ken frame data smash

Tapped: A crouching, Hapkido-style shin kick. Held (close): An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancelable. The most valuable collection of Super Smash Bros. Melee guides, technical data, and resources in the world. Special Cancellable. Ultimate , GameCube Controller Super Smash Bros. However, it is rather weak for a down smash, and only hits directly in front of Ken. This makes it extremely potent for combos, reliably canceling into Shoryuken even at higher percents. 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. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. 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 However, his polarized movement, mediocre vertical recovery, and lacking approach make him difficult to play optimally. Bring it on!" He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential. 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. This move uses a unique input, a reversed forward quarter-circle, that Ryu does not possess. This tournament differed from most later Melee tournaments in t… Unlocking Ken in World of Light allows the player to preview the spirit below in the Spirit List under the name "???". For example, characters using a Starmanhave invincibility, as well as characters about to throw someone (this invincibility lasts 8 frames). Ultimate Patch Notes: Character Nerfs And Buffs In Update 8.0 Super Smash Bros. 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. 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. Finally, Ken's fast fall increases his falling speed by 40% instead of the usual 60%. Kicks behind himself and then in front of himself before getting up. His overall shield is bigger, making it harder to shield poke him. It can be special-canceled. Wriggles the fingers on both hands, then crosses his arms and pumps them. Other examples of invincibility include: 1. Ken's grounded moveset boasts considerable utility. Toggle navigation. His held, close neutral attack has completely changed for the better, now functioning as a reliable combo starter at a much wider percent range. He was ranked as the 9th best Wii U player of all time on the PGR100 and 2nd on the Japan Power Rankings. The Tatsumaki is also stronger overall. Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. Ultimate Direct, alongside Incineroar and Piranha Plant. Another, albeit undocumented, buff to his down smash is that it is now possible to Kara Cancel the down smash charging animation. All moves with a heavier variant have at least one more frame of startup in practice unless they are buffered. The one stop hub for all of your Smash Bros. servers! 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. Based on his diagonal jumping medium kick in. Super Smash Bros. Holding A turns second hit into stronger kick. The strongest hitbox is at Ken's bent leg. 2. 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 was one of the many fighters that fell under Dharkon's control upon Galeem's first defeat. Patches slowly improved the perceptions of both Ryu and Ken, with most of their current buffs being shared between them. This effectively gives Ken two movesets—one for starting combos and racking up damage, and the other for scoring KOs. You can sort the tables using the arrows and you can also search for a specific character. Having said that, Ken comes wit… 3. 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. The sweetspot launches opponents diagonally, while the sourspot launches them toward Ken. When Melee was released, Ken initially did not enjoy it, but the game grew on him after a period of a few months. 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. It can be special-canceled. Can cancel into any of his special moves upon hit. 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. 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. Note: All numbers are listed as base damage, without the 1v1 multiplier. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. At point-blank range, Ken traps the opponent with. Leg intangibility added in 7.0.0. All of Ken's opponents are rivals to the main character of their franchise of origin. Login. 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. 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. 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. Cannot be special-canceled. 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. Advanced Techniques and Frame Data for Terry and FGC Inputs in Smash Ultimate - Duration: 12:05. 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. Ultimate's tempo is far faster than Super Smash Bros. 4's. Kara Cancel was already possible but it could only be down during the first four frames of the down smash. An outward roundhouse kick, which resembles Ryu's far, held neutral attack. The axe kick has a collateral hitbox that possesses impressive KO power against bystanders. Ken Discord. Ultimate is the latest Smash game for the Nintendo Switch. 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. ... [date… The Player Database has 313128 player profile pages tracking results across 24107 tournaments. This can be thought of as "blocking invincibility". He is considered to be the best Sonic player in the world has taken sets off of many of the top players. 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. His Japanese voice actor since Street Fighter III: Third Strike, Yuji Kishi, reprises his role in the Japanese version. 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. The one stop hub for all of your Smash Bros. servers! 3. In the frame data on this site, we use the time-to-hit convention. Mobile-friendly Frame Data for Ken in Super Smash Bros. 2. Ken Shoryuken Forum. The 2 seconds (120 frames) after dismounting a revival platform. Leagues Smash 64 Melee Brawl Project M … Forums. 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. Being the more aggressive "shoto" compared to Ryu, Ken shares most of his attributes with some slight tweaks. 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. These traits allow Ken to survive to very high percents when used effectively, which also allows him to take full advantage of rage. Ken Discussions Discussions regarding Ken. 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. By holding the attack button, he will cancel it into Inazuma Kick. 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). Comments. 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. Pins the opponent to the ground and performs a. Focus Attack requires a brief charge before it can be canceled. Ver {{currentVersion.ver}} In regards to moves, it's how fast a move comes out. Special cancels can be buffered during hitlag to start on the next frame of animation. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. 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). Framedata; Combos; Lessons; Get FAT on your Phone! 12:05. 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. Arm intangibility on frame 9-12. Based off of his neutral jumping light kick. Focus Attack grants Ken heavy armor against a single hit, and incapacitates opponents when at least half charged, allowing for followups. Angle BKB/FKB KBG; Nata Otoshi Geri (Hit 1) 12: 29 As with his Oosoto Mawashi Geri, the Inazuma Kick cancel deals fair shield damage. 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. A kick straight upwards. •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 input is the same as Ryu's Shakunetsu Hadoken: a half-circle input. It is somewhat hard to land both hits, as the range tends to overlap with his close variant. 12% (Level 1), 10% (Level 2), 17% (Level 3). Much like Oosoto Mawashi Geri, holding the attack button will cancel into Inazuma Kick (cancels after the first hit only). Play VS. matches, with Ken being the 57th character to be unlocked. Ultimate. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. Leg intangible on frame 9-10. Because of this, many players wonder if this change was an unintended side effect or intentional. 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. 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). 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. face Promotion. Login. 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. 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. group Updates. 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's signature special moves are also effective in their own ways. Unleashing Shinryuken on Final Destination. 5% (both hits), 10% (canceled Inazuma Kick). Attacks Hitbox Active FAF Base Dmg. A flying kick. 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. 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. SMASH U SMASH 4 MELEE BRAWL & PM SSF 2 SMASH 64. Super Smash Bros. Ken's only projectile, Hadoken, is punishable if used carelessly due to its long endlag, weak damage and low priority. 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. Ken's forward smash has long range, fast startup and is his strongest standard ground attack, making it useful for hard punishes. These moves can only be used on the ground, with only the attack button. There will be more stats soon. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings. This subreddit is for discussing Super Smash Bros. A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input. Charge hold is frame 6. Hits on alternating sides of him every five frames from 13 up to 38. 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. A decent vertical finisher, the move makes his hurtbox smaller while attacking, making this a good anti-air attack. A jumping, spinning crescent kick. A legsweep. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. Ultimate. It grants him intangibility on frame 5. With the exception of the third method, Ken must then be defeated on Boxing Ring. Watch out for his vicious combos! 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. Lastly, Ken has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. Ken Discord Link. Held: A lunging, Hapkido-style shin kick. Upper body intangibility on frame 4-10. The best place for a player to learn and improve. In spite of his weaknesses and high learning curve, Ken's results and representation are more notable than Ryu's. He can be found in Dracula's Castle behind an evil ghost; Akuma must be defeated in order to reach him. Example: If Mario's Fsmash Charge hold is 5, and startup is 15, then startup from charge release is 10. Ken comes equipped with many range of attacks, several of which have varying strengths depending on how the moves are executed. 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. It is also available periodically for purchase in the shop for 500 coins. Performs a crouching shin kick while climbing up. 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. Update 7.0.0 buffed Ken even further. 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. 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. Shield Stun is the amount of frames that the defender is stuck after Shield Lag ends. dehaze. Any of the hits can be canceled into his Final Smash. The frame of animation on a smash attack that gets repeated when you charge the move. 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. 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. He also gains intangibility on his leg for frames 7 and 8. Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. 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. Both up and down aerial are also able to auto-cancel from a short hop. Get updates about newly added servers. Like his held up tilt, it renders his entire upper body intangible, giving it anti-air properties. Frame 1 would be the fastest. 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. It is extremely fast and highly spammable, much like his tapped up tilt. If all hits connect, it can deal more damage than Ryu's version. 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. 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. Community driven database of Smash videos and statistics for players, characters & matchups 42 At what point in the trailer did you realize it was Steve? Ken inputting Oosoto Mawashi Geri as shown by the Move List in Ultimate. You should be aware of the frame data for a character's aerials, up smash, up special, and grab.

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