Jump Attack(Only works if you crossup)] cl./cr.C, DP+C - 4-5 hits | This one is for punishing purposes. | ||||
[Jump Attack] cl./cr.C, db+D, QCB(2x)+K, wait, DP+C (When the opponent is near you) - 24-25 hits | A cool combo which does almost 50% in damagee. Use this in case you don't have meter to do a Shinryuken after the super. | ||||
Tatsumaki Senpuu Kyaku (QCB+K) combos Note: For any tatsu combo, it's better if you use the B version on midscreen, because it is safer, and the D version in the corner, for more hits. | |||||
[Jump Attack] cl./cr.C, db+D, QCB+K - Around 8 hits | This is the most damaging thing you can do with the tatsu. Good for punishing too. | ||||
[Jump Attack] cr.B, db+D, QCB+K - 8-9 hits | The most effective tatsu combo, which starts with a low-hitting move. In the corner, you add more cr.LKs. | ||||
Combos with "Geri" Moves (HCF++B/D/KK) | |||||
[Jump Attack] cl./cr.C, HCF+D - 2-4 hits | Cool combo, but risky to use on small characters because it can whiff. | ||||
[Jump Attack] cr.B, HCF+D - 3-4 hits | Just a combo starting with a low. V.Ken can do better things. | ||||
Shinryuken (QCF(2x)+K) combos | |||||
[Jump Attack] cr.B, QCF(2x)+K - 10+ hits | Just a simple confirm. You can add another cr.B, but this will make part of the super whiff. To get more damage, switch the cr.B with a cl./cr.C. | ||||
Kuzuryu-Reppa (QCB(2x)+K) combos | |||||
[Jump Attack] cl./cr.C, db+D(Optional), QCB(2x)+K, DP+C/QCF(2x)+K/Exceed - Roughly 24-35 hits | V.Ken's way to combo into anything he wants. You can do 2 cr.LKs instead of the cl.C, db+D, if you want a low starter, and those 3 options are the best follow-ups for the Super. You should learn each one, because they are all useful depending on the situation. Use DP+C when you don't have meter, and if you like Max Mode loops, you should learn the timing to get at least the first hit of it. QCF(2x)+K is risky, because you'll lose meter, but you'll make the opponent lose one health bar which also gives them Exceed. The Exceed is mainly for punishing, thanks to the incredible damage. You can confirm it with a Max Mode loop, but in case you don't have Max Mode, you can just use it alone. | ||||
Exceed (QCF, HCB+PP) combos: | |||||
[Jump Attack] cl./cr.C, Exceed - 13-14 hits | This is an easy confirm. You might be able to add a db+D after the cl./cr.C, but it's already very hard to cancel it into the Exceed. | ||||
(With Max Mode) | |||||
[Jump Attack] cl.C/cr.B, cl.B, DP+C, (Optional Double Shoryuken Cancel; Cancel the second hit of the DP into), QCB(2x)+K, any possible followup - At least 22 hits | This one is regular Ken's Max Mode BnB, but better, thanks to the juggle after the super. You can get damage easily after the super, with something like: Shinryuken, or even DP+C into Exceed, V. Ken's most damaging option. | ||||
Any combo ending with the QCB(2x)+K Super, DP+C (Make sure to get the first and the second hits of the DP, but cancel the second hit) DP+B (D will cross up) DP+C, (Cancel the second hit into) DP+B, ... (Cancel second hit of DP into) QCF(x2)+K/Exceed - More than 30 hits | V. Ken's Max Mode loop, and also the best V.Ken combo. You'll need this one, but if you don't like loops, stick with the above. This combo deals more damage, however. |