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If Ken uses his Final Smash while near an opponent, he will declare, "Gotcha!" and use the '''Shippu Jinraikyaku''' ({{ja|疾風迅雷脚|Shippū Jinraikyaku}}, ''Hurricane Swift Thunder Leg''). Ken kicks his opponent on the ground several times, announcing the attack while kicking, before beginning to carry them upward with a rapid helicopter kick. The move ends with one final intense kick to the opponent. Similar to [[Shin Shoryuken]], if the move has enough knockback to KO the opponent, an intense orange background from ''Street Fighter IV'' will cover the entire screen, while the final kick causes black ink to surround the opponent while violent action lines focus on the Final Smash's victim. | If Ken uses his Final Smash while near an opponent, he will declare, "Gotcha!" and use the '''Shippu Jinraikyaku''' ({{ja|疾風迅雷脚|Shippū Jinraikyaku}}, ''Hurricane Swift Thunder Leg''). Ken kicks his opponent on the ground several times, announcing the attack while kicking, before beginning to carry them upward with a rapid helicopter kick. The move ends with one final intense kick to the opponent. Similar to [[Shin Shoryuken]], if the move has enough knockback to KO the opponent, an intense orange background from ''Street Fighter IV'' will cover the entire screen, while the final kick causes black ink to surround the opponent while violent action lines focus on the Final Smash's victim. | ||
This move will ignore edges entirely, continuing past them even during the grounded section. Since neither the activation hitbox nor the first 4 kicks trap the opponent into the move, although the 4 kicks use the position vector function to control opponents' knockback, it is possible for opponents to drop out of or be knocked out of the move before the fifth hit. If the fifth hit does not connect, the attack | This move will ignore edges entirely, continuing past them even during the grounded section. Since neither the activation hitbox nor the first 4 kicks trap the opponent into the move, although the 4 kicks use the position vector function to control opponents' knockback, it is possible for opponents to drop out of or be knocked out of the move before the fifth hit. If the fifth hit does not connect, the attack stops prematurely. | ||
The final hit is comparatively weak for a Final Smash, to compensate for Ken's significant forward movement during the move; however on larger stages this results in the move being less effective overall. If multiple opponents are hit by the move, the KO effects will be dependent on the front opponent. The move can also occasionally KO the front opponent without the KO effects occurring. | The final hit is comparatively weak for a Final Smash, to compensate for Ken's significant forward movement during the move; however on larger stages this results in the move being less effective overall. If multiple opponents are hit by the move, the KO effects will be dependent on the front opponent. The move can also occasionally KO the front opponent without the KO effects occurring. | ||
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==Trivia== | ==Trivia== | ||
*In the original ''Marvel vs. Capcom'', the Shippu Jinraikyaku and Shinryuken techniques | *In the original ''Marvel vs. Capcom'', the Shippu Jinraikyaku and Shinryuken techniques could be performed by [[Ryu]], via a mechanic that lets him switch his moveset to Ken or Akuma's during the match. With Ken's moveset also comes the iconic flaming Shoryuken. | ||
*The intense orange background used when Shippu Jinraikyaku KO's an opponent is directly taken from ''Street Fighter IV'', a game in which the Shippu Jinraikyaku doesn't normally appear. | *The intense orange background used when Shippu Jinraikyaku KO's an opponent is directly taken from ''Street Fighter IV'', a game in which the Shippu Jinraikyaku doesn't normally appear. | ||
*The aerial kick segment of Shippu Jinraikyauku is done in a similar way to Guren Enjinkyaku, Ken's Critical Art from ''Street Fighter V''. | *The aerial kick segment of Shippu Jinraikyauku is done in a similar way to Guren Enjinkyaku, Ken's Critical Art from ''Street Fighter V''. |
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