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*<b>Standing Normal Moves (st.)</b> | *<b>Standing Normal Moves (st.)</b> | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Standing Light Punch | {{SF2HFMoveListRow | Standing Light Punch | lp | 14 | - | 4 | 40 | 6 | 3 | 11* | +0/+1 | }} | ||
{{SF2HFMoveListRow | Standing Medium | {{SF2HFMoveListRow | Standing Medium Punch | mp | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 7 | 2 | 7* | +10/+11 | }} | ||
{{SF2HFMoveListRow | Standing Hard | {{SF2HFMoveListRow | Standing Hard Punch | hp | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 7 | 10 | 18* | -5/-4 | }} | ||
{{SF2HFMoveListRow | Standing Light Kick | lk | 14 | - | 4 | 40 | 8 | 4 | 7* | +3/+4 | }} | |||
{{SF2HFMoveListRow | Standing Medium Kick | mk | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 4 | 7* | +1/+2 | }} | |||
{{SF2HFMoveListRow | Standing Hard Kick | hk | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 8 | 11 | 21* | -9/-8 | }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
*<b>Close Standing Normal Moves (cl.)</b> | |||
{{SF2HFMoveListHeader}} | |||
{{SF2HFMoveListRow | Close Light Punch | (near opponent) lp | 16 | - | 4 | 40 | 6 | 2 | 9* | +3/+4 | }} | |||
{{SF2HFMoveListRow | Close Medium Punch | (near opponent) mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 3* | +12/+13 | specialcancel }} | |||
{{SF2HFMoveListRow | Close Light Kick | (near opponent) lk | 16 | - | 4 | 40 | 15 | 4 | 13* | -3/-2 | }} | |||
{{SF2HFMoveListRow | Close Medium Kick | (near opponent) mk | 20,20 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8,8 | 60,60 | 13 | 6 | 13* | +8/+9 | }} | |||
{{MoveListFooter}} | |||
*<b>Crouching Normal Moves (cr.)</b> | *<b>Crouching Normal Moves (cr.)</b> | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Crouching Light Punch | d + lp | | {{SF2HFMoveListRow | Crouching Light Punch | d + lp | 14 | - | 4 | 40 | 10 | 3 | 7* | +4/+5 | low }} | ||
{{SF2HFMoveListRow | Crouching Medium Punch | d + mp | | {{SF2HFMoveListRow | Crouching Medium Punch | d + mp | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 8 | 3 | 17* | -1/+0 | }} | ||
{{SF2HFMoveListRow | Crouching Hard Punch | d + hp | | {{SF2HFMoveListRow | Crouching Hard Punch | d + hp | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 9 | 6 | 18* | -1/+0 | }} | ||
{{SF2HFMoveListRow | Crouching Light Kick | d + lk | | {{SF2HFMoveListRow | Crouching Light Kick | d + lk | 14 | - | 4 | 40 | 6 | 4 | 7* | +3/+4 | low }} | ||
{{SF2HFMoveListRow | Crouching Medium Kick | d + mk | | {{SF2HFMoveListRow | Crouching Medium Kick | d + mk | 18 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 6 | 4 | 7* | +8/+9 | low }} | ||
{{SF2HFMoveListRow | Crouching Hard Kick | d + hk | | {{SF2HFMoveListRow | Crouching Hard Kick | d + hk | 22 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 130 | 9 | 4 | 18* | +1/+2 | low knockdown }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
*<b>Jumping Normal Moves (nj.)</b> | *<b>Jumping Normal Moves (nj.)</b> | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Neutral Jump Light Punch | {{SF2HFMoveListRow | Neutral Jump Light Punch | u + lp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Neutral Jump Medium | {{SF2HFMoveListRow | Neutral Jump Medium Punch | u + mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Neutral Jump Hard | {{SF2HFMoveListRow | Neutral Jump Hard Punch | u + hp | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 1* | 3* | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Neutral Jump Light Kick | u + lk | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }} | |||
{{SF2HFMoveListRow | Neutral Jump Medium Kick | u + mk | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }} | |||
{{SF2HFMoveListRow | Neutral Jump Hard Kick | u + hk | 24 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
*<b>Diagonal Jumping Normal Moves (j.)</b> | *<b>Diagonal Jumping Normal Moves (j.)</b> | ||
{{SF2HFMoveListHeader}} | {{SF2HFMoveListHeader}} | ||
{{SF2HFMoveListRow | Diagonal Jump Light Punch | {{SF2HFMoveListRow | Diagonal Jump Light Punch | ub / uf + lp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Diagonal Jump Medium Punch | {{SF2HFMoveListRow | Diagonal Jump Medium Punch | ub / uf + mp | 20 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Diagonal Jump Hard Punch | {{SF2HFMoveListRow | Diagonal Jump Hard Punch | ub / uf + hp | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }} | ||
{{SF2HFMoveListRow | Diagonal Jump Light Kick | ub / uf + lk | 14 | [[Damage_Scaling_(HF)#0x020|0x020]] | 4 | 40 | 6 | 20 | ∞ | - | high }} | |||
{{SF2HFMoveListRow | Diagonal Jump Medium Kick | ub / uf + mk | 18 | [[Damage_Scaling_(HF)#0x040|0x040]] | 8 | 50 | 6 | 12 | ∞ | - | high }} | |||
{{SF2HFMoveListRow | Diagonal Jump Hard Kick | ub / uf + hk | 22 | [[Damage_Scaling_(HF)#0x060|0x060]] | 14 | 60 | 6 | 6 | ∞ | - | high }} | |||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Revision as of 06:40, 10 August 2015


Ken
Shoryuken! A millionaire (by birthright, not effort) playboy with bleached hair (but not eyebrows - representing his 3/4ths Japanese heritage), Ken gets the Money, the Glory, and the Girl. He trained with his rival and friend, Ryu, in a Japanese Dojo under the tutelage of Gouken, a very powerful martial artist who famously went on to simply wake up from being dead. Ken favours a flashy, gung-ho fighting style over the more stoic and traditional Ryu.
In a nutshell
While certainly an overall poorer character than Ryu in SF2HF, Ken is not far behind. In some matchups his slower fireballs and wider arcing Dragon Punch can actually be helpful, and his very doable 'Touch of Death' combos mean one solid hit can always spell an opponent's doom.
Character Specific Information
Color Options
Moves List
Normal Moves
- Standing Normal Moves (st.)
- Close Standing Normal Moves (cl.)
- Crouching Normal Moves (cr.)
- Jumping Normal Moves (nj.)
- Diagonal Jumping Normal Moves (j.)
Unique Moves
Throws
Special Moves
The Basics
Advanced Strategy
Combos
Bread And Butter
- cr.MK xx QCF+HP
- j.HK, s.HP xx DP+HP (Touch of Death)
Match-ups
- Vs. Balrog (boxer):
- Vs. Blanka:
- Vs. Chun-Li:
- Vs. Dhalsim:
- Vs. E. Honda:
Same as Ryu's strategy versus E. Honda: from about halfscreen away, throw slow fireballs, and sweep with cr.HK to hit with the very tip of the toe as Honda lands. You should be a little more careful chucking fireballs than with Ryu however, since Ken's fireball has more recovery time than Ryu's.
- Vs. Guile:
- Vs. Ken (self):
- Vs. M. Bison (dictator):
- Vs. Ryu:
- Vs. Sagat:
- Vs. Vega (claw):
- Vs. Zangief:
Hitboxes
General | Game Mechanics | Strategy | Tiers | |
The Characters | Balrog (Boxer) | Blanka | Chun-Li | Dhalsim | E. Honda | Guile | Ken | M. Bison (Dictator) | Ryu | Sagat | Vega (Claw) | Zangief |