Talk:Ken (SSBU): Difference between revisions
SacredFire37 (talk | contribs) Tag: Mobile edit |
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== How exactly does the freeze frame multiplier make his moves safer on shield? == | == How exactly does the freeze frame multiplier make his moves safer on shield? == | ||
I thought both characters experience hitlag when the attack is | I thought both characters experience hitlag when the attack is direct. [[User:SacredFire37|SacredFire37]] ([[User talk:SacredFire37|talk]]) 17:28, May 24, 2021 (EDT) |
Latest revision as of 16:28, May 24, 2021
Can somebody create an “attributes” section for Ken like we did Lucina and Chrom?[edit]
That way, we have a much more specific version of how Ken plays as his own character, rather than compared to Ryu. Lou Cena (talk) 04:11, 24 February 2019 (EST)
Edit Requests:[edit]
About 3.0.0 changes: The edge attack hitlag reduction is not at all a nerf. It puts both Ken and the opponent who is hit into less freeze frames, but ultimately resulting in the exact same outcome as 2.0.2. Also, in 3.0.0, both Ken and Ryu's Shoryuken animations were altered on frames 4 and 5. https://twitter.com/Meshima_/status/1119208806972452864 https://twitter.com/Meshima_/status/1119208446451040257 I've already included this change on Ryu's page, but if someone could add it to Ken's, it would be appreciated.
I would like to add a section similar to the one for Ryu, that's right above the moveset table, all you have to do is change the quote to the one for Ken in the Move List description and change the names for the images from Ryu to Ken
More Edit Requests:[edit]
Some of the information in the "Victory Poses" section is incorrect.
The "Punches twice, does a roundhouse kick similar to his forward smash" victory should contain the information that it is "based off of his victory pose throughout the series, specifically his Street Fighter V variant."
The "kicks twice and performs a beckoning gesture, saying 'I knew I'd win! Hah!'" victory is not based on any victory from Street Fighter V. It is instead based off of one of Ken's round start animations from Street Fighter Alpha.
The "I knew I'd win" quote does not exist in Street Fighter V. It originates from Street Fighter IV. It is also in Street Fighter X Tekken.
This last one is subjective, but the black costume for Ken seems to closer resemble Light Kick + Heavy Punch from Street Fighter III: 2nd Impact, or Light Punch + Medium Kick + Heavy Punch from Street Fighter III: 3rd Strike, rather than being based off of Violent Ken.
Roundhouse Kicks pages[edit]
I added a split tag because Ken’s roundhouse kicks might need their own page, including origin sections. They are technically special moves after all. If the roundhouse kicks did get their own page though, would they require one page for each move, or should they both share a page? Lou Cena (talk) 15:38, July 8, 2019 (EDT)
- Support with shared page. We've never really had "command normals" (for lack of a better term) like this in Smash before, so that might be worth at least one page, but the two moves are so functionally similar (besides Oosoto being a strong single-hit and Nata a weaker multi-hit) that a separate page for each of them would probably be overkill. b2jammer (talk) 20:40, July 11, 2019 (EDT)
- Since they're tied to his neutral special move (as they are his replacement for the Shakunetsu), I think noting them over there would not be an out of place thing to do. Aidan, the Rurouni 21:16, July 11, 2019 (EDT)
- They’re tied to his neutral special move? Is there something in the code that says they’re part of his neutral special? Also, even if they were, they bear absolutely no resemblance to a Hadoken anyways. That lack of resemblance, as well as the fact that there are two of them, makes a little more sense to have their own page. Lou Cena (talk) 21:31, July 11, 2019 (EDT)
- While I can't provide code, seeing as how I'm not RTB or anyone like that, given that other inputs are for his other special moves (except for down special, which has no input to begin with), as well as the fact that Ken has no Shakunetsu (as is the case in Street Fighter), it doesn't really take a genius to put two and two together. Aidan, the Rurouni 21:45, July 11, 2019 (EDT)
- They’re tied to his neutral special move? Is there something in the code that says they’re part of his neutral special? Also, even if they were, they bear absolutely no resemblance to a Hadoken anyways. That lack of resemblance, as well as the fact that there are two of them, makes a little more sense to have their own page. Lou Cena (talk) 21:31, July 11, 2019 (EDT)
- Since they're tied to his neutral special move (as they are his replacement for the Shakunetsu), I think noting them over there would not be an out of place thing to do. Aidan, the Rurouni 21:16, July 11, 2019 (EDT)
I don't think this split is necessary, mostly because the result would be very stub-like. Sure they're "technically" special moves but they're practically just extra attacks. Toomai Glittershine The Brazen 22:08, July 11, 2019 (EDT)
- Agreed. Not to mention, the kicks themselves aren't really iconic in their presentation. It's not something that outsiders can readily identify as something only Ken could do. 15DollarsWentSouth 14:02, July 16, 2019 (EDT)
Another edit request[edit]
At the On-screen appearance section:
- Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! Bring it on!" (いつでもいいぜ! かかってきな!, I'm ready any time! Bring it on!). Nearly identical to Ryu's on-screen appearance, but the line is the same as Ken's own Street Fighter IV intro quote.
Andy Kusanagi (talk) 07:11, September 4, 2019 (EDT)
Roundhouse kick input clarification[edit]
Ken's unique roundhouse kick moves only accept the attack button, not attack/special like the other input command moves. This should probably be clarified under https://www.ssbwiki.com/Ken_(SSBU)#Special_moves and https://www.ssbwiki.com/Ken_(SSBU)#Roundhouse_Kicks Griseouslight (talk) 17:35, October 6, 2019 (EDT)
Trivia about Ken's model hiccups[edit]
Ken has a few flubs in his model that I think should have more attention, such as Ken's clothes clipping more so than Ryu, as well as Ken's backwards launch face "animation". This should be put into the Trivia tab. JRaH (talk) 07:03, February 3, 2020 (EST)
https://pbs.twimg.com/media/EP2PMqYWAAAFlJ_?format=jpg&name=small JRaH (talk) 07:05, February 3, 2020 (EST)
https://pbs.twimg.com/media/EP2NBf9UYAEQcH0?format=jpg&name=large JRaH (talk) 07:07, February 3, 2020 (EST)
Some kicks are punches[edit]
I found some oddities with some of Ken's attacks that are possibly leftovers from Ryu, or just errors. His Focus Attack, Nata Otoshi Geri, and the cancelled Inazuma Kick (not the regular Neutral Attack one) are all coded as hand-type attacks despite clearly being foot attacks. Should this be mentioned anywhere? --CanvasK (talk) 13:34, March 6, 2020 (EST)
- That's actually interesting trivia. You could add it in the trivia section and it would fit perfectly. Mexi (talk) 15:40, March 6, 2020 (EST)
Ken Roundhouse kick inputs[edit]
Ken's Nata Otoshi Geri (Crescent Kick) and Oosoto Mawashi Geri (Roundhouse Kick) require the attack button to be inputted, and using the Special button will not work.
This is in contrast to all other input moves between Ken, Ryu, and Terry, which require the input then attack/special.
This page says the inputs can be performed via attack or special after the input, which is simply false and needs to be corrected, as it may cause confusion among those who can't perform the inours since they're using the special button Flamingpaper (talk) 13:46, July 8, 2020 (EDT)
Here's 3 changes that should be made[edit]
1. Under the cancelling moves section after his moveset, it says Ken can cancel his Tapped and Held Down-Tilt, which is true, but it then specifically says he can cancel his Held Up-Tilt, but it never says anywhere he can cancel his Tapped Up-Tilt, which he can.
2. Ken (and Ryu and Terry) can perform inputs by doing the movement and then A (attack) or B (special). However, in the air, all 3 of them can also perform the input with Z (grab) and always get the weakest variant of the move, regardless of how long they press the button. I'm not sure if this is mentioned anywhere on this page, but if not, it should be.
3. Somewhere on this page should be a link to the page for Kara Canceling (or "Late Kara Canceling") and or at least a section about it under moveset.—Preceding unsigned comment added by Flamingpaper (talk • contribs) 19:39, August 7, 2020 (EDT)
Inazuma Kick Clarification (fixing needed)[edit]
Ken's Far Held Neutral Attack is based on his Inazuma Kick, which is a 2 hit move. I will call this "Axe Kick" for the remainder of this post.
The Inazuma Kick is also the second kick he performs if he holds A after his Nata Otoshi Geri (Crescent Kick) and Oosoto Mawashi Geri (Roundhouse Kick).
The damage of his Axe Kick is 6% and 10% for each respective hit, and the damage of the followup Inazuma for his 2 input kicks is 12%.
In the 3.1.0 update section, it lists Inazuma Kick and says it deals more damage (6% to 10%), but this is mistaking Axe Kick and Inazuma Kick.
Inazuma Kick is the followup to his command kicks, and had its damage increased from 10% to 12%, with the shield damage decreased from 7 to 5. The old 10% value (for Inazuma) is still listed in the damage values for Nata Otoshi Geri and Oosoto Mawashi Geri in his moveset section.
Axe Kick had its power increased from 6% and 6% base damage to 6% and 10% base damage in 3.1.0 (although the change is mislabeled in the official patch notes, with it being labeled as "Heavy, Close Range", as opposed to "Heavy, Far Range", which is clearly a mistake since Ken's real Heavy Close Range Neutral is listed separately and was changed, as well).
This change is listed in the 3.1.0 section of this page, but the old 6% and 6% values are still listed in his moveset, under his moveset section.
In short, here's all specific changes that need to be made:
1. In the 3.1.0 section of the changelog, correct the "Inazuma Kick deals more damage (6% to 10%)" to say "Inazuma Kick deals more damage (10% to 12%)". Also include that shield damage was decreased from 7 to 5.
2. Under his moveset, correct the damage of his held far Neutral Attack from "6% (hits 1 and 2, held, far)", to says that the first hit does 6% and the second hit does 10%.
3. Under his Roundhouse Kicks section, fix the damage of his cancelled Inazuma Kicks from 10% to 12%. Also, call them "Followup Inazuma Kicks", instead, which is more descriptive of what they are.
How exactly does the freeze frame multiplier make his moves safer on shield?[edit]
I thought both characters experience hitlag when the attack is direct. SacredFire37 (talk) 17:28, May 24, 2021 (EDT)