P4AU/Ken Amada: Difference between revisions

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(: Description added. Tweaked info from DL thread after playing and testing.)
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*List what the move is used for
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.
*List interesting properties in bullet points like invul, fatal
Follow the [[Help:Writing_Character_Pages]] guidelines
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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:


Move List

See also: Ken Full Frame Data

Normal Attacks

5A
P4AU Ken 5A.png
P4AU Ken 5AA.png
P4AU Ken 5AAA.png
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
5A - Any 8 - - -3 -
5AA - Any - - - -10 -
5AAA - Any - - - +1 or -17 -
  • 5AAA performs 5C simultaneously. Frame advantage for 5AAA is dependent on whether or not Koromaru attacks as well. Without Koromaru, 5AAA is -17.

The first half of Ken's auto-combo. From 5A, 5AA and 5AAA will combo at any range, but 5AAA provides limited follow-up options due to Koromaru being committed to 5C. To improve options, 5AAA can be inputted as 5A5A4A, which gives Ken's 5AAA while allowing the player to input a separate command for Koromaru. Like all 5AAAs, Ken's builds 1/8th of the burst gauge and 13-18 meter on hit. If Koromaru is incapacitated or removed from play, the string is highly negative on block. While useful for combos when using the alternative input, as with any 5A chain, use carefully, particularly when fighting without Koromaru. 5AA is not a blockstring and many characters can completely disrespect it by mashing, DPing, or rolling.

5B
P4AU Ken 5B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Any 12 - - -25 -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2A
P4AU Ken 2A.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Low 6 - - +1 -

A low-hitting poke with surprisingly good range. Ken's fastest normal at 6f. However, it cannot be cancelled into itself, nor can it be gatlinged into 5A. From 2A, Ken can cancel into 2B, 5B, and 2AB. A staple move for blockstrings and low chains. Despite being fast relative to Ken's other normals, 2A's start-up is significantly slower than most other 2As and 5As and it can easily be baited and beaten if used to attempt poking out of an opponent's pressure.

2B
P4AU Ken 2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Any, AUB 10, 18 - - -19 Body
  • Start-up values are listed for each hit of 2B.
  • Head invuln during the second, air-unblockable hit, but it's currently unknown when invuln frames begin and end.
  • 2B can be cancelled into 5B on either hit on block.

Ken's anti-air attack, though seldom used for that purpose due to 2B being a two-hit move. The first hit is a mid strike that can be blocked on the ground or in the air, while the second hit is air-unblockable. The lengthy start-up and difficulty of timing Ken's head invuln frames to an opponent's jump makes this move a risky response to jump-ins done at close range. However, 2B is quite useful in blockstrings when cancelled to 5B after the first hit and is a strong starter for counter-hit combos.

j.A
P4AU Ken jA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- High 7 - - - -

A fast jumping attack that hits up to three times. Each hit is considered an overhead. Cancel options are the same regardless of which of the strikes hits the opponent, allowing for easy conversions into a combo, knockdown, and damage. Due to its speed, active frames, and large forward hitbox, j.A is often the better response to jump-ins than 2B. On hit, it can be can cancelled into itself to maintain favourable spacing in the air. It can be used to punish certain moves, such as Minazuki's teleports, and to poke opponents air-to-air, but is less useful for jump-ins than j.B.

j.B
P4AU Ken jB.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- High 15 - - - -

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.

j.2B
P4AU Ken j2B.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- High 15 - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Guard Cancel Attack
P4AU Ken 5AA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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All Out Attack
A+B
P4AU Ken AOA.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Sweep
2A+B
P4AU Ken Sweep.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- Low 18 - - -8 -
  • Frame advantage is listed for the sweep without hop-canceling the recovery.

Ken rests on one knee and twirls his spear to sweep the opponent. Universal low. Like many of Ken's moves, has quite a bit of horizontal range in exchange for slower start-up. Used in combos to position Koromaru behind opponents.


Koromaru Attacks

5C
P4AU Ken 5C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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5D
P4AU Ken 5D.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -

Summons/de-summons Korumaru. While leaving the stage, his health starts to slowly recover, but will not be able to do any normals or specials until he is re-summoned. Persona SP skills are able to be done without Kuromaru, but are weakened drastically.

2C
P4AU Ken 2C.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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2D
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.C
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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j.D
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Throws

Ground Throw
C+D
P4AU Ken GroundThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Air Throw
j.C+D
P4AU Ken AirThrow.png
Damage Guard Startup Active Recovery Frame Adv. Attribute
- - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Furious Action

Vile Assault
B+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
700, 350 - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Skill Attacks

Charge Thrust
236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - - - -
B - - - - - - -
SB - - - - - - -

Ken sends out his spear on a chain, hitting the opponent and then pulling them in. This is what allows Ken to destroy zoners, but the move has lengthy start-up and an obvious animation, allowing the opponent to jump the move on reaction. There is no dead zone. Charge Thrust trades with multi-hit projectiles.

  • A version goes half screen and is quite fast. Combos from 5B.
  • B version is a Fatal Counter move, goes almost full screen but is slower than the A version. Does not combo off 5B without Counter Hit starter.
  • SB version seems to go the range of B but at the speed of A. Lots of hit-stun on this version.

All versions leave the opponent standing on ground hit and cause ground slide toward Ken on air hit. All versions of Charge Thrust can be cancelled into any version of the follow-up attack (see below). However, Charge Thrust is incredibly unsafe on whiff, meaning Koromaru must be able to cover the recovery frames in case of failure.

Gigantic Impact Persona Required
A/B after Charge Thrust
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - - - -
B - - - - - - -
SB - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Mediarama Persona Required
214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - - - -
B - - - - - - -
SB - - - - - - -

Heals Ken and Koromaru a set amount. Fast start-up, long recovery. If hit during recovery, Ken will lose a persona card. Likely baitable if the opponent is watching Koromaru's meter, as with Aigis's Orgia mode changes.

Zan-ei
236C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -
D - - - - - - -
SB - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Getsu-ei
214C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -
D - - - - - - -
SB - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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SP Skill Attacks

Thunder Reign Persona Required
236236A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A 2000 - - - - - -
B - - - - - - -
SB - - - - - - -
  • All versions are Fatal Recovery.
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Dragon Breath Persona Required
236236C/D
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
C - - - - - - -
D - - - - - - -
SB - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Awakened SP Skill Attacks

Cross Slash
214214A/B
Version Damage Guard Startup Active Recovery Frame Adv. Attribute
A - - - - - - -
B - - - - - - -
SB - - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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Instant Kill

??? Persona Required
222C+D
Damage Guard Startup Active Recovery Frame Adv. Attribute
K.O. - - - - - -
  • List what the move is used for
  • List interesting properties in bullet points like invul, fatal

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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:
> = cancel into the next attack
, = link the next attack after preceding move's recovery
jc = jump cancel
hjc = high jump cancel
dc = dash cancel
(N) = only use the Nth attack of the move (for example, if 5D(1) is written, you only use the first hit of 5D)
(move) = whatever's listed in the parentheses is optional
If you have notations that are not listed here but are necessary, feel free to add them as you see fit.

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