Editing Ken (SSBU)
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:{{cquote|''Ken Turns Up the Heat!''|cite=Introduction tagline}} | :{{cquote|''Ken Turns Up the Heat!''|cite=Introduction tagline}} | ||
'''Ken''' ({{ja|ケン|Ken}}, ''Ken'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the third fighter from [[Capcom]] after {{SSBU|Mega Man}} and {{SSBU|Ryu}}. He was announced as a newcomer during the November 1st, 2018 [[Nintendo Direct|Super Smash Bros. Ultimate Direct]], alongside {{SSBU|Incineroar}} and {{SSBU|Piranha Plant}}. Despite being a semi-clone, Ken is Ryu's [[Echo Fighter]] (and was the final Echo Fighter to be revealed), thus being classified as [[Fighter number|Fighter #60<sup>ε</sup>]]. | '''Ken''' ({{ja|ケン|Ken}}, ''Ken'') is a playable character in ''[[Super Smash Bros. Ultimate]]''. He is the third fighter from [[Capcom]] after {{SSBU|Mega Man}} and {{SSBU|Ryu}}. He was announced as a newcomer during the November 1st, 2018 [[Nintendo Direct|Super Smash Bros. Ultimate Direct]], alongside {{SSBU|Incineroar}} and {{SSBU|Piranha Plant}}. Despite being a semi-clone, Ken is {{SSBU|Ryu}}'s [[Echo Fighter]] (and was the final Echo Fighter to be revealed), thus being classified as [[Fighter number|Fighter #60<sup>ε</sup>]]. | ||
{{ | {{s|wikipedia|Reuben Langdon}}, Ken's English voice actor from ''Street Fighter IV'' and ''Street Fighter V'', reprises his role in the overseas versions, including the Chinese and Korean versions. His Japanese voice actor since ''Street Fighter III: Third Strike'', {{s|wikipedia|Yuji Kishi}}, reprises his role exclusively in the Japanese version. ''Ultimate'' is the last game where Reuben Langdon voices Ken in English, as David Matranga is his current English voice actor in ''Street Fighter 6''. | ||
Ken is ranked 45th out of 82 on the current tier list, placing him in the B- tier. Ken is known as the more aggressive [[shoto]], being able to dish out huge amounts of damage from his multitude of combos and strings, finishing off his opponents with strong KO confirms into his [[Shoryuken]]. Like his fellow ''Street Fighter'' friend, Ken has a lot of good frame data on his moves and the distinction of having the auto-turnaround mechanic which allows him to perform his combos easier and more reliably. His Shoryuken in particular is great as an anti-air with high knockback growth when the last hit connects or when all hits on the ground connect with each other. | Ken is ranked 45th out of 82 on the current tier list, placing him in the B- tier. Ken is known as the more aggressive [[shoto]], being able to dish out huge amounts of damage from his multitude of combos and strings, finishing off his opponents with strong KO confirms into his [[Shoryuken]]. Like his fellow ''Street Fighter'' friend, Ken has a lot of good frame data on his moves and the distinction of having the auto-turnaround mechanic which allows him to perform his combos easier and more reliably. His Shoryuken in particular is great as an anti-air with high knockback growth when the last hit connects or when all hits on the ground connect with each other. | ||
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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. 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. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. Ken's forward smash has long range, fast startup and is his strongest standard ground attack, making it useful for hard punishes. Back aerial is Ken's strongest aerial, and is fast and has good range despite its small hitbox. Forward aerial also serves as a decent KO move, enhancing its already impressive utility. Finally, down aerial is a powerful [[meteor smash]] with fast start-up and long duration, making it a deadly edgeguarding tool. 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. | 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. 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. Up smash makes an effective substitute for held up tilt as a finisher, and its wide hitbox can catch aerial approaches. Ken's forward smash has long range, fast startup and is his strongest standard ground attack, making it useful for hard punishes. Back aerial is Ken's strongest aerial, and is fast and has good range despite its small hitbox. Forward aerial also serves as a decent KO move, enhancing its already impressive utility. Finally, down aerial is a powerful [[meteor smash]] with fast start-up and long duration, making it a deadly edgeguarding tool. 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. | ||
Ken's signature special moves are also effective in their own ways. [[Hadoken]] is a large ki projectile, with three travel speeds based on input method; the standard version is capable of [[lock]]ing, while the input variation deals more damage. [[Tatsumaki Senpukyaku]] propels Ken forward, hitting multiple times throughout the attack, and potentially leading to followups, but the non-input version is unsafe on hit. 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. 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. [[Focus Attack]] grants Ken [[armor|heavy armor]] against a single hit, and incapacitates opponents when at least half charged, allowing for followups. 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. His close held neutral attack, first two hits of tapped neutral attack, close tapped forward tilt, distant taped forward tilt, down smash, held down tilt, and all aerials can be canceled into special moves, allowing Ken to combo into Shoryuken for KOs, Tatsumaki Senpukyaku for extending combos, and Focus Attack for mixups and safety. | Ken's signature special moves are also effective in their own ways. [[Hadoken]] is a large ''ki'' projectile, with three travel speeds based on input method; the standard version is capable of [[lock]]ing, while the input variation deals more damage. [[Tatsumaki Senpukyaku]] propels Ken forward, hitting multiple times throughout the attack, and potentially leading to followups, but the non-input version is unsafe on hit. 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. 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. [[Focus Attack]] grants Ken [[armor|heavy armor]] against a single hit, and incapacitates opponents when at least half charged, allowing for followups. 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. His close held neutral attack, first two hits of tapped neutral attack, close tapped forward tilt, distant taped forward tilt, down smash, held down tilt, and all aerials can be canceled into special moves, allowing Ken to combo into Shoryuken for KOs, Tatsumaki Senpukyaku for extending combos, and Focus Attack for mixups and safety. | ||
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. 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. 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. | 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. 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. 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. |