Editing Ken (SSBU)
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|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
}} | }} | ||
:{{cquote| | :{{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}}. | '''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}}. 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 since ''Street Fighter IV'', reprises his role in the overseas versions. His Japanese voice actor since ''Street Fighter III: Third Strike'', {{s|wikipedia|Yuji Kishi}}, reprises his role in the Japanese version. | ||
==How to unlock== | ==How to unlock== | ||
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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. | ||
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Lastly, Ken has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. 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. Shoryuken travels a good vertical distance, reaches above [[edge]]s, and can [[stage spike]] reckless edgeguarders. 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 traits allow Ken to survive to very high percents when used effectively, which also allows him to take full advantage of [[rage]]. | Lastly, Ken has a long-distanced recovery and is surprisingly difficult to combo, traits not shared with most heavyweights. 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. Shoryuken travels a good vertical distance, reaches above [[edge]]s, and can [[stage spike]] reckless edgeguarders. 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 traits allow Ken to survive to very high percents when used effectively, which also allows him to take full advantage of [[rage]]. | ||
Despite his abundant strengths, Ken has his weaknesses as well, most of them shared with Ryu. Though his recovery travels a long distance, it becomes very short if extendable elements, such as Tatsumaki Senpukyaku, cannot be utilized. Focus Attack requires a brief charge before it can be canceled. 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 | Despite his abundant strengths, Ken has his weaknesses as well, most of them shared with Ryu. Though his recovery travels a long distance, it becomes very short if extendable elements, such as Tatsumaki Senpukyaku, cannot be utilized. Focus Attack requires a brief charge before it can be canceled. 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'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. 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. 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. | ||
Although Ken has an overall good [[neutral game]], it does suffer from noticeable flaws. Despite his good frame data (especially for his tapped tilts and neutral aerial) and decent running speed, his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess [[Hitbox|disjointed hitboxes]], especially when combined with his tall stature. Ken's only projectile, [[Hadoken]], is punishable if used carelessly due to its long endlag, weak damage and low [[priority]]. 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. These issues force Ken to play patiently and take advantage of any opening, as he has trouble against opposing [[camping]]. 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). 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. | Although Ken has an overall good [[neutral game]], it does suffer from noticeable flaws. Despite his good frame data (especially for his tapped tilts and neutral aerial) and decent running speed, his slow walking speed and short range hinders the otherwise great utility of his tilt attacks, which gives him trouble against characters who possess [[Hitbox|disjointed hitboxes]], especially when combined with his tall stature. Ken's only projectile, [[Hadoken]], is punishable if used carelessly due to its long endlag, weak damage and low [[priority]]. 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. These issues force Ken to play patiently and take advantage of any opening, as he has trouble against opposing [[camping]]. 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). 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. | ||
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Overall, Ken is a combo-oriented fighter with a fearsome offensive potential, 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. However, his polarized movement, mediocre vertical recovery, and lacking approach make him difficult to play optimally. His high learning curve in particular is perhaps his biggest issue; much practice is generally required for his input specials to use them reliably and consistently, rather than accidentally inputting the wrong move. | Overall, Ken is a combo-oriented fighter with a fearsome offensive potential, 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. However, his polarized movement, mediocre vertical recovery, and lacking approach make him difficult to play optimally. His high learning curve in particular is perhaps his biggest issue; much practice is generally required for his input specials to use them reliably and consistently, rather than accidentally inputting the wrong move. | ||
In spite of his weaknesses and high learning curve, Ken's results and representation are more notable than Ryu's. Some players choose to utilize both accordingly to play to the other's strengths, whether it be reliable damage and zoning or massive combo opportunities and options. | |||
==Differences from {{SSBU|Ryu}}== | ==Differences from {{SSBU|Ryu}}== | ||
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, {{SSBU|Ryu}}. 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. His grounded movement is slightly faster than that of Ryu's, and a handful of his attacks have entirely different properties as well. | 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, {{SSBU|Ryu}}. 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. His grounded movement is slightly faster than that of Ryu's, and a handful of his attacks have entirely different properties as well. | ||
Since Ken has multiple entirely different moves from Ryu, he is near-universally accepted to be the most unique Echo Fighter, being the only Echo Fighter that is a semi-clone. As such, he, much like fellow Echo Fighters {{SSBU|Chrom}} and {{SSBU|Lucina}}, is | Since Ken has multiple entirely different moves from Ryu, he is near-universally accepted to be the most unique Echo Fighter, being the only Echo Fighter that is a semi-clone. As such, he, much like fellow Echo Fighters {{SSBU|Chrom}} and {{SSBU|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]]. | ||
===Aesthetics=== | ===Aesthetics=== | ||
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===Attributes=== | ===Attributes=== | ||
*{{buff|Ken's walking (0.75 → 0.825), dashing (1.6 → 1.76) and initial dash (1.76 → 1.936) speeds are | *{{buff|Ken's walking (0.75 → 0.825), dashing (1.6 → 1.76) and initial dash (1.76 → 1.936) speeds are faster than those of Ryu, with his initial dash and run speeds being identical to those of {{SSBU|Mario}}.}} | ||
**{{buff|Ken's shield jump height is marginally lower than Ryu's | **{{buff|Ken's shield jump height is marginally lower than Ryu's, resulting in him landing 1 frame sooner.}} | ||
===Ground Attacks=== | ===Ground Attacks=== | ||
*{{change|Held neutral attack is Inazuma Kick, a double-hitting axe kick resembling up throw. It is somewhat hard to land by itself, as its effective range tends to overlap with his close variant. It deals a large amount of shield damage.}} | |||
*{{change|Neutral attack 3 has altered hitboxes and reduced hitlag (2 → 1.5).}} | |||
*{{change|Ken's held [[forward tilt]] is his far standing medium punch, a straight with his right arm, as opposed to Ryu's Collarbone Breaker.}} | |||
**{{buff|Held forward tilt is faster and deals more knockback at a lower angle.}} | |||
**{{nerf|Held forward tilt has less range and far less shield damage.}} | |||
* | |||
*[[Forward smash]]: | *[[Forward smash]]: | ||
**{{change|Ken's [[forward smash]] is based off of his standing heavy kick introduced in ''Super Street Fighter II Turbo''.}} | **{{change|Ken's [[forward smash]] is based off of his standing heavy kick introduced in ''Super Street Fighter II Turbo''.}} | ||
**{{buff|It has less start-up (frame 15 → 13).}} | **{{buff|It has less start-up (frame 15 → 13).}} | ||
**{{nerf|It has less range and does not make Ken travel forwards.}} | **{{nerf|It has less range and does not make Ken travel forwards.}} | ||
**{{nerf|It deals less damage (17.5% | **{{nerf|It deals less damage (16%/17.5% → 12%/16%), making it slightly weaker despite its higher knockback growth (98 → 102).}} | ||
===Aerial Attacks=== | ===Aerial Attacks=== | ||
*[[Neutral aerial]]: | *[[Neutral aerial]]: | ||
**{{change|Ken's [[neutral aerial]] is based off of his diagonal jumping medium kick in '' | **{{change|Ken's [[neutral aerial]] is based off of his diagonal jumping medium kick in ''SFII'', as opposed to Ryu's diagonal jumping light kick.}} | ||
**{{buff|Due to it being a kick rather than a knee, the range of the move is increased compared to that of Ryu's neutral aerial.}} | **{{buff|Due to it being a kick rather than a knee, the range of the move is increased compared to that of Ryu's neutral aerial.}} | ||
**{{buff|It has less ending lag than Ryu's (FAF 36 → 28).}} | |||
**{{nerf|It has more startup lag (frame 4 → 6).}} | **{{nerf|It has more startup lag (frame 4 → 6).}} | ||
**{{nerf|Its duration is | **{{nerf|Its duration is shorter (4-31 → 6-17).}} | ||
**{{nerf|It has a sourspot on its clean hit that deals less damage (8% → 6.5%).}} | **{{nerf|It has a sourspot on its clean hit that deals less damage (8% → 6.5%).}} | ||
**{{change|The late hit deals more damage on its sweetspot, but less on the sourspot (4.5% → 4% (sourspot)/6.5% (sweetspot).}} | **{{change|The late hit deals more damage on its sweetspot, but less on the sourspot (4.5% → 4% (sourspot)/6.5% (sweetspot).}} | ||
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*[[Up aerial]]: | *[[Up aerial]]: | ||
**{{change|Up aerial is based off of his neutral jumping light kick, a kick straight upwards.}} | **{{change|Up aerial is based off of his neutral jumping light kick, a kick straight upwards.}} | ||
**{{change|It | **{{change|It deals considerably less knockback, which hinders its KO potential, but makes it much better for combos.}} | ||
**{{buff|It has less startup (frame 6 → 5).}} | **{{buff|It has less startup (frame 6 → 5).}} | ||
**{{nerf|It deals | **{{nerf|It deals less damage (11% (total) → 6.5%) and only hits once.}} | ||
**{{nerf|It does not grant partial intangibility.}} | **{{nerf|It does not grant partial intangibility.}} | ||
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===Special moves=== | ===Special moves=== | ||
*{{buff|Ken has more input command moves than Ryu, which can only be used with the attack button.}} | *{{buff|Ken has more input command moves than Ryu, which can only be used with the attack button.}} | ||
**{{buff|He has | **{{buff|He has Oosoto Mawashi Geri, an outward roundhouse kick from ''Super Street Fighter II Turbo'' similar to Ryu's standing held neutral attack that can be canceled into Inazuma Kick by holding the attack button, letting him use his special cancels without committing to the potential endlag of [[Shoryuken]] and [[Tatsumaki Senpukyaku]] and mix up his attacks. Inazuma Kick also deals a fair amount of [[shield damage]], making it much riskier to block Ken during his blockstrings. At the edge, Oosoto Mawashi Geri makes for a reliable KO option from his special cancel normals.}} | ||
**{{buff|Ken also has his | **{{buff|Ken also has his Nata Otoshi Geri, a swiping roundhouse kick from ''Super Street Fighter II Turbo'' with a unique input (→ ↘ ↓ + Attack) that Ryu does not have. He can cancel after the first hit and change it into his Inazuma Kick by holding the attack button. Its low knockback and angle make it useful for combos, leading into down smash, forward smash or a Shoryuken.}} | ||
*[[Hadoken]]: | *[[Hadoken]]: | ||
**{{change|Hadoken contains an image of Ken's hands, as it does in the original ''Street Fighter II''.}} | **{{change|Hadoken contains an image of Ken's hands, as it does in the original ''Street Fighter II''.}} | ||
**{{nerf|Hadoken deals | **{{nerf|Hadoken deals less damage (7%/8% → 4.5%/5.5%), with even his strongest input Hadoken (6.8%) dealing less damage than Ryu's weakest standard Hadoken (7%).}} | ||
**{{nerf|Hadoken has slightly more startup lag (frame 12 → 13).}} | **{{nerf|Hadoken has slightly more startup lag (frame 12 → 13).}} | ||
**{{nerf|Ken does not have access to Ryu's [[Shakunetsu Hadoken]], meaning that he lacks a multi-hit projectile.}} | **{{nerf|Ken does not have access to Ryu's [[Shakunetsu Hadoken]], meaning that he lacks a multi-hit projectile.}} | ||
**{{nerf|Ken's Hadokens do not vary in speed as significantly as Ryu's do depending on how long the button is held | **{{nerf|Ken's Hadokens do not vary in speed as significantly as Ryu's do depending on how long the button is held. This reduces his space control and approaching options.}} | ||
*[[Tatsumaki Senpukyaku]]: | *[[Tatsumaki Senpukyaku]]: | ||
**{{change|Tatsumaki Senpukyaku hits multiple times, as opposed to Ryu's single hit.}} | **{{change|Tatsumaki Senpukyaku hits multiple times, as opposed to Ryu's single hit.}} | ||
**{{change|Aesthetically, Ken spins faster during Tatsumaki Senpukyaku | **{{change|Aesthetically, Ken slowly spins faster during Tatsumaki Senpukyaku.}} | ||
**{{buff|Compared to Ryu's, Ken's Tatsumaki Senpukyaku does not lose its hitbox on hit due to its multi-hit nature. Ken can also reliably cross up shields with his version, making it safer on shield.}} | **{{buff|Compared to Ryu's, Ken's Tatsumaki Senpukyaku does not lose its hitbox on hit due to its multi-hit nature. Ken can also reliably cross up shields with his version, making it safer on shield.}} | ||
**{{nerf|Tatsumaki Senpukyaku deals less damage than the late hit of Ryu's version, even if all hits connect.}} | **{{nerf|Tatsumaki Senpukyaku deals less damage than the late hit of Ryu's version, even if all hits connect.}} | ||
**{{buff|Due to its multihit property and distance, Tatsumaki Senpukyaku can be used to drag opponents offstage far away at low percentages, being effective against opponents with poor recoveries.}} | **{{buff|Due to its multihit property and distance, Tatsumaki Senpukyaku can be used to drag opponents offstage far away at low percentages, being effective against opponents with poor recoveries.}} | ||
**{{buff|Tatsumaki Senpukyaku has less endlag, allowing for followups after the move is complete.}} | **{{buff|Tatsumaki Senpukyaku has less endlag, allowing for followups after the move is complete.}} | ||
**{{nerf|Tatsumaki Senpukyaku | **{{nerf|Tatsumaki Senpukyaku does significantly less knockback compared to Ryu's.}} | ||
**{{nerf|The grounded version does not grant intangibility to Ken's attacking leg.}} | **{{nerf|The grounded version does not grant intangibility to Ken's attacking leg.}} | ||
*[[Shoryuken]]: | *[[Shoryuken]]: | ||
**{{nerf|Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle | **{{nerf|Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle.}} | ||
**{{change|Ken's medium Shoryuken hits two times, as opposed to only once.}} | **{{change|Ken's medium Shoryuken hits two times, as opposed to only once.}} | ||
**{{change|Ken's heavy Shoryuken hits three times and has a [[flame]] effect.}} | **{{change|Ken's heavy Shoryuken hits three times and has a [[flame]] effect.}} | ||
**{{ | **{{buff|Although it KOs later, Ken's heavy Shoryuken deals more damage and has powerful hitboxes throughout the move, in contrast to Ryu's Shoryuken losing strength the longer it is out. Heavy Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top.}} | ||
**{{buff|Ken can travel more horizontally during his heavy Shoryuken. This makes certain combos possible and horizontal recoveries easier.}} | **{{buff|Ken can travel more horizontally during his heavy Shoryuken. This makes certain combos possible and horizontal recoveries easier.}} | ||
**{{buff|Ken's Shoryuken has less landing lag (frame 22 frames (standard)/15 (input) → 12/8/18/12) | **{{buff|Ken's Shoryuken has less landing lag (frame 22 frames (standard)/15 (input) → 12/8/18/12).}} | ||
*[[Focus Attack]]: | *[[Focus Attack]]: | ||
**{{change|Ken performs a spinning kick in his Focus Attack instead of a straight punch | **{{change|Ken performs a spinning kick in his Focus Attack instead of a straight punch. The hitbox comes out 1 frame later for all variants, albeit with its total duration unchanged, allowing Ken to act 1 frame earlier on hit.}} | ||
**{{change|Focus Attack launches at a lower angle (60 → 45), and the uncharged version has slightly more base knockback (100 → 110), hindering its followup potential but aiding its ability to set up edgeguards.}} | **{{change|Focus Attack launches at a lower angle (60 → 45), and the uncharged version has slightly more base knockback (100 → 110), hindering its followup potential but aiding its ability to set up edgeguards.}} | ||
***{{buff|The lowered angle improves the fully-charged version's KO potential on aerial opponents.}} | ***{{buff|The lowered angle improves the fully-charged version's KO potential on aerial opponents.}} | ||
**{{nerf|Ken does not lunge forward as far in his Focus Attack, slightly hindering its range.}} | **{{nerf|Ken does not lunge forward as far in his Focus Attack, slightly hindering its range.}} | ||
**{{buff|Ken's Focus Attack has him kicking at a lower elevation than Ryu's punch, which makes him capable of hitting certain downed opponents that Ryu cannot (such as {{SSBU|Zelda}}).}} | **{{buff|Ken's Focus Attack has him kicking at a lower elevation than Ryu's punch, which makes him capable of hitting certain downed opponents that Ryu cannot (such as {{SSBU|Zelda}}).}} | ||
*{{change|Like Ryu, Ken has two unique Final Smashes, [[Shinryuken]] and [[Shippu Jinraikyaku]], with the Final Smash activated depending on how far Ken is from his opponent(s). '''Shinryuken''' produces a giant pillar of fire with immense vertical range, which is similar to its appearance in the ''Marvel vs. Capcom'' series, which reused ''Street Fighter Alpha'' sprites in its 2D-era games. Meanwhile, '''Shippu Jinryaikyaku''' has Ken furiously kicking opponents before ending in a devastating series of hurricane kicks, much like his Guren Senpukyaku Ultra Combo II from ''Super Street Fighter IV'' and the ending of his Guren Enjinkyaku Critical Art from ''Street Fighter V'', but is ultimately based on his Shippu Jinraikyaku Super Art from ''Street Fighter III''. Shippu Jinraikyaku occurs when Ken initiates his Final Smash near an opponent. Otherwise, he will perform Shinryuken.}} | *{{change|Like Ryu, Ken has two unique Final Smashes, [[Shinryuken]] and [[Shippu Jinraikyaku]], with the Final Smash activated depending on how far Ken is from his opponent(s). '''Shinryuken''' produces a giant pillar of fire with immense vertical range, which is similar to its appearance in the ''Marvel vs. Capcom'' series, which reused ''Street Fighter Alpha'' sprites in its 2D-era games. Meanwhile, '''Shippu Jinryaikyaku''' has Ken furiously kicking opponents before ending in a devastating series of hurricane kicks, much like his Guren Senpukyaku Ultra Combo II from ''Super Street Fighter IV'' and the ending of his Guren Enjinkyaku Critical Art from ''Street Fighter V'', but is ultimately based on his Shippu Jinraikyaku Super Art from ''Street Fighter III''. Shippu Jinraikyaku occurs when Ken initiates his Final Smash near an opponent. Otherwise, he will perform Shinryuken.}} | ||
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Like {{SSBU|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. 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. His held, close neutral attack has completely changed for the better, now functioning as a reliable combo starter at a much wider percent range. | Like {{SSBU|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. 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. His held, close neutral attack has completely changed for the better, now functioning as a reliable combo starter at a much wider percent range. | ||
Update 7.0.0 buffed Ken even further. His overall shield is bigger, making it harder to shield poke him. 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. His pivoting leg is now invincible during his Tatsumaki Senpukyaku, making moves like {{SSBU|Ness}}'s [[PK Fire]] no longer work. The Tatsumaki is also stronger overall. The biggest change however, was to his down smash. 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. Another, albeit undocumented, buff to his down smash is that it is now possible to Kara Cancel the down smash charging animation. Kara Cancel was already possible but it could only be down during the first four frames of the down smash. Because of this, | Update 7.0.0 buffed Ken even further. His overall shield is bigger, making it harder to shield poke him. 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. His pivoting leg is now invincible during his Tatsumaki Senpukyaku, making moves like {{SSBU|Ness}}'s [[PK Fire]] no longer work. The Tatsumaki is also stronger overall. The biggest change however, was to his down smash. 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. Another, albeit undocumented, buff to his down smash is that it is now possible to Kara Cancel the down smash charging animation. Kara Cancel was already possible but it could only be down during the first four frames of the down smash. Because of this, many players wonder if this change was an unintended side effect or intentional. | ||
'''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | '''{{GameIcon|ssbu}} {{SSBU|2.0.0}}''' | ||
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==Moveset== | ==Moveset== | ||
*Ken always | *Ken always faces his opponent when only two players are remaining in a match. | ||
*A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input. | *A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input. | ||
*Sound effects from the ''Street Fighter II'' series, albeit heavily modified, | *Sound effects from the ''Street Fighter II'' series are used when Ken hits opponents, albeit heavily modified, instead of the typical knockback sounds. The intensity of the sound depends on the power of the move. Ken shares this trait with {{SSBU|Ryu}}. | ||
''For a gallery of Ken's hitboxes, see [[Ken (SSBU)/Hitboxes|here]].'' | ''For a gallery of Ken's hitboxes, see [[Ken (SSBU)/Hitboxes|here]].'' | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname= | |neutralname=Inazuma Kick{{ref|b}} (held, far) | ||
|neutral1dmg=1.5% (hits 1 and 2) | |neutral1dmg=1.5% (hits 1 and 2) | ||
|neutral2dmg=5% | |neutral2dmg=5% | ||
|neutral3dmg=6% (hit 1), 10% (hit 2) (held | |neutral3dmg=6% (hit 1), 10% (hit 2) (held, far) | ||
|neutralinfdmg=12% (held | |neutralinfdmg=12% (held, close) | ||
|neutraldesc= ''Tapped'': A jab, followed by a | |neutraldesc= ''Tapped'': A jab, followed by a {{s|wikipedia|short straight-punch}}, followed by a hook. The second hit is based on Ken's ''Street Fighter III'' close medium punch. The first and second hits can be special-canceled, and are also able to jab lock. | ||
''Held (far)'': Ken performs his Inazuma Kick: a double-hitting axe kick. It is somewhat hard to land both hits, as the range tends to overlap with his close variant. This move causes Ken to slightly move forward, and deals a good amount of shield damage, making it useful for shield pressure. Cannot be special-canceled. | ''Held (far)'': Ken performs his Inazuma Kick: a double-hitting axe kick. It is somewhat hard to land both hits, as the range tends to overlap with his close variant. This move causes Ken to slightly move forward, and deals a good amount of shield damage, making it useful for shield pressure. Cannot be special-canceled. | ||
''Held (close)'': An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancelable. This makes it extremely potent for combos, reliably canceling into Shoryuken even at higher percents. Like his held up tilt, it renders his entire upper body intangible, giving it anti-air properties. | ''Held (close)'': An uppercut similar to his held up tilt, but with significantly different properties, doing virtually no knockback and being special-cancelable. This makes it extremely potent for combos, reliably canceling into Shoryuken even at higher percents. Like his held up tilt, it renders his entire upper body intangible, giving it anti-air properties. | ||
|ftiltname= | |ftiltname= | ||
|ftiltdmg=6.8% (tapped, far), 6% (tapped, close), 5% (arm), 10% (fist) | |ftiltdmg=6.8% (tapped, far), 6% (tapped, close), 5% (arm), 10% (fist) | ||
|ftiltdesc=''Tapped (far)'': The | |ftiltdesc=''Tapped (far)'': The tsumasaki geri{{ref|c}}, a kick used in Karate. It launches the opponent diagonally upward. It is good for following up with a dash attack or forward aerial at low percents, and grants intangibility on his entire leg from frames 7-12. Cannot be special-cancelled. | ||
''Tapped (close)'': An inward hook. The move causes the opponent to slightly shift towards Ken. It can lock, and can also be special-canceled. | ''Tapped (close)'': An inward hook. The move causes the opponent to slightly shift towards Ken. It can lock, and can also be special-canceled. | ||
''Held'': A straight with his left or right arm. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. It is based on his far standing medium punch. Cannot be special-canceled. | ''Held'': A straight with his left or right arm. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage. It is based on his far standing medium punch. Cannot be special-canceled. | ||
|utiltname= | |utiltname= | ||
|utiltdmg=2% (tapped), 12% (held) | |utiltdmg=2% (tapped), 12% (held) | ||
|utiltdesc=''Tapped'': The sok ngat{{ref| | |utiltdesc=''Tapped'': The sok ngat{{ref|d}}, an uppercut-style elbow strike used in Muay Thai. An extremely fast and highly spammable move that can combo into itself. | ||
''Held'': An uppercut. It grants his entire upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. | ''Held'': An uppercut. It grants his entire upper body intangibility from frames 4-10, making it a surprisingly effective anti-air attack and KO move. | ||
|dtiltname=Light Ankle Kick ( | |dtiltname=Light Ankle Kick (tapped)<br/>Heavy Ankle Kick (held) | ||
|dtiltdmg=1.6% (tapped); 7% (leg, held), 5.5% (foot, held) | |dtiltdmg=1.6% (tapped); 7% (leg, held), 5.5% (foot, held) | ||
|dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It is extremely fast and highly spammable, much like his tapped up tilt. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings. | |dtiltdesc=''Tapped'': A crouching, Hapkido-style shin kick. It is extremely fast and highly spammable, much like his tapped up tilt. Any prone opponents will be lightly launched back onto their feet, allowing for longer combo strings. | ||
''Held'': A lunging, Hapkido-style shin kick. | ''Held'': A lunging, Hapkido-style shin kick. | ||
|dashname= | |dashname= | ||
|dashdmg=12% (clean), 8% (late) | |dashdmg=12% (clean), 8% (late) | ||
|dashdesc=A flying kick. The clean hit launches opponents away, and can KO near the ledge. By contrast, the late hit is much weaker and launches opponents vertically, making it a potential combo starter. | |dashdesc=A flying kick. The clean hit launches opponents away, and can KO near the ledge. By contrast, the late hit is much weaker and launches opponents vertically, making it a potential combo starter. | ||
|fsmashname= | |fsmashname= | ||
|fsmashdmg={{ChargedSmashDmgSSBU|16}} (foot), {{ChargedSmashDmgSSBU|12}} (leg) | |fsmashdmg={{ChargedSmashDmgSSBU|16}} (foot), {{ChargedSmashDmgSSBU|12}} (leg) | ||
|fsmashdesc=A roundhouse kick. Ken's strongest horizontal KOing move, with the sweetspot on his foot being stronger than the sourspot on his leg. Unlike Ryu's forward smash, it has less range, and does not move him forward as much; it also has slightly less base knockback. It is faster than Ryu's forward smash, however. Based on his standing heavy kick introduced in ''Super Street Fighter II Turbo''. | |fsmashdesc=A roundhouse kick. Ken's strongest horizontal KOing move, with the sweetspot on his foot being stronger than the sourspot on his leg. Unlike Ryu's forward smash, it has less range, and does not move him forward as much; it also has slightly less base knockback. It is faster than Ryu's forward smash, however. Based on his standing heavy kick introduced in ''Super Street Fighter II Turbo''. | ||
|usmashname= | |usmashname= | ||
|usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|13.5}} (late) | |usmashdmg={{ChargedSmashDmgSSBU|17}} (clean), {{ChargedSmashDmgSSBU|13.5}} (late) | ||
|usmashdesc=Squats and then rises up to throw an uppercut. A decent vertical finisher, the move makes his hurtbox smaller while attacking, making this a good anti-air attack. Grants intangibility to his arm on frames 3-6. | |usmashdesc=Squats and then rises up to throw an uppercut. A decent vertical finisher, the move makes his hurtbox smaller while attacking, making this a good anti-air attack. Grants intangibility to his arm on frames 3-6. | ||
|dsmashname= | |dsmashname= | ||
|dsmashdmg={{ChargedSmashDmgSSBU|16}} | |dsmashdmg={{ChargedSmashDmgSSBU|16}} | ||
|dsmashdesc=A legsweep. 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. However, it is rather weak for a down smash, and only hits directly in front of Ken. It can be special-canceled. | |dsmashdesc=A legsweep. 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. However, it is rather weak for a down smash, and only hits directly in front of Ken. It can be special-canceled. | ||
|nairname= | |nairname= | ||
|nairdmg={{ShortHopDmgSSBU|8}} (clean, bent leg), {{ShortHopDmgSSBU|6.5}} (clean, leg/ late, bent leg), {{ShortHopDmgSSBU|4}} (late) | |nairdmg={{ShortHopDmgSSBU|8}} (clean, bent leg), {{ShortHopDmgSSBU|6.5}} (clean, leg/ late, bent leg), {{ShortHopDmgSSBU|4}} (late) | ||
|nairdesc=A downward angled kick. While weaker than Ryu's neutral aerial, the move has increased range. The strongest hitbox is at Ken's bent leg. Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. 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. It can be special-canceled. Based on his diagonal jumping medium kick in ''SFII''. | |nairdesc=A downward angled kick. While weaker than Ryu's neutral aerial, the move has increased range. The strongest hitbox is at Ken's bent leg. Hitting with it will also cause the opponent to slightly shift towards Ken, much like his close, tapped forward tilt. 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. It can be special-canceled. Based on his diagonal jumping medium kick in ''SFII''. | ||
|fairname=Tobigeri{{ref|d}} | |fairname=Tobigeri{{ref|d}} | ||
|fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|12}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|8}} (late sourspot) | |fairdmg={{ShortHopDmgSSBU|14}} (clean sweetspot), {{ShortHopDmgSSBU|12}} (late sweetspot), {{ShortHopDmgSSBU|9}} (clean sourspot), {{ShortHopDmgSSBU|8}} (late sourspot) | ||
|fairdesc=A flying kick. It has a sweetspot on Ken's outstretched leg, and a sourspot on his bent leg. The sweetspot launches opponents diagonally, while the sourspot launches them toward Ken. It can be special-canceled. | |fairdesc=A flying kick. It has a sweetspot on Ken's outstretched leg, and a sourspot on his bent leg. The sweetspot launches opponents diagonally, while the sourspot launches them toward Ken. It can be special-canceled. | ||
|bairname= | |bairname= | ||
|bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot) | |bairdmg={{ShortHopDmgSSBU|16}} (leg), {{ShortHopDmgSSBU|13}} (foot) | ||
|bairdesc=An outside crescent kick. 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. It can be special-canceled. | |bairdesc=An outside crescent kick. 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. It can be special-canceled. | ||
|uairname= | |uairname= | ||
|uairdmg={{ShortHopDmgSSBU|6.5}} | |uairdmg={{ShortHopDmgSSBU|6.5}} | ||
|uairdesc=A kick straight upwards. Unlike Ryu's up aerial, it only hits once, and his leg is not intangible. Can cancel into any of his special moves upon hit. Based off of his neutral jumping light kick. | |uairdesc=A kick straight upwards. Unlike Ryu's up aerial, it only hits once, and his leg is not intangible. Can cancel into any of his special moves upon hit. Based off of his neutral jumping light kick. | ||
|dairname=Straight Punch | |dairname=Straight Punch | ||
|dairdmg={{ShortHopDmgSSBU|12}} (grounded opponent), {{ShortHopDmgSSBU|15}} (aerial opponent sweetspot), {{ShortHopDmgSSBU|11}} (aerial opponent sourspot) | |dairdmg={{ShortHopDmgSSBU|12}} (grounded opponent), {{ShortHopDmgSSBU|15}} (aerial opponent sweetspot), {{ShortHopDmgSSBU|11}} (aerial opponent sourspot) | ||
|dairdesc=A downward-angled cross. Against aerial opponents, the sweetspot on Ken's fist is a [[meteor smash]] that launches opponents at a rather diagonal angle, akin to a [[spike]]. It can be special-canceled. | |dairdesc=A downward-angled cross. Against aerial opponents, the sweetspot on Ken's fist is a [[meteor smash]] that launches opponents at a rather diagonal angle, akin to a [[spike]]. It can be special-canceled. | ||
|grabname= | |grabname= | ||
|grabdesc=Reaches out | |grabdesc=Reaches out with his hand. | ||
|pummelname= | |pummelname= | ||
|pummeldmg=1.3% | |pummeldmg=1.3% | ||
|pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position | |pummeldesc=A knee strike while holding the opponent in the {{s|wikipedia|collar-and-elbow}} position. It is based on his Tsukami Hizageri ({{ja|つかみ膝蹴り|Tsukami Hizageri}}, "Grasping Knee Kick") throw in the ''Street Fighter Alpha/Zero'' games. | ||
|fthrowname= | |fthrowname= | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
|fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref| | |fthrowdesc=The {{s|wikipedia|seoi nage}}{{ref|e}}, a Judo throw. | ||
|bthrowname=Hell Wheel | |bthrowname=Hell Wheel | ||
|bthrowdmg=12% | |bthrowdmg=12% | ||
|bthrowdesc=Rolls backward twice before performing the {{s|wikipedia|tomoe nage}}{{ref| | |bthrowdesc=Rolls backward twice before performing the {{s|wikipedia|tomoe nage}}{{ref|f}}, akin to {{SSBU|Pikachu}}'s back throw. | ||
|uthrowname=Heel Drop | |uthrowname=Heel Drop | ||
|uthrowdmg=8% (throw), 15% (kick) | |uthrowdmg=8% (throw), 15% (kick) | ||
|uthrowdesc=A stretch kick transitioned into an axe kick. The axe kick has a collateral hitbox that possesses impressive KO power against bystanders. | |uthrowdesc=A stretch kick transitioned into an axe kick. The axe kick has a collateral hitbox that possesses impressive KO power against bystanders. | ||
|dthrowname= | |dthrowname= | ||
|dthrowdmg=3% (hit; throw) | |dthrowdmg=3% (hit; throw) | ||
|dthrowdesc=Pins the opponent to the ground and performs a {{s|wikipedia|knifehand strike}}. Ken's only throw with combo potential, albeit a rather lackluster one. However, the actual throw's collateral hitbox deals enough shield damage to break even a full shield, though it is difficult to land due to it requiring bystanders to be directly in front of Ken. Its shield-breaking properties and animation are based on the brick breaking bonus game in ''Street Fighter'', though it also resembles Akuma's Shurettō (朱裂刀, "Vermilion Rending Blade") throw in ''Street Fighter IV''. | |dthrowdesc=Pins the opponent to the ground and performs a {{s|wikipedia|knifehand strike}}. Ken's only throw with combo potential, albeit a rather lackluster one. However, the actual throw's collateral hitbox deals enough shield damage to break even a full shield, though it is difficult to land due to it requiring bystanders to be directly in front of Ken. Its shield-breaking properties and animation are based on the brick breaking bonus game in ''Street Fighter'', though it also resembles Akuma's Shurettō (朱裂刀, "Vermilion Rending Blade") throw in ''Street Fighter IV''. | ||
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|nsname=Hadoken | |nsname=Hadoken | ||
|nsdmg=4.5%, 5%, 5.5% (Standard), 5.625%, 6.25%, 6.875% (Input) | |nsdmg=4.5%, 5%, 5.5% (Standard), 5.625%, 6.25%, 6.875% (Input) | ||
|nsdesc=Quickly cups his hands to his side and then thrusts them forward to launch a blue ''ki'' blast from his cupped hands that deals low damage and knockback, and may cause tripping at low percents. As in the original games, Ken's Hadoken is weaker than Ryu's version. Since Ken does not have access to Shakunetsu Hadoken, he can only do two versions of the move: a small blue Hadoken (special button only), and a minutely stronger (1.25× damage) and larger inputted Hadoken (↓ ↘ → + attack/special | |nsdesc=Quickly cups his hands to his side and then thrusts them forward to launch a blue ''ki'' blast from his cupped hands that deals low damage and knockback, and may cause tripping at low percents. As in the original games, Ken's Hadoken is weaker than Ryu's version. Since Ken does not have access to Shakunetsu Hadoken, he can only do two versions of the move: a small blue Hadoken (special button only), and a minutely stronger (1.25× damage) and larger inputted Hadoken (↓ ↘ → + attack/special). Combos well out of his tapped tilt attacks and aerials, and is mainly used to rack up damage due to its low damage outputs, knockback and slow speed. Both variants can cancel into his Final Smash. Like in the original ''Street Fighter II'', Ken's Hadoken contains an image of his hands. | ||
|ssname=Tatsumaki Senpukyaku | |ssname=Tatsumaki Senpukyaku | ||
|ssdmg=3% (Standard, ground, hits 1 - 4), 3.48% (Input, ground, hits 1 - 4), 3% (Standard, midair, hit 1), 2% (Standard, midair, hits 2 - 4), 3.48% (Input, midair, hit 1), 2.32% (Input, midair, hits 2 - 4) | |ssdmg=3% (Standard, ground, hits 1 - 4), 3.48% (Input, ground, hits 1 - 4), 3% (Standard, midair, hit 1), 2% (Standard, midair, hits 2 - 4), 3.48% (Input, midair, hit 1), 2.32% (Input, midair, hits 2 - 4) | ||
|ssdesc=A jumping, spinning crescent kick. 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. 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). The command-input version (↓ ↙ ← + attack/special | |ssdesc=A jumping, spinning crescent kick. 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. 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). The command-input version (↓ ↙ ← + attack/special) deals 1.16× damage. Even if all hits connect, the move deals less damage than the late hit of Ryu's version. The multi-hits can also drag opponents offstage at low percents, making it effective against characters with poor recoveries. 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. Any of the hits can be canceled into his Final Smash. | ||
|usname=Shoryuken | |usname=Shoryuken | ||
|usdmg=13% (Standard, fast tap), 8%/6% (Standard, mid-fast tap; hits 1/2), 15.6% (Input, fast tap), 9.6%/7.2% (Input, mid-fast tap; hits 1/2), 2.2%/8%/6.5% (Heavy, Standard; hits 1/2/3), 2.64%/9.6%/7.8% (Heavy, Input; hits 1/2/3) | |usdmg=13% (Standard, fast tap), 8%/6% (Standard, mid-fast tap; hits 1/2), 15.6% (Input, fast tap), 9.6%/7.2% (Input, mid-fast tap; hits 1/2), 2.2%/8%/6.5% (Heavy, Standard; hits 1/2/3), 2.64%/9.6%/7.8% (Heavy, Input; hits 1/2/3) | ||
|usdesc=A leaping uppercut. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. However, it deals more damage and has powerful hitboxes throughout the move (in contrast to Ryu's Shoryuken, which loses strength the longer it is out). Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. 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. It grants him intangibility on frame 5. The command-input variant (→ ↓ ↘ + attack/special | |usdesc=A leaping uppercut. Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. However, it deals more damage and has powerful hitboxes throughout the move (in contrast to Ryu's Shoryuken, which loses strength the longer it is out). Shoryuken can also drag enemies upwards, letting it kill earlier when close to the top. 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. It grants him intangibility on frame 5. The command-input variant (→ ↓ ↘ + attack/special) deals 1.2× more damage, has 2/3rds the landing lag, and grants intangibility to his arm from frames 1 to 14. Can cancel into his Final Smash. | ||
|dsname=Focus Attack | |dsname=Focus Attack | ||
|dsdmg=12% (Level 1), 10% (Level 2), 17% (Level 3) | |dsdmg=12% (Level 1), 10% (Level 2), 17% (Level 3) | ||
|dsdesc=Similar to Ryu's version, but with a spinning kick instead of a punch | |dsdesc=Similar to Ryu's version, but with a spinning kick instead of a punch. Additionally, the uncharged version on grounded and aerial opponents, as well as the semi-charged and fully-charged versions on aerial opponents, launch opponents at a lower angle. | ||
|ci1name=[[Nata Otoshi Geri]] | |ci1name=[[Nata Otoshi Geri]] | ||
|ci1dmg=5% (both hits), 12% (canceled Inazuma Kick) | |ci1dmg=5% (both hits), 12% (canceled Inazuma Kick) | ||
|ci1desc=A swiping crescent kick that hits twice, launching them into the air. This move uses a unique input, a reversed forward quarter-circle (→ ↘ ↓ + attack), that Ryu does not possess. While not always guaranteed, the attack leads into various followups and resets, including a forward smash. Much like Oosoto Mawashi Geri, holding the attack button will cancel into Inazuma Kick (cancels after the first hit only). As with his Oosoto Mawashi Geri, the Inazuma Kick cancel deals fair shield damage. Both hits can cancel into his Final Smash. | |ci1desc=A swiping crescent kick that hits twice, launching them into the air. This move uses a unique input, a reversed forward quarter-circle (→ ↘ ↓ + attack), that Ryu does not possess. While not always guaranteed, the attack leads into various followups and resets, including a forward smash. Much like Oosoto Mawashi Geri, holding the attack button will cancel into Inazuma Kick (cancels after the first hit only). As with his Oosoto Mawashi Geri, the Inazuma Kick cancel deals fair shield damage. Both hits can cancel into his Final Smash. | ||
|ci2name=[[Oosoto Mawashi Geri]] | |ci2name=[[Oosoto Mawashi Geri]] | ||
|ci2dmg=12% (move), 12% (canceled Inazuma Kick) | |ci2dmg=12% (move), 12% (canceled Inazuma Kick) | ||
|ci2desc=An outward roundhouse kick, which resembles Ryu's far, held neutral attack. The input is the same as Ryu's Shakunetsu Hadoken: a half-circle input (← ↙ ↓ ↘ → + attack). By holding the attack button, he will cancel it into Inazuma Kick. The Inazuma Kick deals a fair amount of shield damage, making it much riskier to block Ken during his blockstrings. He also gains intangibility on his leg for frames 7 and 8. Works well as a safe combo ender, particularly at the edge where it becomes a powerful KO option. Can cancel into his Final Smash upon hit. | |ci2desc=An outward roundhouse kick, which resembles Ryu's far, held neutral attack. The input is the same as Ryu's Shakunetsu Hadoken: a half-circle input (← ↙ ↓ ↘ → + attack). By holding the attack button, he will cancel it into Inazuma Kick. The Inazuma Kick deals a fair amount of shield damage, making it much riskier to block Ken during his blockstrings. He also gains intangibility on his leg for frames 7 and 8. Works well as a safe combo ender, particularly at the edge where it becomes a powerful KO option. Can cancel into his Final Smash upon hit. | ||
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===Canceling=== | ===Canceling=== | ||
Ken can perform a special move out of certain normal attacks, a mechanic known in his home series as special-cancelling. 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. 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, held neutral attack and down smash. He is also capable of doing so with his aerials. 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. He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential. | Ken can perform a special move out of certain normal attacks, a mechanic known in his home series as special-cancelling. 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. 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, held neutral attack and down smash. He is also capable of doing so with his aerials. 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. He can also bait the opponent out with a special cancel into a Focus Attack, further increasing mixup potential. | ||
===[[On-screen appearance]]=== | ===[[On-screen appearance]]=== | ||
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===[[Taunt]]s=== | ===[[Taunt]]s=== | ||
*'''Up Taunt''': Gives a thumbs up, saying "Yeah!". Based | *'''Up Taunt''': Gives a thumbs up, saying "Yeah!". Based off of his ''Street Fighter Alpha'' winpose. | ||
*'''Side Taunt''': Bumps his fists together, holds his fist out | *'''Side Taunt''': Bumps his fists together, holds his fist out and says "Get serious!" ({{ja|本気出しなよ。|Honki dashi na yo.}}, ''Give it your all.'') Based off of one of his Personal Actions in ''Street Fighter IV''. | ||
*'''Down Taunt''': Does a beckoning gesture with his hand, saying "Bring it on!" ({{ja|かかってきな!|Kakatte ki na!}}, ''Bring it on!'') Based | *'''Down Taunt''': Does a beckoning gesture with his hand, saying "Bring it on!" ({{ja|かかってきな!|Kakatte ki na!}}, ''Bring it on!'') Based off of his introduction in ''Street Fighter IV''. | ||
<gallery> | <gallery> | ||
SSBUKenTaunt1.gif|Ken's up taunt. | SSBUKenTaunt1.gif|Ken's up taunt. | ||
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*Wriggles the fingers on both hands, then crosses his arms and pumps them. | *Wriggles the fingers on both hands, then crosses his arms and pumps them. | ||
<gallery> | <gallery> | ||
SSBUKenIdle1.gif|Ken's first idle pose | SSBUKenIdle1.gif|Ken's first idle pose | ||
SSBUKenIdle2.gif|Ken's second idle pose | SSBUKenIdle2.gif|Ken's second idle pose | ||
</gallery> | </gallery> | ||
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</gallery> | </gallery> | ||
==In | ==In competitive play== | ||
In the early stages of ''Ultimate'', Ken and his original fighter {{SSBU|Ryu}} barely had any representation. 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. 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. | |||
Patches slowly improved the perceptions of both Ryu and Ken, with most of their current buffs being shared between them. 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. 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. As a result, Ken gained more representation and was seen as a high tier character. | |||
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. 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. 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. As a result of this, Ken has consistently been granted widespread representation from professionals especially when compared to Ryu, with players such as {{Sm|Riddles}}, {{Sm|Nito}}, {{Sm|Venom}}, {{Sm|Sandstorm}}, and {{Sm|takera}} earning good results with the character. | |||
===Most historically significant players=== | ===Most historically significant players=== | ||
<!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | <!--This character has a ten player limit for this section. Before adding and/or removing a player, read these guidelines: https://www.ssbwiki.com/SmashWiki:Notability#%22Most_historically_significant_players%22_guidelines --> | ||
'' | ''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. Ultimate]] from July 13th, 2019 to December 15th, 2019.'' | ||
''See also: [[:Category:Ken professionals (SSBU)]]'' | |||
*{{Sm|AndresFn|Spain}} - The best Ken player in Spain. Placed 2nd at {{Trn|Safe On Shield II}} and 5th at both {{Trn|Tizona}} and {{Trn|Temple: Hermès Edition}}. Currently ranked 7th on the [[Spanish Power Rankings]]. Online placed 3rd at {{Trn|Wi-Fi is SS-Tier}}, 5th at {{Trn|Meteor 1}}, and 17th at {{Trn|SWT: Europe Ultimate Online Qualifier}}. | |||
*{{Sm|Beek|Germany}} - Placed 1st at {{Trn|Unismash 7: Ultimate Birthday}} and 9th at {{Trn|BOILINGPOINT BRAWL}}. Currently ranked 10th on the [[German Power Rankings]]. | |||
*{{Sm|FSharp|Canada}} - One of the best Ken players in Canada. Placed 4th at {{Trn|LAN ETS 2020}}, 5th at {{Trn|Frostfire 2020}}, 13th at both {{Trn|DreamHack Montreal 2019}} and {{Trn|The Amuka Smash Cup}}, 25th at {{Trn|Shine 2019}} with wins over players like {{Sm|Riddles}} and {{Sm|Pelca}}. Currently ranked 8th on the [[Montreal Power Rankings#Super Smash Bros Ultimate rankings|Montreal Ultimate Power Rankings]]. | |||
*{{Sm|Maeda|France}} - The best Ken player in France. Placed 1st at {{Trn|Salty Arena Cup Ultimate 5}}, 2nd at {{Trn|4 Seasons Tournament: Winter 2020}}, 4th at {{Trn|European SEL Clash}}, and 33rd at {{Trn|Syndicate 2019}} with wins over {{Sm|Glutonny}}, {{Sm|Jeda}}, and, {{Sm|Otakuni}}. Currently ranked 45th on the [[European Smash Rankings]]. | |||
*{{Sm|Nito|USA}} - The best Ken player in [[SoCal]]. Placed 4th at {{Trn|2GG: SoCal Chronicles 2020}}, 13th at {{Trn|Get in the Game! 2020}}, 25th at {{Trn|2GG: SwitchFest 2019}}, and 33rd at {{Trn|2GG: Kongo Saga}} with wins over players like {{Sm|Puppeh}}, {{Sm|KiraFlax}}, and {{Sm|Taternator}}. Currently ranked 9th on the [[SoCal Power Rankings]]. | |||
*{{Sm|Sandstorm|USA}} - Co-mains {{SSBU|Ryu}} and is one of the best Ken players in the world. Placed 5th at both {{Trn|Save Point: The PA State Championship}} and {{Trn|DreamHack Montreal 2019}}, 9th at {{Trn|Low Tier City 7}},17th at {{Trn|Glitch 8}} and 25th at {{Trn|Shine 2019}}. Currently ranked 1st on the [[Central Pennsylvania Power Rankings]]. | |||
*{{Sm|takera|Japan}} - One of the best Ken players in the world. Placed 5th at {{Trn|EGS Cup 3}}, 7th at both {{Trn|Sumabato SP 11}} and {{Trn|Maesuma TOP 1}}, 13th at {{Trn|Sumabato SP 10}}, and 25th at {{Trn|EVO Japan 2020}}. Currently ranked 60th on the [[Japan Player Rankings]]. | |||
*{{Sm|Vendetta|USA}} - One of the best Ken players in the world. Placed 4th at {{Trn|Clash Of The Carolinas III}}, 5th at {{Trn|Dare 2 Dair}}, and 13th at {{Trn|Just Roll With It! 12}} with wins over players such as {{Sm|RFang}}, {{Sm|Sonido}}, and {{Sm|Fatality}}. Currently ranked 7th on the [[Georgia Power Rankings]]. Online placed 1st at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}} and 9th at {{Trn|The Box: Lunch Box 1}}. | |||
*{{Sm|Venom|Canada}} - The best Ken player in Canada. Placed 1st at {{Trn|LAN ETS 2020}}, 9th at both {{Trn|Rising Stars at EGLX 2019}} and {{Trn|DreamHack Montreal 2019}}, 17th at {{Trn|Defend the North 2019}}, and 25th at {{Trn|Get On My Level 2019}} with wins over {{Sm|Fwed}}, {{Sm|Jw}}, and {{Sm|Smokk}}. | |||
*{{Sm|Zuzuba|Japan}} - One of the best Ken players in Japan. Placed 25th at {{Trn|Umebura SP 5}}, and 33rd at {{Trn|Umebura SP 2}}, {{Trn|Umebura Japan Major 2019}}, and {{Trn|EVO Japan 2020}} with wins over players such as {{Sm|Atelier}}, {{Sm|RAIN}}, and {{Sm|Songn}}. | |||
=={{SSBU|Classic Mode}}: Red-Hot Rivalry== | =={{SSBU|Classic Mode}}: Red-Hot Rivalry== | ||
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|4||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||Represents [[Dark Link]]. | |4||{{CharHead|Link|SSBU|hsize=20px|color=Black}}||[[Temple]]||''{{SSBUMusicLink|The Legend of Zelda|Great Temple / Temple}}''||Represents [[Dark Link]]. | ||
|- | |- | ||
|5||{{CharHead|Luigi|SSBU|hsize=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Theme - Super Mario Bros.}}''|| | |5||{{CharHead|Luigi|SSBU|hsize=20px}}||[[Mario Bros.]]||''{{SSBUMusicLink|Super Mario Bros.|Underground Theme - Super Mario Bros.}}''|| | ||
|- | |- | ||
|6||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]] ([[Ω form]])||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''||References Ken's rivalry with Ryu. | |6||{{CharHead|Ryu|SSBU|hsize=20px}}||[[Suzaku Castle]] ([[Ω form]])||''{{SSBUMusicLink|Street Fighter|Ryu Stage}}''||References Ken's rivalry with Ryu. | ||
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|''{{SSBUMusicLink|Street Fighter|Ken Stage}}'' | |''{{SSBUMusicLink|Street Fighter|Ken Stage}}'' | ||
|} | |} | ||
{{ | {{clear}} | ||
==[[Spirit]]== | ==[[Spirit]]== | ||
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</center> | </center> | ||
==In Spirit | ==In Spirit battles== | ||
===As the main opponent=== | ===As the main opponent=== | ||
{|class="wikitable sortable" style="width:100%;" | {|class="wikitable sortable" style="width:100%;" | ||
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SSBUWebsiteKen5.jpg|Using [[Hadoken]] on {{SSBU|Luigi}} on [[Mario Galaxy]]. | SSBUWebsiteKen5.jpg|Using [[Hadoken]] on {{SSBU|Luigi}} on [[Mario Galaxy]]. | ||
SSBUWebsiteKen6.jpg|Unleashing [[Shinryuken]] on {{SSBU|Final Destination}}. | SSBUWebsiteKen6.jpg|Unleashing [[Shinryuken]] on {{SSBU|Final Destination}}. | ||
</gallery> | </gallery> | ||
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==Trivia== | ==Trivia== | ||
*Ken's pose in his official artwork is much like the pose in his ''Street Fighter III'' artwork. | *Ken's pose in his official artwork is much like the pose in his ''Street Fighter III'' artwork. | ||
**It also resembles {{SSB4|Ryu}}'s pose in his ''Smash 4'' artwork, only mirrored. | **It also resembles {{SSB4|Ryu}}'s pose in his ''Smash 4'' artwork, only mirrored. | ||
*Ken's attack on Wario's motorcycle in the character showcase video is a reference to the car smashing mini-game from the ''Street Fighter II'' games. | *Ken's attack on Wario's motorcycle in the character showcase video is a reference to the car smashing mini-game from the ''Street Fighter II'' games. | ||
*Ken's inclusion makes {{uv|Street Fighter}} the second third-party universe to have more than one fighter, after {{uv|Castlevania}}. | |||
**Ken is also the second third-party Echo Fighter. | |||
**Additionally, Ken is the first Echo Fighter based on a third-party veteran, as {{SSBU|Richter}} debuted alongside {{SSBU|Simon}}. | |||
**Ken is the second clone to debut in their home series in the same game as the base fighter, after {{SSBM|Falco}} in ''Melee'', who debuted in ''Star Fox'' alongside {{SSBM|Fox}}. | |||
*Ken's Classic Mode route is vaguely similar to {{SSBU|Falco}}'s, as both of their routes fight "dark" forms/rivals of main characters as opponents, and both of their routes have the same opponents in some rounds. | *Ken's Classic Mode route is vaguely similar to {{SSBU|Falco}}'s, as both of their routes fight "dark" forms/rivals of main characters as opponents, and both of their routes have the same opponents in some rounds. | ||
**Ken and Falco are the only two fighters who fight a solo {{SSBU|Crazy Hand}} as their final boss in Classic Mode under Intensity 7.0. | **Ken and Falco are the only two fighters who fight a solo {{SSBU|Crazy Hand}} as their final boss in Classic Mode under Intensity 7.0. | ||
*Ken is the second newcomer in ''Super Smash Bros. Ultimate'' to be from a franchise that had its first character introduced in ''Super Smash Bros. 4'', and is one of two to be from a DLC-introduced franchise. His inclusion also makes ''Street Fighter'' the second franchise with a single character in ''Smash 4'' to receive another playable character, the first for both instances being ''Animal Crossing''. | |||
*Ken is the first character revealed for ''Ultimate'' to share a reveal trailer with a character not from the same franchise, having been revealed in the same trailer as {{SSBU|Incineroar}}. | *Ken is the first character revealed for ''Ultimate'' to share a reveal trailer with a character not from the same franchise, having been revealed in the same trailer as {{SSBU|Incineroar}}. | ||
*Ken's showcase of Shippu Jinraikyaku after a successful parry in his reveal trailer is a reference to "{{s|wikipedia|Evo Moment 37}}" (sometimes referred to as the "Daigo Parry"), a famous portion of an EVO 2004 match between top ''Street Fighter III'' players Justin Wong and Daigo Umehara, where Umehara's Ken successively parried each hit of Wong's Houyoku-sen as Chun-Li before following with the Shippu Jinraikyaku to win the match.<ref>[https://www.youtube.com/watch?v=JzS96auqau0]</ref> | *Ken's showcase of Shippu Jinraikyaku after a successful parry in his reveal trailer is a reference to "{{s|wikipedia|Evo Moment 37}}" (sometimes referred to as the "Daigo Parry"), a famous portion of an EVO 2004 match between top ''Street Fighter III'' players Justin Wong and Daigo Umehara, where Umehara's Ken successively parried each hit of Wong's Houyoku-sen as Chun-Li before following with the Shippu Jinraikyaku to win the match.<ref>[https://www.youtube.com/watch?v=JzS96auqau0]</ref> | ||
**The moment is more directly referenced in a development image posted on [[Masahiro Sakurai]]'s Twitter account, which features Ken parrying {{SSBU|Zero Suit Samus}}'s forward tilt.<ref>https://twitter.com/Sora_Sakurai/status/1221266927147839489</ref> Within ''Ultimate'', Zero Suit Samus is used to represent Chun-Li in her Spirit Battle. This picture was also posted during the timeframe of {{Trn|EVO Japan 2020}}, which Sakurai attended. | **The moment is more directly referenced in a development image posted on [[Masahiro Sakurai]]'s Twitter account, which features Ken parrying {{SSBU|Zero Suit Samus}}'s forward tilt.<ref>https://twitter.com/Sora_Sakurai/status/1221266927147839489</ref> Within ''Ultimate'', Zero Suit Samus is used to represent Chun-Li in her Spirit Battle. This picture was also posted during the timeframe of {{Trn|EVO Japan 2020}}, which Sakurai attended. | ||
*One of | *One of gameplay showcase in Ken's reveal trailer depicts him taunting to {{SSBU|Zelda}} at [[New Donk City Hall]] before attacked by {{SSBU|Link}}; ironically, in Ken's home series, he has a girlfriend (who later becomes his wife) named [https://streetfighter.fandom.com/wiki/Eliza_Masters Eliza]. | ||
*Ken and {{SSBU|Richter}} are the only Echo Fighter newcomers with a CGI trailer as well as the only | *Ken and {{SSBU|Richter}} are the only Echo Fighter newcomers with a CGI trailer as well as the only one with CGI footage for their splash art. {{SSBU|Daisy}} did not have either, while {{SSBU|Chrom}} and {{SSBU|Dark Samus}} had only gameplay footage for their trailers and their official artwork for their splash arts. | ||
**Unlike Richter, Ken's trailer can be played on his fighter page on the [[Super Smash Bros. Ultimate Official Site]]. | **Unlike Richter, Ken's trailer can be played on his fighter page on the [[Super Smash Bros. Ultimate Official Site]]. | ||
*Interestingly, Ken's appearance in ''Ultimate'' marks the fourth time in any game where his eye color is blue opposing to the usual brown after ''Street Fighter X Tekken'' and ''Street Fighter IV''. | *Interestingly, Ken's appearance in ''Ultimate'' marks the fourth time in any game where his eye color is blue opposing to the usual brown after ''Street Fighter X Tekken'' and ''Street Fighter IV''. | ||
*Ken is one of the few characters who has a unique line while [[teetering]]: he voices a surprised "Uh oh!". | *Ken is one of the few characters who has a unique line while [[teetering]]: he voices a surprised "Uh oh!". | ||
*Ken is the only character who speaks when he [[grab release]]s an opponent, voicing a quick "Whoops!" ({{ja|やるな...!|Yaru na...!}}, ''You're good...!''). | *Ken is the only character who speaks when he [[grab release]]s an opponent, voicing a quick "Whoops!" ({{ja|やるな...!|Yaru na...!}}, ''You're good...!''). | ||
*Ken has the third highest amount of voice clips for any character in the game, with 62 clips. {{SSBU|Kirby}} and {{SSBU|Joker}} are the only characters who have a higher amount, with 97 and 98 total clips, respectively (counting the clips from the Phantom Thieves of Hearts). | |||
**Strangely, his [[Star KO]] clip is missing in his sound library, making him the only fighter with this distinction. | **Strangely, his [[Star KO]] clip is missing in his sound library, making him the only fighter with this distinction. | ||
*Ken and {{SSBU|Mario}} are the only characters that possess the Neutral typing when unlocking them in World of Light. | *Ken and {{SSBU|Mario}} are the only characters that possess the Neutral typing when unlocking them in World of Light. | ||
*If Ken is set as a CPU-opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with | *Ken, {{SSBU|Ivysaur}}, {{SSBU|Greninja}}, {{SSBU|Little Mac}}, {{SSBU|Ryu}} and {{SSBU|Olimar}} are the only characters to never appear as minions in any Spirit Battles. | ||
**This also happens if Ken faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s | *Like with Ryu, Ken uses ''Street Fighter'' sound effects for his attacks. | ||
*A few of Ken's | *If Ken is set as a CPU-opponent in [[Training Mode]], all three CPUs will always face the player, much like on 1-on-1 matches. He shares this distinction with Ryu, {{SSBU|Terry}}, and {{SSBU|Kazuya}}. | ||
**This also happens if Ken faces a single opponent in a team consisting of two or more characters in [[Team Battle]]s, and in [[All-Star Mode]] when he appears. | |||
*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 {{SSBU|Mario}}'s). | |||
**{{SSBU|Meta Knight}} and {{SSBU|Wario}} are the only rivals who do not appear in Ken's Classic Mode route. | |||
*Ken's [https://www.nintendo.com/amiibo/detail/ken-amiibo-super-smash-bros-series/ description] on the North American amiibo website is based on his description from Super Smash Blog. | |||
*Ken, {{SSBU|Ice Climbers}}, {{SSBU|R.O.B.}}, {{SSBU|Duck Hunt}}, {{SSBU|Cloud}}, and Daisy are only non-DLC characters who don't appear in more than one Spirit Battle from their home series. {{SSBU|Dr. Mario}} doesn't appear in any ''Mario'' Spirit Battles at all. This is not counting Olimar, who appears only in Mockiwi spirit Battle as himself, but is fought in other Spirit Battles as Alph. | |||
**While the {{SSBU|Mii Fighter}}s technically represent the {{uv|Super Smash Bros.}} universe, they appear in most of Mii-related Spirit Battles. | |||
*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 [[type]] attacks. This is likely a result of his attacks being copied from Ryu, as many of Ken's leg/foot attacks that are wrongly coded as arm/fist attacks are arm/fist attacks for Ryu. | |||
==Notes== | ==Notes== | ||
: | :2.{{note|b}} "Inazuma" translates into "Lightning" | ||
: | :3.{{note|c}} translates into "Toe Kick" | ||
: | :4.{{note|d}} translates into "Uppercut Elbow" | ||
:5.{{note|e}} translates into "Shoulder Throw" | |||
:5.{{note|e}} translates | :6.{{note|f}} translates into "Circle Throw" | ||
:6.{{note|f}}translates | :7.{{note|g}} translates into "Big Outer Roundhouse Kick" | ||
:7.{{note|g}} translates into " | :8.{{note|h}} translates into "Hatchet Dropping Kick" | ||
:8.{{note|h | |||
==References== | ==References== | ||
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{{Street Fighter universe}} | {{Street Fighter universe}} | ||
[[Category:Ken (SSBU)| ]] | [[Category:Ken (SSBU)| ]] | ||
[[Category:Third | [[Category:Third party characters]] | ||
[[Category:Capcom]] | [[Category:Capcom]] | ||
[[Category:Spirits]] | [[Category:Spirits]] | ||
[[es:Ken (SSBU)]] | [[es:Ken (SSBU)]] |