Mixedmethods (talk | contribs) m (: Image added.) |
Mixedmethods (talk | contribs) m (: Image added.) |
||
Line 496: | Line 496: | ||
====== ====== | ====== ====== | ||
{{MoveData | {{MoveData | ||
|image= | |image=P4AU_Ken_JCD.png | ||
|name=Air Throw | |name=Air Throw | ||
|input=j.C+D | |input=j.C+D | ||
Line 522: | Line 522: | ||
}} | }} | ||
<br clear=all/> | <br clear=all/> | ||
===[[Defense (P4AU)#Furious Action|Furious Action]]=== | ===[[Defense (P4AU)#Furious Action|Furious Action]]=== | ||
{{MoveData | {{MoveData |
Revision as of 01:24, 23 September 2014
Introduction
P-1 Climax Nickname: "The Pretentious Tenderfoot Duo"
Persona: Kala-Nemi (Ken) and Cerberus (Koromaru)
Arcana: Justice (Ken) and Strength (Koromaru)
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 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
- High skill curve relative to most other cast members due to Ken's playstyle and unique gatlings
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 |
---|
5B |
---|
2A |
---|
2B |
---|
j.A |
---|
j.B |
---|
j.2B |
---|
Guard Cancel Attack |
---|
All Out Attack A+B |
---|
Sweep 2A+B |
---|
Koromaru Attacks
5C |
---|
2C |
---|
5D/2D/j.D |
---|
j.C |
---|
j.D |
---|
Throws
Ground Throw C+D |
---|
Air Throw j.C+D |
---|
Furious Action
Vile Assault B+D |
---|
Skill Attacks
Charge Thrust 236A/B |
---|
Gigantic Impact A/B after Charge Thrust |
---|
Mediarama 214A/B |
---|
Zan-ei 236C/D air OK |
---|
Getsu-ei 214C/D |
---|
SP Skill Attacks
Thunder Reign 236236A/B |
---|
Fire Breath 236236C/D air OK |
---|
Awakened SP Skill Attacks
Ultimate Cross 214214A/B |
---|
Instant Kill
??? 222C+D |
---|
Strategy
General Tactics
In this part, you can talk about anything you feel like beginner players should know.
Ken's Throw and Input Reversal
Ken's ground throw has unique properties due to the fact that it forces Ken and his opponent to swap sides. His normal ground throw (5/6CD) leaves the opponent behind Ken, moving Ken to the opposite side and reversing his inputs for subsequent moves. However, for the duration of the throw's animation, the system considers Ken to be on the player one side, despite the visual switch occurring much earlier. Therefore, when performing a normal throw, any commands used during the throw should be inputted though Ken has not yet switched sides with the opponent. When performing a back throw (4CD), the opponent will land in front of Ken, but despite the animation and the lack of a side-swap, the system automatically reverses inputs for the duration of the throw. While Ken's back throw functions as his forward or "normal" throw, the game assumes "normal" rules apply and treats his back throw as if it causes a change in player position. In short:
- Normal ground throw: inputs are not reversed until the throw has ended, despite the side-swap occurring early in the animation. As soon as the throw ends, the game registers the side-swap and inputs are subsequently adjusted.
- Back throw: inputs are reversed for the duration of the throw, then return to normal after the throw animation has completed.
Understanding when the system determines your position is crucial for using Ken's throw in combos and pressure. During corner pressure, Ken's normal throw will toss the opponent out of the corner, making his back throw preferable for maintaining offense. However, because the game assigns player position at the start of the throw and again after its animation, being able to recognize the start and end of the input reversal is required for some throw combos and when using Ken's throw in high-pressure situations, throwing an opponent out of pressure, etc. While Ken can always combo off his throw with a One More! Cancel, he can turn his throw into a combo without meter by using his throw in conjunction with Koromaru's attacks or by buffering the next move in the combo. While many throw combos are unaffected by the system's decisions regarding player position, internalizing the input change allows you to capitalize off unexpected throw opportunities.
Use training mode to learn the specific timing of input changes and to memorize the visual cues to avoid mishaps!
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: |
---|
|
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