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Dopples

Ken Notes (P4U2 pre-release)

Jul 4th, 2014
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  1. Ken Notes (As of Anime Expo. Will be expanded upon at EVO)
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  3. Run speed is fast. Think Narukami.
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  5. His DP has extremely poor horizontal range, great vertical range. Goes up past the top of the screen, and if it connects at all on the way up, he'll do the falling stab follow-up automatically. If blocked, or whiffed, Ken stays off screen for a bit, before slowly falling down. This leaves him free to be punished for full damage.
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  7. There were a couple of situations where his DP hit the opponent in an extremely weird way, and caused Ken to whiff the second hit, which left him wide open to just about anything. Will test this more, but if it's really inconsistent in most situations, we might have a candidate for worst DP in the game.
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  9. j.B and 2B have extremely good range, with j.B seemingly having enough hitstun to easily follow up for a combo. Can't comment on how safe they are on block. Instant Overhead j.B MIGHT be possible similar to Mitsuru
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  11. j.A is multi-hit, has decent range (Think Aigis j.A). Can be used in a manner similar to Mitsuru falling j.A. Was unable to test his ability to combo after it.
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  13. His All-Out Attack hits about half-screen away, but has somewhat slow start up. Couldn't test it, but the animation looks like it might beat some lows?
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  15. Sweep seems about average. Might be able to input a doge move before landing it to combo after, need to test more.
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  17. His lone Persona attack is used for his auto combo and the follow-up to the 236A and B Coup-like stab. Can probably OMC into combo from it. You shouldn't be getting Persona broken at all as this character without mashing stupidly.
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  19. 236A and B is the extremely long reaching stab move shown in the trailer. On hit, it pulls his opponent close to Ken, and can be followed up with another button press for one of his two Persona attacks.
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  21. 214A and B is Ken's Mediarama special. Has quick start up, slow recovery. It heals Ken a set amount, and has no affect on doge unless you use the SB version. SB version heals doge's health completely (Will test more, might still only be a set amount)
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  23. Persona buttons are saved for doge moves. Using 236 and 214 C will do different moves with decent hit/blockstun. Can't comment on whether or not they're safe to pressure with yet. doing 6C and the like will have doge do a single hit shoulder charge. Once it lands/is blocked, doge jumps back a little bit. Doesn't seem to have a lot of hitstun, will have to test to see if it Fatals/if it's possible to combo afterwards on counter hit.
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  25. Doge hitbox eats projectiles. This, combined with the nature of his moves, will make him a danger for zoners that want to play their game from almost full screen."
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  27. You can input doge commands whenever you want, so long as you aren't in a hitstun state.
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  29. Doge follows Ken automatically, though he can be positioned by holding 5C apparently? (Will have to test at EVO to be sure, mostly going on hearsay for this)
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  31. If doge loses all his HP, he's K.O'd for a few seconds, before coming back. Comes back a lot quicker than Nirvana does, but he can be hit at any point. Even when just standing there.
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  33. He has three supers (from what I can tell). The first two seem fast, but only hit the area around him. Might be decent reversal options, but won't serve a purpose in neutral.
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  35. Maragidyne works similar to Hailstorm in Marvel, only it's not a constant hitbox flooding the screen. Seems really fast, and will likely be good for punishing zoning options. It's possible to use it in the air, but can't be used if Doge is K.O'd.
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