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=Moves List= | =Moves List= | ||
==Normal Moves== | ==Normal Moves== | ||
''s.LP -'' <br> | |||
''s.LK -'' <br> | |||
''s.HP -'' <br> | |||
''s.HK -'' | |||
''j.LP -''<br> | |||
''j.LK -''<br> | |||
''j.HP -''<br> | |||
''j.HK -'' | |||
''cr.LP -'' <br> | |||
''cr.LK -'' <br> | |||
''cr.HP -'' <br> | |||
''cr.HK -'' | |||
==Throws== | ==Throws== |
Revision as of 16:55, 30 May 2016
Introduction
Ken's Good and Bad Things
The Good:
- Good Normals and Command Moves
- Excellent Anti Air Options
- Decent Rushdown Super Moves
- Fast Projectile than Ryu
The Bad:
- Less Stamina and Damage than Ryu
- Exceed has Short Horizontal hitbox Range
- Weak Projectile
Moves List
Normal Moves
s.LP -
s.LK -
s.HP -
s.HK -
j.LP -
j.LK -
j.HP -
j.HK -
cr.LP -
cr.LK -
cr.HP -
cr.HK -
Throws
Press AB when near Seoi Nage
Press CD when near Jigoku Guruma
Press CD when near in air Jigoku Fuusha
Command Moves
f + B Inazuma Kakato Wari
db + D Kurubushi Kick
Special Moves
qcf + P Hadou Ken
f,d,df + P Shouryuu Ken
qcb + K Tatsumaki Senpuu Kyaku
qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku
hcf + B Kama Barai Geri
hcf + D
Nata Otoshi Geri
hcf + BD Oosoto Mawashi Geri
Hold K from any "Geri" move Inazuma Kakato Wari
Super Moves
qcb,qcb + K Shippuujinrai Kyaku
qcf,qcf + P Shouryuu Reppa
Exceed Move
qcf,qcf + K, tap P / K Shinryuu Ken