Exceed Fighting System/Ken: Difference between revisions
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* Recurring Hadoken (usually 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 early game. Your first gauge is enough to turn this into a real recursion threat, one which will force even most ranged characters to close in on you. | * Recurring Hadoken (usually 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 early game. Your first gauge is enough to turn this into a real recursion threat, one which will force even most ranged characters to close in on you. | ||
Range 5 is safe from all normals, but defending with a Hadoken at range 3-4 is almost always risky. Even at range 4 on offense, beware of EX Dive. Dive is a priority card against Ken, and opponents may actively dig into their deck for it, so the likelihood of this is high. | * Range 5 is safe from all normals, but defending with a Hadoken at range 3-4 is almost always risky. Even at range 4 on offense, beware of EX Dive. Dive is a priority card against Ken, and opponents may actively dig into their deck for it, so the likelihood of this is high. | ||
Landing a range 2 Cross, especially a defensive cross, and going into hadoken recursion with wild swings 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 with wild swings 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. | ||
A critical attack at range 4-5 presents a move/don't move mixup between Hadoken and Knee Bash. The mixup is significantly improved at range 5, where Knee Bash punishes an attempt to gap close with EX Dive and does not lose to Focus. | * A critical attack at range 4-5 presents a move/don't move mixup between Hadoken and Knee Bash. The mixup is significantly improved at range 5, where Knee Bash punishes an attempt to gap close with EX Dive and does not lose to Focus. | ||
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* A usually mediocre slow, despite its occasionally juicy positional benefits. At range 2 on offense, this catches Cross when played as a critical attack. Since critical Shoryuken and Ax Kick also beat Cross at this range, you are not likely to bait out a Cross this way. More plausibly, this answers Cross at range 1 on defense, which Ken normally cannot do without Grasp or stat increases. | * A usually mediocre slow, despite its occasionally juicy positional benefits. At range 2 on offense, this catches Cross when played as a critical attack. Since critical Shoryuken and Ax Kick also beat Cross at this range, you are not likely to bait out a Cross this way. More plausibly, this answers Cross at range 1 on defense, which Ken normally cannot do without Grasp or stat increases. | ||
A critical attack at range 4-5 presents a move/don't move mixup between Hadoken and Knee Bash. The mixup is significantly improved at range 5, where Knee Bash punishes an attempt to gap close with EX Dive and does not lose to Focus. | * A critical attack at range 4-5 presents a move/don't move mixup between Hadoken and Knee Bash. The mixup is significantly improved at range 5, where Knee Bash punishes an attempt to gap close with EX Dive and does not lose to Focus. | ||
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* Since Knee Bash is usually a below average attack, playing this boost is usually no worse than preparing. Ideally, this comes out when the opponent is low on cards and unlikely to simply strike into you, but if you don't have any strong play at the moment and your positioning seems good, go ahead and boost this. If the turn does come back to you with this boost out, you have a strong incentive to play an easy to land attack rather than go for a risky mixup. | * Since Knee Bash is usually a below average attack, playing this boost is usually no worse than preparing. Ideally, this comes out when the opponent is low on cards and unlikely to simply strike into you, but if you don't have any strong play at the moment and your positioning seems good, go ahead and boost this. If the turn does come back to you with this boost out, you have a strong incentive to play an easy to land attack rather than go for a risky mixup. | ||
You may be tempted to create the ultimate reward bomb by loading this onto a relatively safe attack you already have set up, but there is a high chance Scramble, Reading, Parry, etc. will show up to expose your greed. | * You may be tempted to create the ultimate reward bomb by loading this onto a relatively safe attack you already have set up, but there is a high chance Scramble, Reading, Parry, etc. will show up to expose your greed. | ||
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Revision as of 13:35, 19 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 high damage safe attacks. 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
Specials
Ax Kick / Ki Charge
Ax Kick / Ki Charge
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Hadoken / Overpower
Hadoken / Overpower
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Knee Bash / Custom Combo
Knee Bash / Custom Combo
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Ultras
Heavy Mob Cemetery / Find Your One Way
Heavy Mob Cemetery / Find Your One Way
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Tyrant Rave / Flame of Corruption
Tyrant Rave / Flame of Corruption
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