Normals

Normals:

5A: Ken's only jump cancelable normal.

Large cancel window -3 on block

5AA: Second hit of auto combo good to stagger into and a decent hit confirm.

5A into 5AA is not a true string still great for staggering since its really big.

5AAA: 3rd hit of auto combo if you hold 4 when you hit AAA the dog doesn't launch allowing you do a better combo on hit.2A:hits lowGood stagger normalWeakest damage scaling2A is +1 on block.

5B: Mid range poke hits further than Mitsuru 5A.

if the initial hit misses the follow up spin has a hit box that can be used as an anti air.

2B: A 2 hit attack that starts with a low into upward swing.The second hit is useful as an anti air.

Jump cancelable only on hit on the second hit.

2nd hit can hit behind him making it good for dealing with some cross ups.

Best punish starter.

AB (AoA): Ken pogo's off the spear into his opponent.Hits from really far.

On block can RC for more mix ups.Can use dog to make it safe.

Fatal recovery.

2AB (Sweep):Hits far and has chest attribute meaning you can low profile mitsuru 5A with it for example.

Does around the same amount as 2B in terms of damage.

Also useful for baiting rolls and DPs with proper spacing.Cornerstone for crouching confirms.

Air normals:J.A:3 hit normal

good air to air and decent mix up tool since all 3 hits are overhead.

has high untech time on counter hit across all 3 hits.

j.B: Big swipe, like Labrys J.B but with a bigger vertical hitbox and a weaker cross up hitbox.

Has high untech time on CH allowing for some opportunities to do big damage.

j.2B: Serves as a combo ender or a second overhead on a blocked j.B, leads to good damage.

Knocks down on air hit making it a great tool for Oki.

Dog moves:

Note: All dog moves are air ok including specials.

5C: Koromaru does a dashing head butt at the opponent, has a lot of active frames.

Dog bounces back on hit but on block he bounces back much further back.

Useful for covering ground approaches and punishing rolls.

Very good way to get Koromaru behind the opponent to create sandwich scenarios.

2C: Koromaru does a flip with the knife.

Has a deceptively big hitbox.

Dog tracks opponent.On hit launches opponent.

Has more recovery than 1.1

5D: Koromaru either gets summoned or leaves the screen.

When summoned he always lands behind your current position.

Keeps the dog out of danger.

Can do it while in block stun as long as the dog isn't down.

5C after 5D: Summons dog to do a headbutt from off screen.

Can actually combo on hit.

Decent frame advantage on block.

Last updated