P4U2R/Ken Amada

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Overview
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Ambox notice.png While Ken's page here may be undergoing re-writes, there are some rather fleshed-out resources covering the character in this version:

Ken gitbook: https://kenamadadoc.gitbook.io/internal-wiki/
Information from these resources will be transcribed here and expanded upon in due time, or you could possibly help transcribe it yourself.

Overview

Ken Amada, and his pal Koromaru, are a threatening tag team duo in Ultimax that work together to cover each other in battle. Their puppet archetype allows Ken to throw out his slow, but long-reaching normals while Koromaru covers him.

The two of them have a strong neutral game as Koromaru's normals such as 5C and 2C can easily disrupt approaches and setplay. Combined with Ken's large normals such as j.B and 5B, the two can pin down the opponent and eventually force them to block. The main goal for the duo is to get Koromaru to be behind the opponent as not many characters can deal with effectively.

Ken and Koromaru have a potent pressure game that can feel inescapable at times. They have a multitude of ways to pressure their opponents while remaining safe; Ken primarily resets pressure following an attack from Koromaru which can lead to high/low mix. Once they open up the opponent they can convert into high and consistent damaging combos that lead to strong oki. Their oki can be anything they so choose depending on the opponents habits, with safejumps, tick throws, or more mixup attempts in their arsenal. The variety of options keeps opponents on their toes as a mistake on wakeup could loop the situation all over again.

On defense, Ken's universal reversal option Vile Assault is not the greatest but can make do. Ken lacks a 5 frame normal he can mash and more so relies on Koromaru's help. If an opponent leaves a large enough gap, Koromaru 5C or 2C is his get out of jail free card that can easily sway back momentum in their favor. His reversal supers Thunder Reign and his Awakening Super Super Gattai! Ultimate Cross are debatably some of the best in the game, posing large hitboxes and high damage.

Overall, Ken and Koromaru rely on each other to succeed. If Koromaru goes down, Ken is put at extreme disadvantage as now his neutral, pressure, and combo game are all hindered because Koromaru isn't there. Managing Koromaru's health gauge either by healing him with Mediarama or taking him out with 5D is key to succeeding. Many characters have combos that can easily dispose of Koromaru so making sure you keep him healthy or interrupting opponents hits is important to keeping him alive.

Ken and Koromaru is a relatively simple character in comparison to other puppeteers such as Shadow Labrys, Carl Clover and Zato, however he still has a bit of a learning curve for his combos and managing Koromaru. If you can get around this, then Ken and Koromaru offer up a heck of a lot in one devastating package.
Playstyle
Ken Amada dominates the screen and runs an inescapable blender all in tandem with his trusty dog, Koromaru
Pros Cons
  • Pokes with a Puppet: Ken himself has amazing reach on almost all of his attacks, but Koromaru lets Ken control multiple spaces and convert after any hit, all without playing a vulnerable animation.
  • Rabid Pressure: Every combo grants a lot of meter and a setup, the sky's the limit from there. Koromaru closes a multitude of gaps in Ken's blockstrings and enables tons of terrifying, reversal-safe mixups.
  • Can't Punish That: Koromaru backs Ken's agility with low-risk safety, even attacking off-screen or covering Ken's rolls with negative edge.
  • Never Heard of Persona: Rarely uses Persona attacks thanks to Koromaru replacing the system nearly entirely, as such breaks are almost a non-factor. Koromaru also has health instead of cards, and is quite tanky.
  • No Dog, No Boy: Note how almost all of those pros require Koromaru actually be alive. Without the dog, Ken has nothing. But Koromaru has a lot of health any way, can easily be made invincible, and Ken can heal him. As a result, this con mainly comes into play from poor decision making.
  • Frail: Ken himself has low HP and is easy to take down should he get hit in the wrong place at the wrong time.

P4U2R Koromaru Icon.png Koromaru

Unlike most characters, Ken's C and D buttons control Koromaru instead of a Persona! This allows for more flexibility on offense and combo routing. Koromaru has his own health meter that Ken will need to manage by either sending him away, or by using Mediarama to heal him.

Koromaru's attacks can be used any time Ken is outside of blockstun/hitstun, even if Ken is performing another attack at the same time. This can be used to create long blockstrings, cover multiple angles in neutral, or extended combos that otherwise would not be possible. Do note that Koromaru's moves will always be cancelled if Ken is hit or is forced to block after they're initiated, however.

Koromaru has 3,500 HP. If Koromaru is hit, he obviously will lose health, and when his health bar runs out he will be out of commission for a period of time, in which Ken will have to go it alone until he recovers.

Starter Guide

Ken Normal Attacks

5A

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5A 300 All 8 3 17 -9 Chest -
5AA 400 All 11 3 19 -19 Body -
5AAA 700 All 11 3 28 -16 Chest -
  • Jump cancelable

A relatively quick poke with decent range. 5A is Ken's only normal that is jump-cancelable on block and his second-fastest move. It does not gatling into 2A. Hits downed opponents, so can be used to pick up opponents after a knockdown for a followup air combo.


5AA frame traps as it catches mashes and rolls. If well spaced you can avoid being hit by vertical based DPs.


  • Holding 4AAA will prevent 5C from coming out
  • 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 autocombo. Koromaru will automatically perform 5C during the third hit. Because all three hits will combo from any range with or without the Koromaru attack, holding back (4A) for the third hit is recommended, as it will allow you to do the autocombo without Koromaru acting, and thus leave him available to act later in the combo. Like all 5AAAs, Ken's builds 1/8th of the burst gauge and 13 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. 5AAA can gattling into 2A+B which allows him to combo on crouching opponents.

Continuing the 5A string leads to Charge Thrust, Gigantic Impact, and Fire Breath; however, much like Mitsuru's autocombo in the original Arena, Ken's will drop if done at max range.

2A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
209 Low 6 4 8 -1 Foot -

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 2A+B. A staple move for blockstrings and low chains. Despite being fast relative to Ken's other normals, 2A's start-up is slightly slower than other characters with 5f pokes, and it can easily be baited and beaten if used to attempt poking out of an opponent's pressure. Often used to start pressure and after an empty jump to punish an opponent for not blocking low.

5B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 [300] All 12 4(2)3 30 -22 Chest -
  • On whiff, hits twice; damage for this second strike is indicated by the parenthetical value.

A spear attack with tremendous horizontal range and a staple move for combos, blockstrings, and pressure. While it has relatively fast start-up for its range, its recovery is poor, so its use as a poke should be used but not abused, particularly if Koromaru is unavailable. On normal and counter hit, 5B can be gatlinged into Charge Thrust for a combo. Almost every character's sweep low profiles 5B and many 5As can clash with the move's hitbox when timed correctly.

On whiff only, 5B becomes a two-hit move: after the animation for 5B, a second strike is performed; this second attack hits higher than the first, at roughly the level of Ken's head. Consequently, 5B can be whiffed to bait jump-ins, as the second strike will often hit opponents out of poorly angled jumps and air-dashes. Characters with high mobility and opponents aware of 5B's anti-air utility can easily punish this tactic and catch Ken during 5B's recovery. Additionally, while either hit of 5B can strike airborne opponents, 5B cannot be jump canceled even on hit, making it rather difficult to follow up.

Note: 5B is not airtight when chained from an instant blocked A move. Beware of IB reversals.

2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300, 500 Low, Air Unblockable 10 2(6)4 30 -21 - 14~21 H
  • 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.
  • Jump cancelable on hit only on the second hit

Ken's anti-air attack, though seldom used for that purpose due to 2B being a two-hit move. The first hit is a low 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. It can be used to stop ambiguous crossups. The move's primary purpose is for blockstrings (unlike 5B, 2B is always airtight when chained from an A move) and combos, as it will pick up downed opponents for an air combo.

j.A

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
240, 120×2 High 7 3(4)3(4)3 16 - Head -

A fast jumping attack that hits up to three times. Each hit is 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 and is fast enough to punish attacks that can't be anti-aired with 2B. On hit, it can be can cancelled into itself to maintain favorable spacing in the air. After a knockdown, j.A is a common starter as delaying the attack slightly creates j.A(1) and j.A(2), giving Ken a fast one or two hit overhead into pressure. If whiffed, the move has lengthy recovery.

j.B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
600 High 15 3 30 - Head -

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 move'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. A fantastic jump normal with a plethora of uses and one of Ken's best combo starters, but beware of anti-airs as this move also extends Ken's hurtbox quite a bit.

j.2B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700 High 13 3 23 - Head -

Command move. Ken uses his spear to spike the opponent, leaving them grounded on hit. Opponents knocked down by j.2B can be relaunched into another air combo. A very useful tool for converting air confirms. While two frames faster than j.B, j.2B is also one of Ken's weakest starters in terms of combo proration, so combos beginning with j.2B may need to truncated somewhat.

All Out Attack

5A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
300 High 30 2 35 -18 Body 10~30 Guard Strike
  • Fatal Recovery.
  • Can special cancel into Koromaru specials

Universal overhead. While it covers a huge horizontal distance, the animation is highly telegraphed and the move has lengthy start-up. On hit, Ken's AoA leads into great damage, but use it cautiously, particularly since the move is easy to react to and leaves Ken in Fatal Recovery. Unlike most other AoAs, Ken's gains guardpoint early, allowing him to bait mashing. However, this also means that the guardpoint ends before the move actually becomes active, so opponents can poke or DP him on reaction. Because the attack leaves Ken airborne, AoA > OMC allows Ken to go for mix-up by adding an extra high after the OMC. Very slow for an overhead, but in exchange Ken can input a Koromaru move during the startup of the AOA to cover the recovery and make it safe. If blocked, Ken can cancel AoA into SB version of Zan - Hakurou Battouga to make himself safe.

Sweep

2A+B

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
900 Low 18 3 20 -8 Foot -
  • Frame advantage is listed for the sweep without hop-canceling the recovery.

Universal low. Like many of Ken's moves, has quite a bit of horizontal range in exchange for having slow start-up. Generally will not combo from other normals unless Koromaru is used to cover the gap. Low-profiles decently, allowing it to bait certain reversals in blockstrings if timed properly. Frame traps the opponent as rolling the sweep will lead to hard punish. If spaced out properly Ken can outrange himself from most DPs in the game.

Koromaru Normal Attacks

For all of Koromaru's normals, instead of the frame difference on block being listed, the amount of hitstop and blockstun that Koromaru puts the opponent into will be listed instead.
This is done to make it much easier to roughly calculate how much additional advantage Ken can give himself when he uses Koromaru to cover him.

5C

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5C 560 All 16 20 27 [39+19L] 10 hitstop + 12 blockstun Chest -
5C Incoming 560 All 21 Until L 51+11L [Until L+11] 10 hitstop + 12 blockstun Head -
  • On-screen 5C is used as a fast long range Koromaru attack at neutral, for beginning or closing gaps in pressure, and comboing into 2A+B from ground hits.
  • Off-screen 5C is used to call Koromaru back to hit distant or airborne opponents, for beginning or closing gaps in pressure, and extending combos when Koromaru is off-screen.

On-screen 5C has a wide variety of applications. It is a strong neutral tool in most matchups as it can shut down approaches due to its speed, range, lengthy active frames, and large hitbox. On counter hit, 5C can easily be converted into follow-up combos. In pressure, 5C is often used to quickly cover gaps, but Koromaru will go into recovery for a short time on hit and block. In combos, it is useful for comboing into 2A+B from B normals that were not counter or crouch hits to lead into high damage combo routes. Off-screen 5C has similar applications but is much slower so that must be taken into account in pressure and combos. The off-screen attack also has Koromaru jump in from above, so it can be used to catch airborne opponents.

The direction in which Koromaru flies from off-screen 5C depends on which way Ken is facing. If Ken is facing to the right, Koromaru will fly to the right. If Ken then jumps and air turns to the left while inputting 5C, Koromaru will now come fly to the left side. This can be effective to getting Koromaru behind the opponent in matchups where 5C and 2C are not free to do.

2C

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
560 All 13~45 6 23+11L 10 hitstop + 12 blockstun - -
  • Used frequently for attacking at any range at neutral, anti-airing, closing gaps in and extending pressure, and launching opponents during combos.
  • Performing 2C will make Koromaru run towards the opponent. He performs the attack itself once he reaches 2C's maximum attack range.

2C is a versatile move used in a handful of situations. It's one of the least committal moves in the game with the only drawback being the recovery if blocked.

At neutral, it is useful for sending Koromaru running under and then punishing higher-hitting attacks, as well as giving Ken a chance to close distance, start pressure, or begin a combo if 2C hits. On counter-hit, 2C has extra untechable time, making conversions easier. If blocked, the opponent can punish 2C with an air hit into combos, but if Ken is nearby Koromaru can be covered. 2C also has applications as an anti-air due to its speed and large vertical hitbox. In pressure, 2C can be used to cover gaps while also allowing further pressure from Ken. In combos, it is used to launch opponents for a variety of follow-up options.

5D/2D/j.D

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
5D - - - - Total 49+4L - - 1~End All
5D Incoming - - - - Total ??+9L - - -
  • Used to send Koromaru off-screen in order to prevent him from being knocked out and to safely recall Koromaru.
  • Also used to heal Koromaru safely: his health gradually recovers while off-screen.
  • Can be performed while Ken is in blockstun, but not while Koromaru is in recovery. Koromaru is invulnerable for the entire duration.
  • 5D input can be held to make Koromaru leave or return the instant he is able.

5D is useful for safely sending out Koromaru and calling him back. This is the only Koromaru move which can be done while Ken is on blockstun, so if Ken is under heavy pressure it can be used as long as Koromaru is not being hit or in recovery. It is commonly used to send Koromaru off-screen during super flashes so he won't take damage. When Koromaru is low on health and healing him with Mediarama is not an option, 5D can be used to send him out to heal safely.

Universal Mechanics

Ground Throw

C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1100 Throw 5 3 25 - Throw -

Ken grabs the opponent and tosses them behind him, causing a side-swap. Can convert into high damage midscreen by using microdash 5B and 2B pickup in the corner. Ken's ground throws have unique properties due to when the system registers the side-swap and subsequently reverses inputs, which are detailed in the Strategy section.

Air Throw

j.C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0, 1400 Throw 4 3 19 - Throw -

Follows the same rules as Ken's ground throw. Can only combo meterless on counter-hit. As before, j.C+D and j.4C+D differ and determine whether or not a side-swap occurs.

Vile Assault

B+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
700, 350 All 12 15+ Until L+18 - Body 1~45 All
  • Universal reversal
  • If the first hit whiffs or is blocked, then Ken will not perform the second hit.
  • Causes short ground slide on hit.

Ken strikes the opponent and goes off-screen with an upward thrust and then reappears from above, but only goes for a second strike if the first one hit the opponent. Slightly slower than the best attack-type Furious Actions, but it has surprisingly good corner carry unlike most, being able to take the opponent to the corner from round start distance. Ken's DP is a bit riskier than most as the air recovery and lengthy Counter-Hit state mean that Ken will generally suffer a massive punish if his DP is avoided, since the opponent can start a CH juggle combo immediately or land their Fatal starters.

On the other hand, on block Ken can even cancel into his air OK super on the incoming, so Fire Breath can be used to bait opponents who do not properly hit Ken on the way down. Past that, he can also use his typical ground supers upon landing like everyone else. The higher up the first hit of the DP the faster Ken will be able to cancel into Fire Breath on the descending hit.

Guard Cancel Attack

6A+B while blocking

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
0 All 16 3 33 -19 Body 1~21 Guard All
  • Used to escape pressure for 50 SP by inputting 6A+B while blocking.
  • Causes knockdown on counter hit.

Ken's Guard Cancel Assault is based on his 5AA animation, giving it a large hitbox. Like all GCAs, Ken's has autoguard through the duration of the move, blasts the opponent away on hit, does no damage, and does not allow any combo beginning from the GCA to kill.

Ken Skill Attacks

Charge Thrust

236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236A 400, 200 All 17 4(7)3 32 -16 Chest -
236B 500, 250 All 25 6(9)3 24 +1 Chest -
236AB 500, 250 All 19 3(5)3 20 +6 Chest -
  • On air hit, all versions cause groundslide.
  • Two hit attack, with follow-up option (see below).

Ken sends out his spear on a chain, hitting the opponent and then pulling them in. Charge Thrust has lengthy start-up and an obvious animation, allowing the opponent to jump the move on reaction if thrown out carelessly. There is no dead zone. Charge Thrust trades with multi-hit projectiles. However, Charge Thrust is incredibly unsafe on whiff, meaning Koromaru must be able to cover the recovery frames in case of failure. All versions can be rolled unless Koromaru covers Ken to make the string true.


A Version
  • Travels roughly a half-screen.
  • Decently fast startup for its long reach.

Combos from 5B on normal hit. Unsafe on block unless spaced well and with Koromaru covering the recovery.


B Version
  • Travels almost full screen.
  • Fatal Counter.
  • Slow startup, but safer on block

Does not combo off a 5B starter without a counter-hit. Can be made to be extremely advantageous by timing Koromaru for a follow-up hit (extending blockstun) right as Ken recovers.


SB Version
  • Travels the range of the B version almost as quickly as the A version.

Significant hitstun, allowing for high-damage combos, and highly advantageous on block. All versions leave the opponent standing on ground hit and cause ground slide toward Ken on air hit. Good for dogless combos and poking the opponent fullscreen. All versions of Charge Thrust can be cancelled into any version of the follow-up attack (see below).

Gigantic Impact

Persona Required A/B after Charge Thrust

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
Charge Thrust > A 1200 All 17 4 24 -9 - -
Charge Thrust > B 1400 All 25 4 16 +4 - -
Charge Thrust > AB 1600 All 21 4 16 +4 - -
All Versions

Kala-nemi comes out for a big slam attack. Does everything you could want: adds damage, ends combos with good oki, and extends combos with Koromaru. The A version is safe due to pushback. The B and SB versions are advantageous, but doing them too often without Koromaru covering the recovery will result in a free Persona Break for the opponent. Additionally, no version of this move is airtight from Charge Thrust, so opponents can easily roll through the startup. You can bait rolls with a Koromaru attack such as 2C, but it's another small thing to keep in mind. Do note that if the SB of Charge Thrust is done, all follow ups will not have a gap between the two hits.


A Version
  • Hard knockdown on hit.

A version is fastest and knocks the opponent straight to the ground. Fastest version with the least damage, best for oki and stable followups as the positioning is always the same. The follow up has no gap between the two hits.


B Version
  • Ground bounces on hit.
  • Does not combo from ground connect 236A.
  • Plus on block.

The ground bounce can actually be disadvantageous as it makes Koromaru followups slightly more difficult and may allow the opponent to air tech at the end of longer combos. Has a gap in-between the two hits which allows opponents to reversal super unless SB Charge Thrust is done.


SB Version
  • Ground bounces on hit.
  • Applies Shock.
  • Plus on block.

SB version has the superior speed, recovery, and damage of both the A and B versions and also Shocks the opponent briefly on hit. Has a gap in-between the two hits which allows opponents to reversal super unless SB Charge Thrust is done. Good for preventing the opponent from punishing you while you use Mediarama.

Mediarama

Persona Required 214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214A 100 All 13 8 24 -17 Body 4~28 Guard P
214B 100 All 17 8 36 -29 Body 4~44 Guard P
214AB 100 All 13 8 24 -17 Body 4~28 Guard All
All Versions
  • Can heal Koromaru while he is made invulnerable or sent offscreen by D.
    • However, cannot heal Koromaru while he is K.O'd.
  • Has mid-startup guardpoint against projectiles.
  • Wall bounces on air hit.

Kala-nemi casts Mediarama, and heals both Ken and Koromaru a set amount after a short delay. If Ken is hit during this move, he will lose a Persona card. It's likely predictable if the opponent is watching Koromaru's meter, as with Aigis's Orgia mode changes, but Ken does have the means to safely cast this occasionally. For example, it's possible to throw it out while opponent is in blockstun from Koromaru's Zan/Zetsu, or after shocking the opponent with an SB Gigantic Impact/Thunder Reign.

Mediarama does have some potential for mitigating your health loss over the course of the match if you can keep casting it safely, but this is often the cost of sacrificing damage/pressure in most situations. Its priority overall should be for healing Koromaru, as the totals are not so beneficial for Ken himself.

This is also your one and only means of healing Koromaru while he's active on the field, so keep that in mind when he is unhealthy but you can't afford to send him away in the heat of a match.


214A
  • Heals Ken for 100 health, and Koromaru for about 15% of his health.

The fastest version of Mediarama, for a quick health restore to Koromaru. If you ever use this, then this is most likely the version you will be using due to the shorter duration to execute and thus safety.

It can be cast numerous times mid-combo in Ken's Mediarama corner loops.


214B
  • Heals Ken for 200 health, and Koromaru for roughly 20% of his health.

Slower start-up and slower recovery, but heals the duo more and has longer projectile guardpoint. This will generally see use in downtimes in neutral when the opponent is not approaching, due to the reward and its increased safety from getting sniped by projectiles.


214A+B
  • Has mid-startup guardpoint against all attacks instead.

The SB version has the frame data of the A version and healing potency of the B version, but the guardpoint is also buffed to guard against both attacks and throws when active. This does not mean it is a True ReversalA reversal attack of which the user is invulnerable throughout all startup frames, including the first active frame or more. This is important to note, as some reversals that are not "true" may be beaten by meaties, or are prone to trading on the first active frame., however, so you should not use it as one. Its use for defensive purposes is greatly limited and unrewarding.

Since there's not often an express need to use Mediarama in general, the SB version is also typically underutilized as opposed to the other two versions.

Koromaru Skill Attacks

For all of Koromaru's Skill attacks, instead of the frame difference on block being listed, the amount of hitstop and blockstun that Koromaru puts the opponent into will be listed instead.
This is done to make it much easier to roughly calculate how much additional advantage Ken can give himself when he uses Koromaru to cover him.

Zan - Hakurou Battouga

236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236C 500, 50×4 All 23 5×4 <(4)6> 30 12~26 blockstun
- Dog 1~52 C
236D 500, 50×6 All 33 5×6 <(4)6> - 12~26 blockstun - Dog 1~72 C
236CD 500, 50×6 All 12 5×6(4)6 - 46 blockstun - Dog 1~51 C
All Versions

Koromaru spins multiple times along the ground and ends with a sweep that knocks down. If the move is blocked, Koromaru will immediately end the spin with the sweep and then go into a long recovery animation; on hit, Koromaru will continue spinning and juggling the opponent for the full duration of the move. Good for combos but has limited uses in pressure due to relatively short blockstun and long downtime on block.

Note about frame advantage values on C and D versions: Shortest blockstun occurs when only the final kick connects with the opponent. Longest blockstun occurs when first kunai hit connects with opponent.


C Version
  • Fast startup and fewer hits.

This version is easiest to use when Koromaru is close to the opponent, but is generally less useful overall than the D version. Mainly used for cross up oki.


D version
  • Longer startup but hits more times.

This is the version you want to use in combos. It's active for a long time and has lots of forward movement, making follow-ups after relatively consistent. Can be used to reset pressure and an oki tool. Primarily used to catch delay tech.


SB Version
  • Speed of the C version and hits of the D version.
  • Koromaru will perform all hits and will not go into recovery animation even on block.
  • Opponent must hit Koromaru to interrupt the move (cannot be interrupted by hitting Ken).

Screw your neutral it's my turn. Very strong tool that can instantly disrupt an opponent fullscreen. Only downside is Ken whiffs a grab unless he inputs another move.

Zetsu - Hakurou Battouga

214C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214C 300, 30×12 All 40 3×13,2 19L [Until L+19] 18 blockstun Head -
214D 300, 30×13 All 48 3×13,2 19L [Until L+19] 18 blockstun Head -
214CD 500, 50×12 All 40 3×12,2 19L 51+ blockstun Head -
  • Blockstun for SB version was tested on crouching Narukami. The advantage can get better if the opponent stand blocks the attack.
  • D version has a longer trajectory than C version and starts up slightly slower. Mostly identical otherwise.
  • SB version has a lower arc, allowing the move to more effectively hit opponents on the ground. Like 236C+D, opponent must hit Koro directly to interrupt this move.

Koromaru jumps forward and starts spinning rapidly in midair for a large number of hits. Excellent pressure tool as Koromaru will not suffer from a recovery animation unless enough hits are blocked (grounded opponents will not be hit enough times to trigger recovery), but startup is very long and obvious. Your best tool for blockstrings and oki when you can make space to set it up, but opponents can easily jump or roll out on reaction if you leave too much of a gap.

Version P1Also known as the starter proration. If this move starts a combo, this value will be added to the Proration Tally on top of P2's addition (P1 + P2). P2Also known as the mid-combo proration. If this move is used at all in a combo, this value will be added to the Proration Tally. SMPShorthand for "Same Move Proration". If this move is used more than once in a combo, this value will be added to the Proration Tally on top of P2's addition (P2 + SMP). Level
LevelBlockstunHitstunAir HitstunHitstop/BlockstopBonus CH Hitstun
(Ground/Air)
Lv.110F11F13F9F+12/12F
Lv.212F13F15F10F+12/12F
Lv.314F15F17F11F+12/20F
Lv.416F17F19F12F+12/20F
Lv.518F19F21F13F+12/20F
214C 300 200 50 2
214D 300 200 50 2
214CD 300 200 50 2

214C:

  • Opponent experiences 0F hitstop on hit/block/counter hit
  • Koromaru stops attacking and bounces off opponent if they block 3 hits. Recovery in this case is Until L+19


214D:

  • Opponent experiences 0F hitstop on hit/block/counter hit
  • Koromaru stops attacking and bounces off opponent if they block 3 hits. Recovery in this case is Until L+19


214CD:

  • Opponent experiences 0F hitstop on hit/block/counter hit

SP Skill Attacks

Thunder Reign

Persona Required 236236A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236A 200, 100×11, 300 All 4+(52 Flash)+3 3×13 44 -28 Projectile 1~8 All
236236B 200, 100×17, 300 All 4+(52 Flash)+15 3×19 44 -28 Projectile 1~20 All
236236AB 200, 100×17, 400 All 4+(52 Flash)+3 3×19 44 -28 Projectile 1~8 All
  • Used as an invulnerable reversal and combo ender.
  • A version is fast and lower damage. B version is slower with extended invulnerability and more damage. SB version is the speed of A with the damage of B, and causes Shock on hit.
  • All versions are Fatal Recovery.
  • Only the final hit can be cancelled with One More Cancel and One More Burst.

Thunder Reign is a high risk reversal option for 50SP. The A version is fast, but the opponent can roll/reversal after flash, preventing a One More Cancel or One More Burst on block. It is useful as combo ender when SP is avialable, typically when the combo will kill or remove a significant portion of Awakening health.

Fire Breath

Persona Required 236236C/D (Air OK)

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
236236C 1800 All 4+(78 Flash)+7 10 Total 52 -22 Projectile 4~4 All
236236D 1000, 250×9 All 4+(78 Flash)+7 1×10 Total 52 -13 Projectile 4~4 All
236236CD 1000, 250×9 All 4+(78 Flash)+7 1×10 Total 13 +26 Projectile 4~4 All
  • C version deals flat damage at all distances.
  • D Version damage increases according to distance from Koromaru. The closer the opponent, the higher the damage.
  • SB version deals D version damage scaling. Ken recovers much quicker, letting him continue a combo if he's close enough when Fire Breath hits. Can follow up with an air combo or DP into Thunder Reign or Ultimate Cross.

Ken points to the opponent while Koromaru summons Cerberus to engulf the screen in flames. At Koro's max distance, Fire Breath takes up roughly 90% of the screen, whiffs if the opponent is hugging the corner. On hit, knocks the opponent back and airborne.

A combo ender if you're having problems connecting ground moves with Koro after air combos or are too far to follow up Charge Thrust. Also a decent punish tool if opponents whiff projectiles or jump-ins. Mostly used for combo extensions with the D or SB version.

There are no invulnerability frames for Ken in any version, however Koromaru is fully invulnerable. Being hit cancels Fire Breath, making this a very poor reversal option.

Awakened SP Skill Attacks

Super Gattai! Ultimate Cross

214214A/B

Version DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
214214A 1034, 1100×2 [1034, 1409] All 4+(91 Flash)+3 5 8+30L -26 Body 1~18 All
214214B 1104, 1300×2 [1104, 1548] All 4+(91 Flash)+13 5 8+30L -26 Body 1~28 All
214214AB 1304, 1300×2 [1304, 1548] All 4+(91 Flash)+3 5 8+30L -26 Body 1~18 All
  • Used as an invulnerable reversal, anti-air, and high damage combo ender.
  • A version is fast and lower damage. B version is slower with extended invulnerability and higher damage. SB version is the speed of A with the damage of B.
  • Can be performed without Koromaru available but will do less damage, as shown in parentheses.
  • Can be One More! Cancelled and One More Bursted on block only. Ken will be airborne upon cancelling.

Ultimate Cross is a strong reversal option. It is fast, has huge range, and does good damage. However, if the opponent is ready it can be rolled then punished after the flash to prevent cancelling it on block for safety. At max range or from air, it is difficult to punish on block since Ken recovers relatively fast.

Instant Kill

Baptism of Light and Darkness

Persona Required 222C+D

DamageThe raw damage value(s) of the listed move that the game's combo system calculates combo damage from. GuardHow this attack can be guarded. All non-throws can be air blocked unless otherwise stated, and all "Air Unblockable" moves can be blocked in either grounded stance unless otherwise stated. Throw-type moves will have their ranges listed instead, and other cases will be explicitly noted.
StartupNumber of frames for this move to reach the first active frame (includes the first active frame). ActiveNumber of active frames in this attack. Values in () are for gaps between hits of an attack. RecoveryNumber of frames this move is in a recovery state before returning to neutral. Frame AdvThe difference between the attacker's recovery and the period that the opponent is in blockstun. This frame advantage value is based off the fact that the very first active frame touches the opponent. AttributeSome attacks are invulnerable to attacks with specific attributes. This notes what attributes each attack possesses.
H - Head
B - Body
C - Chest
F - Foot
P - Projectile. Independent Projectiles will have their Durability level listed. For example a projectile that his Durability level 2 will show P2
T - Throw
Inv.Attribute and Hitbox Invincibility information that will be notated via abbreviation or other indicators.
Guard - Move autoguards against the attacks instead of making them whiff.
Strike - Invulnerable to all attributes except for Throws, and SP Skills.
Low Profile - Character's hurtbox shrinks to go under many attacks.
Persona - Only the Persona carries this invulnerability.
- All 35+(40 Flash)+30 Until Hit Total 166 -69 - 1~142 All

Ken whistles to call for Koromaru, who then sprints to the opponent while creating a streak of fire. If the fire hits the opponent, the instant kill completes for over 57,000 damage. A very fast IK but completely blockable. Koromaru must be on screen in order to use Ken's IK. Like Fire Breath, this move starts from Koromaru's position and not Ken's, so the closer Koromaru is to an opponent, the less time they'll have to react to the IK's animation. Can be used to punish certain supers due to its speed and range.

Colors

P4U2R Ken Amada Persona color 1.png
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Color 1
Color 2
Color 3
Color 4
Color 5
Color 6
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P4U2R Ken Amada Persona color 11.png
P4U2R Ken Amada Persona color 12.png
Color 7
Color 8
Color 9
Seth (House Like Carpet)
Color 10
Color 11
Roger
Color 12
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P4U2R Ken Amada Persona color 14.png
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P4U2R Ken Amada Persona color 17.png
P4U2R Ken Amada Persona color 18.png
Color 13
Color 14
Color 15
Belphegor
Color 16
Color 17
Color 18
P4U2R Ken Amada Persona color 19.png
P4U2R Ken Amada Persona color 20.png
P4U2R Ken Amada Persona color 21.png
P4U2R Ken Amada Persona color 22.png
P4U2R Ken Amada Persona color 23.png
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Color 19
Color 20
Color 21
Color 22
Color 23
Velvet Room Attendant
Color 24
P4U2R Ken Amada Persona color 25.png
P4U2R Ken Amada Persona color 26.png
P4U2R Ken Amada Persona color 27.png
P4U2R Ken Amada Persona color 28.png
P4U2R Ken Amada Persona color 30.png
P4U2R Ken Amada Persona color 31.png
Color 25
Color 26
Color 27
Color 28
Color 30
Color 31

External References

Navigation

Ken Amada
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