Ken

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Author: Bidolf

Last revision: 17 Jul, 2022 at 23:54 UTC

File size: 916.48 KB

On Steam Workshop

Description:

You know who Ken is. I made this character because i wanted to play a real Ken and because I was stuck animating another character Im making. This is NOT a Sandbert clone.
The spritesheet I used: https://spritedatabase.net/file/5185

Unique attacks
  • In most of his kicks, Ken moves forward to attack. His range can be unpredictable because of it.
  • Every normal attack can be special canceled on hit.
  • Up Strong flinches grounded opponents, letting you easily combo after it.
  • Up Air’s first hit sends the opponent in whatever direction Ken is moving, while its second hit has a ton of knockback.
  • Down Air is a spike that stuns them for a bit. Good to extend combos.
Taunt

Ken’s taunt gives him taunt charge, up to 2 charges. This can buff his specials in different ways, but you lose a charge for every use.
(hold the taunt button to pose for a bit)

Specials
Neutral Special – Hadouken

He has an air and ground version.
The air version is similar to Akuma’s, where he throws a slow fireball down.

  • You can change its angle and speed by holding a direction right before it comes out.
  • If you have taunt charge, you can throw a second fireball by holding the special button.

The ground version has two variants.

  • If you hold Special, you throw a normal fireball.
    You can make it faster by holding up or forward, or slower by holding down or back. Diagonals apply both modifiers.
  • If you only tap Special, you throw a feint. It doesnt last very long, but it can hit multiple players and projectiles.
Side Special – Tatsumaki Sempukyaku

Ken spins in the air. You can control his movement horizontally and vertically.
Hold the button to spin up to 3 times, plus 1 for each taunt charge.
You can do this multiple times in the air, but the number of spins you can do only resets when you wall jump, or when you land.

Up Special – Shoryuken / Shinryuken

The startup of this move is fully invincible. (its not ken without a true shoryuken)
The default version is Shoryuken, but you can do Shinryuken if you hold Special and use a taunt charge.
You can extend Shinryuken if you keep holding Special and use another taunt charge.

Shoryuken has high knockback on the sweetspot of the last hit, but the whole attack doesnt do much damage.
Shinryuken does a lot of damage but has no knockback.

You can move left or right during Shoryuken, use it to read their DI and kill them at 70%

Down Special – Shippu Jinrai Kyaku

(a street fighter character without Focus Attack?!?!)
This move is similar to his super 3 from Third Strike combined with marth’s side B

It’s ground-only. Down + Special in the air does Hadouken instead.

You have to hold Special after the startup "charge" animation to actually do the move.
This animation is invulnerable to projectiles.
Hold the button to kick, up to 5 kicks, plus 1 for each taunt charge.

You can cancel the startup and the move by pressing Parry to parry or dodge out of it.

There’s 5 different kicks he can do depending on the direction you’re holding:

  • Neutral – a high kick that sends them forward
  • Forward – a body kick that stops them
  • Down – a low kick that sends them far forward
  • Up – an overhead kick that holds them down
  • Back – a heel kick that finishes them

Low kick is faster than the rest, while Overhead kick is slower than the rest.

You can follow up any kick with any other kick, except after Heel kick, which ends the move
Heel kick also has a strong sweetspot at the tip, so try kicking them into it.

If the opponent parries any of the kicks except Heel kick, you wont be stunned.

Runes

level 1
-A – Uses DTilt and DStrong from Smash Bros
-B – DSpecial is now Focus Attack
-C – Hadouken feint now stuns
-D – All Hadoukens are faster or slower than before
-E – FSpecial is more agile
-F – Shoryuken is now a single hit, with the sweetspot at the start

level 2
-G – Ground Hadoukens burn
-H – Air Hadouken doesnt need taunt charge to throw two Hadoukens
– I – UStrong now spikes but doesn’t flinch
-J – DStrong now flinches
-K – Normal attacks can be canceled with jump, dodge, or parry

level 3
-L – Hold Special during Hadouken to cancel Hadouken into Hadouken
-M – Shoryuken is fully invincible while going up
-N – Shippu Jinrai Kyaku has heavy armor during the kicks
-O – Crouching gives one taunt charge and deals damage

Ryu, Akuma, and Dan are NOTHING compared to Ken Masters.
Ok maybe Ryu, Akuma, and Dan are good too, I guess…