SSBU/Ken/Matchups

This page includes write ups and various other notes from Shotocord. The names of who wrote the matchup write up will be listed.

Simon/Richter
From ImBad:

Neutral
Getting in on the Belmonts is going to be somewhat difficult due to our lower air and ground speed. We need to be able to make the most out of the openings we do get. I would recommend Ken for this reason, but Ryu can somewhat counter zone. Belmonts are on the heavy end weighing in at 107 units. Keep this in mind when going for kill confirms.

Belmonts neutral will consist mostly of FTilts(dash back or otherwise), FAir/BAir, and cross. These aren’t safe on shield per say being -6 to -8 depending on what move it is, but spaced well they are nearly impossible for us to punish on shield. FTilt will also eat through hado and has a trample effect so using tatsu to beat it isn’t reliable. RESIST THE URGE TO JUMP/RUN STRAIGHT AT THE BELMONT AFTER THEY HIT YOUR SHIELD WITH AN FTILT there is more than likely another one coming. When you finally close the gap to the point they shield watch out for upb oos its frame 6 and has intangibility on frames 5-6 (poor man's shoryuken).

Advantage
Lucky for us Belmonts are very susceptible to our combos. For Ken CK > DSmash will work. If you have a Belmont above you in juggle watch for them to do DAir. It has a poor hitbox and will be beaten out by HUTilt. The Belmonts frame data is bad so we can abuse that if they try mashing after being hit. If they are off stage all you have to do is intercept their recovery with NAir and they most likely wont make it back. When they are on ledge watch for ledge drop FAir or jump FAir. Both will hit us.

Disadvantage
Belmonts are going to look to put you in tech chase situations at low % by using FTilt(this starts at 0). They can cover multiple get up options with cross at one time. You need to mix up what you do here to avoid eating cross. If you roll in they can holy water you which will set us up to take 50% from falling UAir shenanigans. UAir is decent for keeping us in the air due to our lower air speed. It is possible to focus through UAir, FAir, and BAir. However, keep an eye out for crosses or axes. Belmonts have crazy ledge trapping and can force you off the ledge with many things.

Banjo & Kazooie
From Bean!:

Neutral
The key to this matchup is patience, and being able to weave around his projectiles to get behind him and really start dealing damage. Banjo has 2 projectiles: Down B and neutral B, both of which are decently fast and annoying to get hit by, which may coerce you into jumping in. These projectiles set up traps that Banjo can use to shield break you, deal around 55 percent if he hits, or if you run away, reset neutral. TL;DR: Banjo’s projectiles control the flow of the game, and try to mix up how you deal with them.

Banjo’s neutral consists of a few things. Grenade Spam, Egg spam, and using FAir and other chunky moves to whack you for approaching at all. What you’re gonna want to do is FADC over his wall of projectiles if he is trying to wall you out, and to NEVER SHIELD HIS BOMBS. They combo right into FAir and if you keep holding shield its gonna get popped. Play it safe, play it patient, and approach with extreme caution.

Dealing With WonderWing: Its annoying, its huge, and its invincible. Wonderwing is an extremely volatile kill move, it 2 frames us very well, if Banjo does it to ledge and doesn’t instantly grab ledge consider your stock erased, and he can confirm into it. You can shield it and try to get a glimpse of the Banjo’s cover option afterward, since they usually chuck out an option to counter faulty punishes. Or you can try to focus 3 tank it and get a Real Mans Punish but that requires an ultra hard read so stick with shield or hop over it for a grab or cute little BnB.

Advantage
Killing Banjo isn’t rocket science, but most likely you’re only gonna be able to get a sliding tilt or aerial in on him when he doesn’t expect it. I recommend Ken HIGHLY for this matchup, since you can go full unga bunga without having to care much since Shoryu kills him so early. The way you’re gonna work around his projectiles to get said kill is like the Samus MU. His projectiles have a small amount of endlag, so you’ll be able to punish them hard if you catch him in his endlag frames. I recommend sliding under him and doing a TSRK if he tries to do full hop grenade. Reasoning for this is because if he does grenade, he’s holding the control stick straight down, which means that he’s gonna get shot right up and die pretty easily.

Since he’s of decent weight, I recommend keeping strands to a decent length, straying from fancy aerial extensions and sticking to that closer more simplified ken. Best strand to use here = PJab xx CK > RH. A couple of these or trying for an uptilt PJab xx CK > DAir at ledge will secure you the stock. TL;DR: Keep it simple, keep it safe, don’t be a donut and NAir in.

Ledge Trapping Banjo This is where Ken really gets to shine. Once Banjo is at ledge he’s most likely gonna do drop ledge grenade to get back on stage. Stay 1.5 roll distance away, throw out hado, and if they jump its money for the taking.

Disadvantage
How to climb out of Disadvantage Against Banjo You’re not. But in all seriousness, its veeeery difficult since this bear holds onto the stage tighter than Winnie the Pooh with a honey jar. Try your hardest to keep stage control, keep steady damage, and don’t get angsty or greedy, otherwise you can kiss your stocks bye bye.