Exceed Fighting System/Ken: Difference between revisions
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Before: Close 1. | Before: Close 1. | ||
* This is almost always played at range 2 as a critical attack. | * This is almost always played at range 2 as a critical attack. | ||
* On its own, this is on curve and therefore relatively safe against unguarded attacks | * Ken's kit is built around using this attack to confirm power bonuses. On its own, at range 2 and critical, this trades very poorly against slows, but is on curve and therefore relatively safe against unguarded attacks. With a power boost, it becomes a completely different beast. At +1 power, it stuns focus, and at +2 power it also stuns sweep, meaning it crushes every non-EX normal. With True Master boosted, Ax Kick cleanly beats every EX normal except EX sweep, making it one of the most safe attacks in the game. | ||
* If you have both copies in hand, it's usually better to use the two copies separately to confirm boosts, rather than playing them EX. | * If you have both copies in hand, it's usually better to use the two copies separately to confirm boosts, rather than playing them EX. | ||
* Ax Kick's repositioning means it leads naturally into Shinryuken. | * Ax Kick's repositioning means it leads naturally into Shinryuken. | ||
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After: If you hit, you may return this card to the top of your Deck. If you do, add the top card of your discard pile to your gauge. | After: If you hit, you may return this card to the top of your Deck. If you do, add the top card of your discard pile to your gauge. | ||
* Recurring Hadoken (and usually playing it with wild swings) is powerful, but gauge negative if your discard pile is empty, which limits the value you can get from this in the first few turns. Once you have your first gauge from another source, spending it to make Hadoken is cost efficient enough to turn recursion into a serious threat, one which will force even many zoners to close in on you. | * Recurring Hadoken (and usually playing it with wild swings) is powerful, but gauge negative if your discard pile is empty, which limits the value you can get from this in the first few turns. Once you have your first gauge from another source, spending it to make Hadoken critical is cost efficient enough to turn recursion into a serious threat, one which will force even many zoners to close in on you. | ||
* Landing a range 2 Cross, especially a defensive cross, and going into Hadoken recursion is an easy source of value. Don't get greedy - when things start to feel risky, let Hadoken go to gauge, or just draw it for later use. | * Landing a range 2 Cross, especially a defensive cross, and going into Hadoken recursion is an easy source of value. Don't get greedy - when things start to feel risky, let Hadoken go to gauge, or just draw it for later use. | ||
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Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike). | Hit: Gain Advantage (you take the next turn, regardless of who initiated the Strike). | ||
* Since Knee Bash is | * Since Knee Bash is a below average attack, playing this boost is usually better than preparing. | ||
* Ideally, Custom Combo comes out when the opponent is low on cards and unlikely to strike into you. If the turn does come back to you with this boost out, you have a strong incentive to confirm it with something safe rather than go for a risky mixup. | * Ideally, Custom Combo comes out when the opponent is low on cards and unlikely to strike into you. If the turn does come back to you with this boost out, you have a strong incentive to confirm it with something safe rather than go for a risky mixup. | ||
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Critical, Before: Close 1. | Critical, Before: Close 1. | ||
* Offensive critical Shoryuken is the safest way to confirm Custom Combo at range 2. The low base power means Shoryuken struggles to hit breakpoints, so it is not the preferred method of confirming power boosts. | * Offensive critical Shoryuken is the safest way to confirm Custom Combo at range 2. The low base power means Shoryuken struggles to hit breakpoints, so it is not the preferred method of confirming power boosts, although sometimes you will do it anyway. | ||
* A critical attack at range 2 with a boost that needs confirming on board creates a credible fast/slow mixup with Shoryuken and Tatsumaki, although the Tatsumaki side is too risky to go with often. | |||
* When your hand is stocked, Shoryuken is a high tempo way to move from range 2 to range 1, threatening Shinryuken. | * When your hand is stocked, Shoryuken is a high tempo way to move from range 2 to range 1, threatening Shinryuken. | ||
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* Without boosts, this is typically a slightly worse Spike at range 2, nearly unplayable at range 3, and a worse Dive at range 4. | * Without boosts, this is typically a slightly worse Spike at range 2, nearly unplayable at range 3, and a worse Dive at range 4. | ||
* Much more threatening at range 1, where the normal midspeeds are relatively weak. | * Much more threatening at range 1, where the normal midspeeds are relatively weak. | ||
* Can be played critical at range 2 with a boost that needs confirming on board to create a risky fast/slow mixup with Shoryuken. | |||
* Slow enough to be difficult to confirm with speed boosts. However, Defend makes this a mostly safe offensive option at range 2. | * Slow enough to be difficult to confirm with speed boosts. However, Defend makes this a mostly safe offensive option at range 2. | ||
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Latest revision as of 03:14, 28 June 2024
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Story
Ken Masters is the deuteragonist from the Street Fighter series of fighting games alongside with his best friend Ryu, having made appearances in all major incarnations of the main series. Together, the two childhood friends seek to hone their martial arts skills and protect those they care about.
Gameplay
Ken is the quintessential aggressive shoto, possessing solid mixups, a powerful if fragile fireball game, and the ability to efficiently approach his opponent. He easily sets up powerful safe attacks, and in particular, his notorious Ax Kick is one of the game's most reliable and high damage methods of confirming power boosts, often ending games in checkmates.
The tradeoff is that Ken's defensive tools are tepid, his obliterating safe attacks all require setup, and like all Street Fighter characters, he demands careful positional play and resource management. One too many failed mixups, poorly considered boosts, or steps into the wrong range will lead into an aggressive opponent outpressuring him and destroying his ability to find gauge and damage.
Strengths | Weaknesses |
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Unique Ability and Exceed
Unique Ability
Ken Masters
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Normals
Link to the relevant normals page