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A wide-ranging jumping attack with an amazing hitbox, similar to Labrys's j.B. While slower than j.A, j.B allows Ken to cross-up opponents due to the moves's range. Can be cancelled into from j.A, and j.B can be cancelled into j.2B for a knockdown and relaunch, making j.B integral to air combos. In pressure, a deep j.B can be used in conjunction with Koromaru's moves, but j.B cannot be used as an instant overhead. | |||
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Revision as of 00:26, 2 September 2014
Introduction
P-1 Climax Nickname: "The Pretentious Tenderfoot Duo"
Backstory: Ken Amada and Koromaru are both former Specialized Extracurricular Execution Squad (SEES) members. Originally introduced in Persona 3, both fought to end the Dark Hour and to rid the world of Shadows after experiencing loss firsthand, awakening their true potential. Three years later, Ken and Koromaru are revealed to be living together at the old dormority in Port Island while Ken attempts to fulfill his promise to Mitsuru to be a "normal" kid; however, the capture of the other Shadow Operatives and the seeming return of the Dark Hour put the pair right back into combat. Ken fights with a spear, his weapon of choice from his SEES days, as the reach offset his shorter height in his younger years, while Koromaru wields a kunai between his teeth but now wears the orange hoodie that was once Ken's. Fighting together, the two become a team capable of holding their own: Koromaru excels in close-quarters combat, with fast, short-reaching attacks that can interrupt opponents, while Ken uses his spear to launch his offence from a distance before pulling the opponent in for the kill. With their personas, the team is capable of both fire and electric attacks as well as healing, while their Instant Kill combines Ken's Hama skills with Koromaru's Mudo prowess. Their playstyle reflects the bond between them: combining Ken's wide-ranging attacks with Koromaru's quick jabs to constantly keep enemies pressured makes them a threat to any opponents they encounter as they fight their way through the P1-Grand Prix.
Overview
Health: 8,500
Persona: Kala-Nemi (Ken) and Cerberus (Koromaru)
Persona Cards: 2
Play-style: Puppet Character/Anti-Zoning Character
Air-Movement Options: 1 Double Jump/Airdash
Run-Type: Dash with dash acceleration
Pros/Strengths:
- Amazing reach on most normals with the ability to convert into damage on hit, with or without meter
- Devastating pressure game that keeps opponents locked down
- Able to punish opponents even at far range and capitalize on opponent's mistakes
- Strong air-to-air and air combo options complemented by a huge jump arc
Cons/Weaknesses:
- Slow start-up and recovery on most of Ken's moves, meaning Koromaru must be able to cover Ken's recovery on whiff
- Lacks strong mix-ups and has no real way to force opponents to block low
- Unreliable anti-air and Furious Action, leaving him without a reversal option outside of Awakening
- Players must manage Koromaru's health at all times in order to succeed
- Without Koromaru, Ken has limited meterless options for pressure
External References:
- Japanese Name: Placeholder
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
Move List
- See also: Ken Full Frame Data
Normal Attacks
5A |
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5B |
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2A |
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2B |
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j.A |
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j.B |
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j.2B |
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Guard Cancel Attack |
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All Out Attack A+B |
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Sweep 2A+B |
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Koromaru Attacks
5C |
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5D |
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2C |
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2D |
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j.C |
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j.D |
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Throws
Ground Throw C+D |
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Air Throw j.C+D |
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Furious Action
Vile Assault B+D |
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Skill Attacks
Charge Thrust 236A/B |
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Gigantic Impact A/B after Charge Thrust |
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Mediarama 214A/B |
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Zan-ei 236C/D |
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Getsu-ei 214C/D |
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SP Skill Attacks
Thunder Reign 236236A/B |
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Dragon Breath 236236C/D |
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Awakened SP Skill Attacks
Cross Slash 214214A/B |
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Instant Kill
??? 222C+D |
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Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Split up your topics like this
- And even further split it up
- Like this.
Add more asterisks to further indent your text as necessary.
Tips and Tricks
Combos
Combo Notation Guide: |
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Midscreen
This combo section is designed on a "move starter" basis. However, you can use whatever kind of organization you prefer, as long as it is readable and efficient.
*insert move name* Starter
Notes: In case these combos need notes. If they do not, you can remove this line.
Point 1
- move > move > special >> special NOTE: this is only a base. your combos do not have to follow this format.
- Requirements: -- (ex: 50 heat, Overdrive, crouching opponent. if no requirements, leave as is)
- Damage: ----, Heat Gain: --
- + move =' Damage: ----, Heat Gain: -- NOTE: if a necessary combo is very similar to a previous one, you can add options like this.
- Notes: Write notes for the combo if necessary.
Point 2
Copy and paste the code from Point 1 to Point 2 as many times as you need to.
Midscreen to Corner
Corner Only
- Aigis[★]
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Elizabeth[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Labrys[★]
- Margaret[★]
- Marie[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- SHO Minazuki[★]
- Sho MINAZUKI[★]
- Teddie[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data