DeKu Skrub
Smash Journeyman
- Joined
- Jul 1, 2015
- Messages
- 291
- Location
- Inside Jehuty's genetalia
- NNID
- ShadixREBORN
- 3DS FC
- 1650-2649-2219
- Switch FC
- SW-1122-3127-2057
To start, I absolutely love how much attention to detail Ken got in Ultimate, I mean they gave him his friggin Crazy Kicks. Never played much SSF2, but I'm glad they're here. However, this does mean that NOG is a Quater Circle Down input, which I absolutely hate since it overlaps with DP. Anyways, NOG seems to be an extremely good combo filler, and it's a special, meaning it can be cancelled from an assortment of his grounded moves(Jab 1, Jab 2, light S Tilt, Either U Tilt, and either D Tilt). In certain situations, you can link hard D Tilt(6f startup) and even D Smash (5f startup). Take into account that Ken's Jab is 3f startup, and you have a pretty good way to rack up 30-40% quickly. So far, I've been doing Jab xx Jab xx NOG -> hD Tilt xx H Tatsu which does 28.1%, can lead to a throw reset, and be started until they're around 35%, but if you want more damage and horizontal knockback, you can trade everything after NOG for an uncharged D Smash, which does 34.8% and works till around 60%. Just keep in mind that you D Smash timing will become more strict at higher percents. From what I've tested so far, NOG stops linking to D Smash at 65%, but still leaves Ken with good frame advantage, so it doesn't become useless. When you need to start killing, you can always go for Jab xx Jab xx H Shoryu.
Haven't made a post in awhile and figured it'd be fun to dump some lab work here, so have fun with this confirm out of a mashed jab. And if you find any more uses for the NOG, feel free to leave em here.
Haven't made a post in awhile and figured it'd be fun to dump some lab work here, so have fun with this confirm out of a mashed jab. And if you find any more uses for the NOG, feel free to leave em here.
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