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SvC Chaos: SNK Vs Capcom/Violent Ken

From SuperCombo Wiki
洗脳されたケン, Brainwashed Ken
"I-is...this... the joy of the powerful...? Heh...heh...heh, heh, heh."
Difficulty Mostly Easy
Max Mode Needed? Benefits from it
Tier Placement Top Tier (S)
Standing Hitbox Average
Crouching Hitbox Short
Wall Jump No

Introduction

VKenfacesvc.png

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
  • Mostly easy to play: If you already play Ken, who is an easy character to pick up already, then there's not much else to learn about V. Ken beyond his combos.
  • Teleport dash that gives him free pressure/mixup windows: Approaching any character becomes much easier thanks to V. Ken's fast dash teleport. It's not only (mostly) safe, but can even cross-up the opponent and catch people off guard.
  • Unique air tatsu based on SF2HF: V. Ken is the only shoto in the game with access to a horizontally moving air tatsu. It not only moves fast but can even move backwards off a back jump.
  • Can juggle the opponent relatively easily: V. Ken's main super, qcb x2 K, is great for punishes and lets his juggle loops set themselves up.
  • Strong combo potential: Combined with arguably some of the best light confirms to utilize in the game, V. Ken's combo potential is flexible and highly rewarding both for neutral and off of punishes in any matchup.
  • Max Mode is very useful, but not a requirement: Although V. Ken is much better off utilizing Max Mode for his most optimal combos, he can still do okay enough without it as he still does high damage and can work with his light confirms regardless.
  • Shinryuken is no longer an Exceed: Shinryuken is now a regular super, no longer tied to a one use Exceed per match, increasing its usability.
  • Overall better Exceed than Vanilla Ken: Unlike vanilla Ken, V. Ken's Exceed is a fast ranbu which has far more practical ways to use and combo into it, and with really high damage to boot, makes for an excellent combo ender.
  • Worse health than Vanilla Ken: Ken already has mediocre health, but V. Ken takes it the extra mile by turning him into a glass cannon, so V. Ken can't afford many mistakes in neutral before losing the round.
  • Bad projectile: You're playing V. Ken wrong if you play him like a traditional shoto and try to zone with his fireball. Though it has some use, it's unremarkable as a projectile.
  • Mediocre movement: With a slow walking speed and a weaker jump arc than most characters, V. Ken has to dash more often or use his teleport dash to catch up to his opponent, as his normal movement is fairly sluggish without those tools.
  • Air Tatsu can't extend combos: Being unique as it is, hitting only horizontally, you can't use air tatsu to start combos with unlike the other shotos.
  • Teleport only travels one direction: His teleport dash, albeit still important to his gameplay, can only move V. Ken forwards which limits his potential use for it. Worst off, this makes him pretty predictable even if a solid character.
  • Harder to play if you cannot hit confirm off lights: V. Ken can do some combos with his heavy attacks, but has overall fewer options compared to using light starters. cl.C into db.D isn't a good option either unless you either get a backhit or have meter to burn for super.
  • You'll be doing a lot of DPs: V. Ken's most important tools overall for neutral and combos, his DP and teleport dash, basically means you need to be able to do consistent DPs repeatedly into each other. While not difficult, it can be tiring to do if you're not somewhat clean with your DP inputs.
  • Most damaging combos locked behind Max Mode: V. Ken can TOD the opponent with Max Mode, and his normal loops in general deal huge damage. Although his normal BnBs also deal high damage, they're limited without burning meter, especially without his juggle loops.
SVC Chaos: SNK VS Capcom Frame Data Glossary
Damage

How much damage the attack does. This takes into account no defense modifiers, so the damage assumes a 0% damage modifier.

  • Note: Damage is a little inconsistent. Example: Geese cl.A deals 5 damage. Against Zero, sometimes it does 5 pixels of damage to his life bar, other times it does 4 pixels. Against Ryu, cl.A does 4 pixels of damage, other times it does 3 pixels of damage. This info comes from the Enterbrain Mook, but most likely this is the cause of damage modifiers skewing the damage slightly, thus making it a bit inconsistent.
  • Damage values listed are pulled from the SVC Chaos Enterbrain Mook, save Athena, Red Arremer, Serious Mr. Karate and Shin Akuma. It is listed because it's an official source for this info, just keep in mind damage is not 1-to-1 due to varying health values and screwy ways the game calculates damage anyways.
  • There will be a question mark next to the four mentioned characters because it's only a guess as to what the actual damage values are (until health and damage are better understood), since they were never gathered in the Mook.
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.

  • Mids can be blocked standing and crouching
  • Overheads must be blocked standing
  • Lows must be blocked crouching
  • Unblockable cannot be blocked
  • Throws break through block up-close
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.

  • Any - All cancel types work
  • Ch - Chain cancel; it can chain into other attacks (mostly just lights)
  • Self - Can chain only into itself
  • Cmd - Command cancel; can cancel into command normals
  • Sp - Special cancel; can cancel into special moves, and almost always this means super cancels are possible too
  • Su - Super cancel; can cancel into super moves
  • Free - Free cancel; can be cancelled in Max Mode by other special moves or super moves
  • Written only for special moves as all normals can be Free Cancelled, so writing it in for every move would be redundant
  • X - Cannot be cancelled, either outside of Max Mode or that it cannot be cancelled at all
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.

  • The startup will not take into account the frames of the flash animation itself where time freezes and the opponent player cannot act.
  • Super flashes last 28 frames, whereas Exceed flashes last 27 frames.
  • Because there is currently no way to view throw boxes, it is assumed that throws/command grabs are at most 0-1 frames of startup. Truthfully, we don't actually know though.
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)

  • If there is a gap between sets of active frames, the gap is denoted by a number in parentheses. (Example: 3, (2), 4 - The attack is active for 3 frames, then is not active for the next two frames, followed by being active again for 4 frames.)
  • Throw boxes are not visible either through dipswitches or the hitbox viewer so it's only a guess how active throws and command grabs are, but it's probably one active frame at most.
  • This also applies to hitbox images - they will still show the push and hurtboxes of characters but outside of that, unfortunately there is no way to depict the throw boxes at the moment.
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.

  • SKD refers to a soft knockdown, or a knockdown you can tech roll out of.
  • HKD refers to a hard knockdown, one that you cannot tech roll out of.
  • All frame advantages assume Ryu as the opponent. If there are variable wakeup times, it is currently unknown info.
  • Frame advantages of projectiles assumes the opponent is point blank range. Any farther and this obviously changes and/or doesn't matter.
  • Block advantage assumes no use of Guard Cancel Front Step.
  • For one, it obviously decreases the attacker's frame advantage significantly.
  • When the defender uses GCFS is also a variable factor so you cannot provide a hard answer as to what the frame advantage is after GCFS, as well as how soon they cancel GCFS into an attack.
  • Generally speaking, just assume the block advantage minus the active frames of GCFS, and that's a rough estimate of the frame advantage when GCFS is performed.
  • This doesn't really matter in most cases, since the attacker will automatically be quite minus after most attacks.
Invulnerability

Indicates whether there's any frames of invulnerability during the attack.

Move List

Normal Moves

Close Normals

cl.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Mid 8 5 6 Any 3 5 5 13 +2 +0 -
  • Not that good for Light Attack chains, because it will whiff against some characters. Normal cancellable.

cl.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
5 6 Mid 8 5 6 Cmd, Sp, Su 4 4 8 16 +0 -2 -
  • Good for Light Attack chains, but as a ender. You can't chain this move into itself, or other Light Attacks.

cl.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 24 Mid 16 18 12 Cmd, Sp, Su (1st only) 4 2, 5, 4 10 25 -1 -3 -
  • Use this normal in combos. Can be easily cancelled into almost all of Ken's Special/Super Moves.

cl.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
18 24 Mid 16 18 12 Free (Sp only) 5 4 15 24 +1 -1 -
  • Like cl.C, but it's a knee, and cannot be cancelled.

Far Normals

st.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Mid 9 6 6 Any 5 4 4 13 +4 +2 -
  • Good poking move. It's a incredible one just because it doesn't whiff against low crouching characters. Can be normal cancelled, and even chained into itself.

st.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
6 7 Mid 9 6 6 Free 7 6 7 20 -1 -3 -
  • Can be useful as an anti-air, though DP is usually better. Cannot be cancelled.

st.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 7 2 19 28 -1 -3 -
  • Fast, but not that useful. Will whiff against low crouching characters unlike st.A, and cannot be normal cancelled.

st.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 10 5 28 43 -13 -15 -
  • Ken's poke with the best reach. Won't whiff against low crouching characters and is also punishable on hit with relatively fast attacks. Can't be normal cancelled.

Crouch Normals

cr.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 4 4 8 16 +0 -2 -
  • Just a little punch that is useful as a poke. Has a little more reach than st.A. Can be normal cancelled, chains into itself, and even other Light Attacks.

cr.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 3 4 8 15 +0 -2 -
  • A kick that hits low. Good to use in Light Attack chains, but as a starter. Can be normal cancelled, and chained into itself.

cr.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - 5 1, 1, 6 20 33 -8 -10 -
  • Another anti-air. Can be normal cancelled. You can use this in combos instead of cl.C if necessary.

cr.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 11 2 22 35 SKD -6 -
  • The Shoto's sweep. Can be used as a low poke. You can actually cancel this move, so if you need meter, cancel it into a Projectile/DP/Tatsu, or for the block pressure. Fireball is the safest choice, so default to that.

Jumping Normals

nj.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 11 - - - - -
  • Neutral Jumping Attack
  • Can be used as a neutral jump-in attack for combos.

j.A
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 10 - - - - -
  • Diagonal Jumping Attack
  • Can be used as a jump-in attack, but Ken has better options for that.

nj.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 10 - - - - -
  • Neutral Jumping Attack
  • Kick aiming up. Good to use if your opponent has a high jump.

j.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 9 - - - - -
  • Diagonal Jumping Attack
  • One of Ken's jump attacks for crossup combos, and it's very easy to combo after it. Ken has better options for crossup attacks, but that doesn't mean that you can't use this move.

nj.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Neutral Jumping Attack
  • Almost the same as j.C, but aiming a little for the ground.

j.C
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 7 4 - - - - -
  • Diagonal Jumping Attack
  • Punch for jump-in attacks. Good damage on this one.

nj.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 4 5 - - - - -
  • Neutral Jumping Attack
  • An air-to-air defensive move.

j.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 5 3 - - - - -
  • Diagonal Jumping Attack
  • Useful as an air-to-air, jump-in, and for crossup combos. Use either this or j.B for crossup combos.

Command Normals

Inazuma Kakato Wari
f.B
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Overhead - - - - 21 4 20 45 +5 +3 -
  • Ken's overhead kick. It's a little fast, but you cannot cancel it(Outside of Max Mode). Do it mostly on the opponent's wakeup. You can max cancel his normals into this move, but you can't connect them.

Kurubushi Kick (cr.MK)
db.D
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Low - - - - 4 4 11 19 +5 +3 -
  • The Shoto's classic cr.MK. Ken has the fastest cr.MK between the Shotos in this game(It is so fast that he can link two cr.MKs), which is good for him and his combos. It hits low too.

Throws

Kof.lp.pngKof.lk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Kof.sp.pngKof.sk.png Throw
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
24 24 Throw 0 0 0 X - - - - - - -

Guard Cancel Blowback
Kof.sp.pngKof.sk.png on Block
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0 0 Mid 0 0 0 X - - - - - - -

Special Moves

Hadou Ken
qcf P
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf A - - Mid - - - - 15 ~ 41 56 -9 -11 -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcf C - - Mid - - - - 15 ~ 43 58 -11 -13 -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp A - - Mid - - - - 3 4, 11 26 44 SKD -20 1F~3F (startup)
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp C - - Mid - - - - - - - - 3rd= SKD - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
dp D - - Mid - - - - - - - - - - -
  • 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
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
qcb D - - Mid - - - - - - - - - - -
  • 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
j.qcb K
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb B - - Mid - - - - - - - - - - -
Version Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
j.qcb D - - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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 BD
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
- - Mid - - - - - - - - - - -
  • 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
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 - - - - - - - - - - -
  • Ken will do his f+B Command Move. Dunno if it's useful, because it won't combo after the "Geri" moves.

Super Moves

Shinryuu Ken
qcf x2 K, Mash Buttons
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x9~16 32 Mid 0 0 0 X - - - - - - -
  • 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.

Kuzuryuu Reppa
qcb x2 K
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
30x19 32 Mid 0 0 0 X - - - - - - -
  • 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

Shinbu Messatsu
Qcf.pngHcb.pngKof.lp.pngKof.sp.png
Damage Counter Dmg Guard G. Crush Stun Meter Cancel Startup Active Recovery Total Hit Adv Block Adv Invulnerability
0+(3x10)+112 0, 3, 112 Mid 0 0 0 X 1+10 22 17 50 HKD +0 1F-11F (Full body invul during startup), 12F-16F (First 5 frames of active)
  • Probably one of the coolest Exceeds in this game. Ken rushes into the opponent, and when he connects, V.Ken will do a punching-and-kicking series, finishing with a strong uppercut, which makes an energy pillar, and a head appears on it(I think that this pillar is part of one of Rugal's Super moves). Ken does a pose(Which makes me think that he can't control himself), and the Super ends. It does one health bar in damage terms, and you have some great options to confirm it.

Strategy

Basic Strategy

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

SVC Chaos: SNK VS Capcom Quick Combo Notation Guide
  • cl. = close normal
  • st. = standing/far normal
  • cr. = crouching normal
  • X = any button
  • CH = counter hit
  • , = Used to separate attacks in the combo
  • / = Separates different options for the combo (mainly different starters or enders that are possible)
  • Unless otherwise stated (such as it's a link or you need to delay the attack), assume this is a chain/cancel.
  • Example: cr.B, cr.A, dp A ; cr.B chains into cr.A, then cr.A cancels into dp A
  • [b]~f = Indicates to charge back (or downback), then press forwards for the given special move
  • ( ) = Parentheses used to indicate the attack(s) within the parentheses are optional to add to the combo
  • (C) = Indicates a free cancel, aka a cancel only possible in Max Mode
  • (SC) = Indicates a super cancel via free canceling in Max Mode
  • (1) = Used to indicate how many hits of the attack should connect (or less than) before continuing with the combo
  • Example: cl.C(1), hcb P means that only one hit of cl.C should be performed before moving on to do hcb P, not more than one hit
  • [ ] = Used to distinguish combo loops or combo starters/etc. in case a certain attack is only possible after specific options
  • xN = Repeat the given loop for as many times as either possible or as many times as you wish

Starters

Starters
Combo Position Damage Stun Difficulty Notes
cr.B, cr.A TBA TBA TBA TBA Standard light confirm that allows V. Ken to combo into the majority of his BnBs.
cr.B, cl.B TBA TBA TBA TBA Fast light confirm so it's a bit harder to confirm off of as opposed to just cr.B, cr.A. Also requires V. Ken be close enough to land cl.B or he ends up doing st.B instead. Usually not an issue but worth noting.
cr.B x1-3, db.D TBA TBA TBA TBA Reserved mainly for supers, possible to do 4 cr.Bs in the corner and maybe midscreen. 4 cr.Bs requires super strict timing but might also result in the super dropping, regardless.
cr.B x1-2, cr.A, db.D TBA TBA TBA TBA Mainly for supers since the db.D can make V. Ken's specials whiff.
cr./cl.C, db.D TBA TBA TBA TBA Similar to the light starter variant using this command normal, but with a heavy starter instead. Pushback remains an issue so use this for confirming into super mainly.
db.D, db.D TBA TBA TBA TBA 2 frame where V. Ken can link a second db.D off of itself. Needs to be very close to the opponent for it to connect, no real use for it but it's there.

BnB 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.

BnB Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cr.B, cr.A, dp P TBA TBA TBA TBA A simple but effective combo with a low starter. If using a jump-in, unless it crosses up, don't add another Light after the cr.B, since both DPs will whiff if the opponent is pushed too far back. Default to dp A only if you're unsure the combo will connect.
(j.X cross-up,) cl./cr.C, dp C TBA TBA TBA TBA This one is for punishing purposes.
(j.X,) cl./cr.C, db.D, qcb K TBA TBA TBA TBA This is the most damaging thing you can do with the tatsu. Good for punishing too.
(j.X,) cr.B, db.D, qcb K TBA TBA TBA TBA The most effective tatsu combo, which starts with a low-hitting move. In the corner, you add more cr.Bs.
(j.X,) cl./cr.C, hcf D TBA TBA TBA TBA Cool combo, but risky to use on small characters because it can whiff.
(j.X,) cr.B, hcf D TBA TBA TBA TBA Just a combo starting with a low. V.Ken can do better things.
Super Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cr.B, qcf x2 K TBA TBA TBA TBA 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.
(j.X,) cl./cr.C, (db.D,) qcb x2 K, Reset TBA TBA TBA TBA A cool combo which does almost 50% in damage. Use this in case you don't have meter to do a Shinryuken after the super. Serves as the basis of his Max Mode loops, also. To time the dp, you'll want the opponent to be pretty close to V.Ken and close to the ground as well, almost as they're about to land. Additionally, while not necessary, you can hold back for a bit after the super, and just after V.Ken microwalks backwards, you can do DP and it will give you the right timing to land DP. Important note: V.Ken side switches when super connects in the corner.
(j.X,) cl./cr.C, (db.D,) qcb x2 K, (delay) dp C TBA TBA TBA TBA V.Ken's way to combo into anything he wants. You can do 2 cr.Bs 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.
(j.X,) Starter, (db.D,) qcb x2 K, qcf x2 K TBA TBA TBA TBA
(j.X,) Starter, (db.D,) qcb x2 K, Exceed TBA TBA TBA TBA
(j.X,) cl./cr.C, (db.D,) Exceed TBA TBA TBA TBA
(j.X,) cr.B, cr.A, (db.D,) Exceed TBA TBA TBA TBA This is an easy confirm. If doing a front hitting jump-in, omit db.D as it makes Exceed whiff. db.D will not make Exceed whiff if done after a cross-up. db.D will not cause problems in the corner but test it against other characters first as there could be proximity issues that cause Exceed to whiff after db.D hits. If you're really struggling to do the combo, particularly with db.D, use the button hold trick and/or super motion shortcuts, but if you play KOF regularly, then it shouldn't be much of a problem.

Max Mode Combos

Max Mode Combos
Combo Position Damage Stun Difficulty Notes
(j.X,) cl.C/cr.B, cl.B, dp C(2), (double dp cancel,) qcb x2 K, any possible follow-up TBA TBA TBA TBA 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 into qcb x2 K, [dp C(2), (C)dp B,]xN, qcf x2 K TBA TBA TBA TBA V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner.
Any combo into qcb x2 K, [dp C(2), (C)dp B,]xN, Exceed TBA TBA TBA TBA V. Ken's Max Mode loop, and also the best V.Ken combo. If you don't like loops, stick with the above. This combo deals more damage, however. If you can do dp C off of super, which is one of his BnB combos, you can most likely do this combo. Don't use dp D, it crosses up. And as with his BnB, remember that super side swaps in the corner.

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