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|game = SSBU | |game = SSBU | ||
|availability = [[Unlockable character|Unlockable]] | |availability = [[Unlockable character|Unlockable]] | ||
|tier = | |tier = A- | ||
|ranking = | |ranking = 34 | ||
}} | }} | ||
:{{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}}. 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 | Ken is ranked 34th out of 82 on the current tier list, placing him in the A- tier and two places above his base fighter, Ryu. | ||
==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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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 ranked separately from his base | 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 ranked separately from his base fighters on [[tier list]]s, and is 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 1.1× faster than those of Ryu, with his initial dash and run speeds being identical to those of {{SSBU|Mario}}.}} | *{{buff|Ken's walking (0.75 → 0.825), dashing (1.6 → 1.76) and initial dash (1.76 → 1.936) speeds are 1.1× 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=== | ||
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*[[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.}} | ||
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**{{nerf|Tatsumaki Senpukyaku deals significantly less knockback compared to Ryu's, removing its KO potential.}} | **{{nerf|Tatsumaki Senpukyaku deals significantly less knockback compared to Ryu's, removing its KO potential.}} | ||
**{{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]]: | ||
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*[[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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==Moveset== | ==Moveset== | ||
*Ken always turns around to face his opponent when | *Ken always turns around to face his opponent in one-on-one matches or when only two players are left standing in a free for all. | ||
*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, are used when Ken hit an opponent instead of the standard knockback sound effects. The intensity of the sound depends on the power of the move. Ken also uses a unique sound effect when he performs a parry, which is based on the parry sound effect from the ''Street Fighter III'' series. Ken shares this trait with {{SSBU|Ryu}}. | *Sound effects from the ''Street Fighter II'' series, albeit heavily modified, are used when Ken hit an opponent instead of the standard knockback sound effects. The intensity of the sound depends on the power of the move. Ken also uses a unique sound effect when he performs a parry, which is based on the parry sound effect from the ''Street Fighter III'' series. Ken shares this trait with {{SSBU|Ryu}}. | ||
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|neutralcount=3 | |neutralcount=3 | ||
|neutralinf=y | |neutralinf=y | ||
|neutralname=Jab ({{ja|ジャブ|Jabu }}) / Body Blow ({{ja|ボディーブロー|Bodī Burō}}) / Hook ({{ja|フック|Fukku}})<br/> Inazuma Kick | |neutralname=Jab ({{ja|ジャブ|Jabu }}) / Body Blow ({{ja|ボディーブロー|Bodī Burō}}) / Hook ({{ja|フック|Fukku}})<br/> Inazuma Kick{{ref|a}} (Held-Far)<br/> Upper ({{ja|アッパー|Appā}}) (Held-Close) | ||
|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-far) | |neutral3dmg=6% (hit 1), 10% (hit 2) (held-far) | ||
|neutralinfdmg=12% (held-close) | |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. | ||
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|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=Grab ({{ja|つかみ|Tsukami}}) | |grabname=Grab ({{ja|つかみ|Tsukami}}) | ||
|grabdesc=Reaches out | |grabdesc=Reaches out with his hand. | ||
|pummelname=Hizageri{{ref|h}} ({{ja|ひざ蹴り|Hizageri}}) | |pummelname=Hizageri{{ref|h}} ({{ja|ひざ蹴り|Hizageri}}) | ||
|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=Seoi Throw ({{ja|背負い投げ|Seoi Nage}}) | |fthrowname=Seoi Throw ({{ja|背負い投げ|Seoi Nage}}) | ||
|fthrowdmg=9% | |fthrowdmg=9% | ||
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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. | ||
===[[Announcer]] call=== | ===[[Announcer]] call=== | ||
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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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==In [[competitive play]]== | ==In [[competitive play]]== | ||
===Tier placement and history=== | |||
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. More recently, however, his standing relative to Ryu has become more debatable, following metagame developments and buffs exclusive to Ryu coming in update 13.0.1; many Ken players have since picked up Ryu as a co-main and rank both fighters very close. Regardless, Ken remains a solid high-tier character in the eyes of most professionals, ranked 34th on the first and current tier list. | |||
===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 --> | ||
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''See also: [[:Category:Ken players (SSBU)]]'' | ''See also: [[:Category:Ken players (SSBU)]]'' | ||
*{{Sm|AndresFn|Spain}} - | *{{Sm|AndresFn|Spain}} - The best Ken player in Europe. Placed 1st at {{Trn|Glory 2.0}}, 5th at {{Trn|Temple: Hermès Edition}}, and 13th at {{Trn|VCA 2021}}, {{Trn|Ultimate WANTED 4}}, and {{Trn|Tech Republic VI}}. Ranked 14th on the [[PGRU v3 EU]]. | ||
*{{Sm|Jahzz0|USA}} - One of the best Ken players in the United States. Placed 5th at {{Trn|DreamHack Atlanta 2022}}, 17th at both {{Trn|CEO 2022}} and {{Trn|Double Down 2022}}, 25th at {{Trn|MomoCon 2022}}, and 33rd at {{Trn|Super Smash Con 2022}} with wins over players such as {{Sm|Glutonny}}, {{Sm|Kola}}, and {{Sm|Zomba}}. | |||
*{{Sm|takera|Japan}} - | *{{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}}. Ranked 45th on the [[European Smash Rankings]]. | ||
*{{Sm|Vendetta|USA}} - One of the best Ken players | *{{Sm|takera|Japan}} - The best Ken player in Japan. 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}}. Ranked 60th on the [[Japan Player Rankings]]. | ||
*{{Sm|Vendetta|USA}} - One of the best Ken players in the United States. Placed 4th at {{Trn|Clash Of The Carolinas III}}, 5th at {{Trn|Dare 2 Dair}}, 7th at {{Trn|Glitch - Infinite}}, and 17th at both {{Trn|MomoCon 2022}} and {{Trn|DreamHack Atlanta 2022}} with wins over players such as {{Sm|Light|p=Connecticut}}, {{Sm|Kola}}, and {{Sm|Anathema}}. Online, placed 1st at {{Trn|SWT: NA Southeast Ultimate Online Qualifier}} while defeating {{Sm|ESAM}}. Ranked as high as 5th on the [[Georgia Power Rankings]]. | |||
= | *{{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 2022}} with wins over players such as {{Sm|Armadillo}}, {{Sm|SuperGirlKels}}, and {{Sm|JW}}. | ||
=={{SSBU|Classic Mode}}: Red-Hot Rivalry== | =={{SSBU|Classic Mode}}: Red-Hot Rivalry== | ||
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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}}. | ||
SSBUWebsiteKazuya4.jpg| | SSBUWebsiteKazuya4.jpg|Ken fighting alongside and [[Ryu]] against [[Kazuya]] on Mishima Dojo. | ||
</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}} and preceding {{uv|Final Fantasy}}. | |||
**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> | ||
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*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|Olimar}}, {{SSBU|Little Mac}}, {{SSBU|Greninja}} and {{SSBU|Ryu}} are the base game 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 | *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}}, {{SSBU|King Dedede}}, 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 the Mii-related Spirit Battles. | |||
*A few of Ken's attacks 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. | *A few of Ken's attacks 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. | ||
* | *''Super Smash Bros. Ultimate'' would mark Reuben Langdon’s final performance as Ken, as he would go on to be replaced by David Matranga in ''Street Fighter 6''. | ||
==Notes== | ==Notes== |