|Notice:The contents of this page are out of date.
This can be due to patches to the game, or developments in the metagame. You can help by updating it.
|While Ken's page here may be moderately out of date, there are some rather fleshed-out resources covering the character in this version: |
Ken gitbook: https://kenamadadoc.gitbook.io/internal-wiki/
|Lore:||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 while Koromaru wields a kunai between his teeth. 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.|
Unlike most characters, Ken's C and D buttons control Koromaru instead of a persona! This allows for more flexibility on offense and combos routing. Koromaru has his own health meter that Ken will need to manage by either sending him away or by using Mediarama.
Ken Normal Attacks
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.
- 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. 5AA is not a blockstring and many characters can completely disrespect it by mashing, DPing, or rolling.
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.
- 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.
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 slighty 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.
- 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.
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. 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.
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.
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.
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.
- Fatal Recovery.
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.
- 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.
Koromaru Normal Attacks
- 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 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.
- 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 Koromaru's strongest attack, no contest. Unlike other normals and specials, Koromaru has no recovery on block, so 2C's utility is buffed by the fact that Koromaru is free to act again after the attack.
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.
- 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.
Ken grabs the opponent and tosses them behind him, causing a side-swap. Can convert into high damage anywhere on screen by using Koromaru or with a following dashing 5B. 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.
Follows the same rules as Ken's ground throw. Can be followed up without Koromaru unless throwing an opponent into the corner. On counter-hit, it will combo into any throw combo. As before, j.C+D and j.4C+D differ and determine whether or not a side-swap occurs.
Universal DP. Ken strikes the opponent with an upward thrust of his spear that carries him off-screen for a brief time, then reappears a set distance from his takeoff point and performs a second strike. If the first hit whiffs or is blocked, then Ken will not perform the second hit. Extremely rewarding on counter-hit, as Ken can follow up with a sweep or dashing 2B for a full combo, but also extremely risky as the extremely long recovery and lengthy counter-hit state mean that Ken will generally suffer a massive punish for whiffing his DP. On block, Ken can still cancel into supers once he reaches the ground, so Thunder Reign or SB Fire Breath can be used to bait opponents who do not properly hit Ken on the way down.
6A+B while blocking
- 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. No frame data is available for Guard Cancels but testing suggests Ken's to be -20 to -22 frames on block. 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.
- 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.
- 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 plus on block.
Does not combo off a 5B starter without a counter-hit. Plus on block by default, and 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. All versions of Charge Thrust can be cancelled into any version of the follow-up attack (see below).
- 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.
- 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.
- 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.
- 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. Good for preventing the opponent from punishing you while you use Mediarama.
- A version heals Ken for 150 health, Koro for a quarter of his health.
- B version heals Ken 300 health, Koro for roughly half his health.
- SB version heals as strongly as B and as fast as A.
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. Good to throw out while opponent is in blockstun for Koromaru's Zan/Zetsu, or after shocking the opponent with an SB Gigantic Impact/Thunder Reign.
Your only means of healing Koromaru while he's active on the field. Can be used to bring Koromaru back quickly if he is knocked out.
Can be cast numerous times mid-combo. Great for mitigating health loss over the course of the match if you can keep casting it safely, at the cost of sacrificing damage/pressure.
Zan - Hakurou Battouga
236C/D air OK
- 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.
- 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.
- 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.
- 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).
There's no great use for this but it can be funny to interrupt someone's combo with.
Zetsu - Hakurou Battouga
214C/D air OK
- 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.
- 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.
- 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 SB version.
There are no invulnerability frames in any version. Being hit cancels Fire Breath, making this a very poor reversal option.
Awakened SP Skill Attacks
Super Gattai! Ultimate Cross
- 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.
Baptism of Light and Darkness
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.
- Japanese Name: 天田 乾 （あまだ けん） (Ken), コロマル (Koromaru)
- Japanese Wiki
- Japanese BBS
- Arcade Profile Dan Rankings
- Character Video Thread
|To edit frame data, edit values in P4U2.5/Ken Amada/Data.|
- Akihiko Sanada[★]
- Chie Satonaka[★]
- Junpei Iori[★]
- Kanji Tatsumi[★]
- Ken Amada[★]
- Mitsuru Kirijo[★]
- Naoto Shirogane[★]
- Rise Kujikawa[★]
- Shadow Labrys[★]
- Tohru Adachi[★]
- Yosuke Hanamura[★]
- Yu Narukami[★]
- Yukari Takeba[★]
- Yukiko Amagi[★]
Click [★] for character's full frame data