Street Fighter 1 MR/Ken: Difference between revisions
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== Normals == | |||
=== Standing Normals === | |||
{{MoveData | |||
|name = Stand Light Punch | |||
|input = 5A | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 27 | |||
|guard = Mid | |||
|startup = 2 | |||
|active = 3 | |||
|recovery = 3 | |||
|advHit = +7 | |||
|advBlock = 2 | |||
|description = | |||
* Cancels to 5C, Specials, and Supers on hit or block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Stand Light Kick | |||
|input = 5B | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 27 | |||
|guard = Mid | |||
|startup = 4 | |||
|active = 5 | |||
|recovery = 4 | |||
|advHit = +2 | |||
|advBlock = -3 | |||
|description = | |||
* Cancels to 5D, Specials, and Supers on hit or block. | |||
The classic shoto light kick. Somewhat useful as an anti-air or to evade low pokes, but Shoryuken is a much better anti-air overall. Still, without the usual crouch fierce, this is one of Ken's better normal anti-airs alongside 5D. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Stand Heavy Punch | |||
|input = 5C | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 97 | |||
|guard = Mid | |||
|startup = 15 | |||
|active = 12 | |||
|recovery = 8 | |||
|advHit = +6 | |||
|advBlock = -3 | |||
|description = | |||
* Cancels to nothing | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Stand Heavy Kick | |||
|input = 5D | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 87 | |||
|guard = Mid | |||
|startup = 13 | |||
|active = 7 | |||
|recovery = 13 | |||
|advHit = -5 | |||
|advBlock = -4 | |||
|description = | |||
* Cancels to nothing. | |||
}} | |||
}} | |||
=== Crouching Normals === | |||
{{MoveData | |||
|name = Crouch Light Punch | |||
|input = 2A | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 23 | |||
|guard = Mid | |||
|startup = 3 | |||
|active = 3 | |||
|recovery = 3 | |||
|advHit = +5 | |||
|advBlock = +3 | |||
|description = | |||
* Cancels to 2B, 2C, or 2D on hit or block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Crouch Light Kick | |||
|input = 2B | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 23 | |||
|guard = Low | |||
|startup = 2 | |||
|active = 4 | |||
|recovery = 2 | |||
|advHit = +7 | |||
|advBlock = -3 | |||
|description = | |||
* Cancels to 2D, Specials, and Supers on hit or block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Crouch Heavy Punch | |||
|input = 2C | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 62 | |||
|guard = Mid | |||
|startup = 6 | |||
|active = 6 | |||
|recovery = 6 | |||
|advHit = +10 | |||
|advBlock = +11 | |||
|description = | |||
* Cancels to Specials and Supers on hit and block. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Crouch Heavy Kick | |||
|input = 2D | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 78 | |||
|guard = Low | |||
|startup = 5 | |||
|active = 8 | |||
|recovery = 10 | |||
|advHit = KD | |||
|advBlock = -2 | |||
|description = | |||
* Cancels to Specials and Supers on hit or block | |||
}} | |||
}} | |||
=== Jumping Normals === | |||
{{MoveData | |||
|name = Jump Light Punch | |||
|input = j.A | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 27 | |||
|guard = High | |||
|startup = 2 | |||
|active = Until Landing | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* Very active and hits near his head. | |||
Ryu sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Jump Light Kick | |||
|input = j.B | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 24 | |||
|guard = High | |||
|startup = 2 | |||
|active = Until Landing | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* Very active and hits below him, good for safejumps. | |||
Ryu sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Jump Heavy Punch | |||
|input = j.C | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 70 | |||
|guard = High | |||
|startup = 2 | |||
|active = 8 | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* High damage air-to-air. | |||
Ken punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Jump Heavy Kick | |||
|input = j.D | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 70 | |||
|guard = High | |||
|startup = 3 | |||
|active = 11 | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* Long and low hitbox with good damage. | |||
The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal. | |||
}} | |||
}} | |||
== Taunt == | |||
{{MoveData | |||
|name = Taunt | |||
|input = A+B | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = - | |||
|guard = - | |||
|startup = 1 | |||
|active = - | |||
|recovery = 30 | |||
|advHit = - | |||
|advBlock = - | |||
|description = | |||
* Taunt builds 1 bar of meter instantly, regardless of if Ryu is hit out of it or not, hence the 1 frame startup. | |||
Ken's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space. | |||
}} | |||
}} | |||
== Unique Attacks == | |||
{{MoveData | |||
|name = Neutral Jump Light Kick | |||
|input = nj.B | |||
|image = | |||
|hitbox = | |||
|hitbox2 = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 90 | |||
|guard = High | |||
|startup = 3 | |||
|active = 10 | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* Sweeping hitbox to catch multiple angles. | |||
A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups. | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Neutral Jump Heavy Kick | |||
|input = nj.D | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 90 | |||
|guard = High | |||
|startup = 4 | |||
|active = 7 | |||
|recovery = 2 | |||
|advHit = Varies | |||
|advBlock = Varies | |||
|description = | |||
* Very high hitstun and pushback, comparable to a j.CD from the KOF series. | |||
A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after. | |||
}} | |||
}} | |||
== Special Attacks == | |||
{{MoveData | |||
|name = Hadouken | |||
|input = 236A/C | |||
|image = | |||
|hitbox = | |||
|hitbox2 = | |||
|data = | |||
{{AttackData-SF1MR | |||
|header = yes | |||
|version = A | |||
|damage = 65 | |||
|guard = Mid | |||
|startup = 6 | |||
|active = Traveling | |||
|recovery = 33 | |||
|advHit = 0 | |||
|advBlock = -4 | |||
}} | |||
{{AttackData-SF1MR | |||
|header = no | |||
|version = C | |||
|damage = 75 | |||
|guard = Mid | |||
|startup = 6 | |||
|active = Traveling | |||
|recovery = 33 | |||
|advHit = 0 | |||
|advBlock = -4 | |||
|description = | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Shoryuken | |||
|input = 6236A/C | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|header = yes | |||
|version = A | |||
|damage = 40,40 | |||
|guard = Mid | |||
|startup = 1 | |||
|active = 19 | |||
|recovery = 23 | |||
|advHit = KD | |||
|advBlock = -17 | |||
}} | |||
{{AttackData-SF1MR | |||
|header = no | |||
|version = C | |||
|damage = 40,40,40 | |||
|guard = Mid | |||
|startup = 1 | |||
|active = 25 | |||
|recovery = 30 | |||
|advHit = KD | |||
|advBlock = -27 | |||
|description = | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Tatsumaki Senpukyaku | |||
|input = 214B/D | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|header = yes | |||
|version = B | |||
|damage = 40,30 | |||
|guard = Mid | |||
|startup = 17 | |||
|active = 4(7)4 | |||
|recovery = 19 | |||
|advHit = KD | |||
|advBlock = 0 | |||
}} | |||
{{AttackData-SF1MR | |||
|header = no | |||
|version = D | |||
|damage = 40,40,40,30 | |||
|guard = Mid | |||
|startup = 17 | |||
|active = 4(7)4(7)4(7)4 | |||
|recovery = 18 | |||
|advHit = KD | |||
|advBlock = 0 | |||
|description = | |||
* Off the ground frame 4 | |||
}} | |||
}} | |||
== Supers == | |||
{{MoveData | |||
|name = Shoryureppa | |||
|input = 236236P | |||
|image = | |||
|hitbox = | |||
|hitbox2 = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 37,37,40,40 | |||
|guard = Mid | |||
|startup = 2 | |||
|active = 12(8)23 | |||
|recovery = 29 | |||
|advHit = KD | |||
|advBlock = -27 | |||
|description = | |||
}} | |||
}} | |||
{{MoveData | |||
|name = Shinryuken | |||
|input = 236236K | |||
|image = | |||
|hitbox = | |||
|data = | |||
{{AttackData-SF1MR | |||
|damage = 25,25,25,25,25,25,25,25,25 | |||
|guard = Mid | |||
|startup = 2 | |||
|active = 44 | |||
|recovery = 37 | |||
|advHit = KD | |||
|advBlock = -34 | |||
|description = | |||
}} | |||
}} | |||
{{Navbox-SF1MR}} | {{Navbox-SF1MR}} | ||
{{Category:Ken}} | {{Category:Ken}} | ||
{{Category:Street Fighter 1 Mugen Remake}} | {{Category:Street Fighter 1 Mugen Remake}} |
Revision as of 22:33, 30 August 2022
Background
Ken is Ryu's best friend and training partner. Heir to the Master's family, Ken comes from a lot of wealth and power. He was rowdy and energetic throughout his youth, and loved to get into fights. To ensure his son didn't become too much of a hassle, his father sent him to train with an old friend named Gouken. There, he met Ryu, and the two became rivals as they learned to master the arts of shotokan karate.
Ken joins the Street Fighter tournament for the same reason as Ryu, hoping to fight highly skilled opponents from around the world.
Introduction
Ken is the second in the duo that the community commonly calls "shotos". In the original Street Fighter 1, Ken was simply a player 2 alt with no differences to Ryu. SF1MR adds minor differences, usually just small frame data changes. These aren't notable enough to radically change how the characters play in comparison to eachother, as they still share all of their moves, but they can weigh on your choice of which one to play in which matchup.
In comparison to Ryu, Ken is generally faster but lacks the same frame advantage. His 6236P Shoryuken is incredible, being active on the first frame and going incredibly high. These make amazing reversals and defensive tools, but still maintain the same high risk. His 214K Tatsumaki Senpukyaku is faster overall, and allows for some stronger corner combos, alongside only being 0 on block unlike Ryu's -3 version. Ken's 236P Hadouken fireball is a frame faster, but unfortunately is also a frame slower on recovery, and lacks the same frame advantage that Ryu has from his.
The two have a large difference in their supers. Ken has 236236P Shoryureppa, an easy to confirm combo ending super, and 236236K Shinryuken, a stellar anti-air/reversal super with some amazing combo potential in the corner with Ken's Shinryuken loops. Overall, Ken has better anti-airs and more potential damage, plus better defense. However, he lacks Ryu's stable zoning, powerful super, and better frame advantage.
Pros | Cons |
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Character Summary
- Special Moves
- 236A/C - Hadouken: Zoning/Blockstring Ender
- 214B/D - Tatsumaki Senpukyaku: Combo Ender/Extender
- 6236A/C - Shoryuken: Anti-air/Reversal
- Supers
- 236236P - Shoryureppa: Extremely high damage combo ender
- 236236K - Shinryuken: Reversal, anti-air, and corner combo super
- Unique Attacks
- nj.B, nj.D
- Attack Rating = 100
- Armor Rating = 100
- Forward Walk Speed = 2.5
- Backward Walk Speed = -2.3
- Taunt = 30f
Basic BNBs:
- 2A > 2C, 2B > 2D
- 2A > 2C > 214D
- 2C, 2C, 2D
Normals
Standing Normals
Stand Light Punch
5A |
---|
Stand Light Kick
5B |
---|
Stand Heavy Punch
5C |
---|
Stand Heavy Kick
5D |
---|
Crouching Normals
Crouch Light Punch
2A |
---|
Crouch Light Kick
2B |
---|
Crouch Heavy Punch
2C |
---|
Crouch Heavy Kick
2D |
---|
Jumping Normals
Jump Light Punch
j.A |
---|
Jump Light Kick
j.B |
---|
Jump Heavy Punch
j.C |
---|
Jump Heavy Kick
j.D |
---|
Taunt
Taunt
A+B |
---|
Unique Attacks
Neutral Jump Light Kick
nj.B |
---|
Neutral Jump Heavy Kick
nj.D |
---|
Special Attacks
Hadouken
236A/C |
---|
Shoryuken
6236A/C |
---|
Tatsumaki Senpukyaku
214B/D |
---|
Supers
Shoryureppa
236236P |
---|
Shinryuken
236236K |
---|