SvC Chaos: SNK Vs Capcom/Ken: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 33: Line 33:


==Throws==
==Throws==
Press AB when near           
'''''Seoi Nage'''''
Seoi Nage
Press AB when near  
 
 
Press CD when near            
'''''Jigoku Guruma'''''
Jigoku Guruma
Press CD when near
 
Press CD when near in air     
Jigoku Fuusha


'''''Jigoku Fuusha'''''
Press CD when near in air   
==Command Moves==
==Command Moves==
f + B                      
'''''Inazuma Kakato Wari'''''
Inazuma Kakato Wari
f + B      
 
                     
db + D                        
'''''Kurubushi Kick'''''
Kurubushi Kick
db + D  
 
==Special Moves==      
==Special Moves==
'''''Hadou Ken'''''
qcf + P                      
qcf + P    
Hadou Ken
               
 
'''''Shouryuu Ken'''''
f,d,df + P                  
f,d,df + P
Shouryuu Ken
                   
 
'''''Tatsumaki Senpuu Kyaku'''''
qcb + K                    
qcb + K
Tatsumaki Senpuu Kyaku
               
 
'''''Kuuchuu Tatsumaki Senpuu Kyaku'''''
qcb + K in air                
qcb + K in air  
Kuuchuu Tatsumaki Senpuu Kyaku
                   
'''''Kama Barai Geri'''''
hcf + B 


hcf + B                     
                   
Kama Barai Geri
'''''Nata Otoshi Geri'''''
 
hcf + D  
 
                     
hcf + D                    
'''''Oosoto Mawashi Geri'''''
Nata Otoshi Geri
hcf + BD
 
hcf + BD                      
Oosoto Mawashi Geri


'''''Inazuma Kakato Wari'''''
Hold K from any "Geri" move     
Hold K from any "Geri" move     
Inazuma Kakato Wari
==Super Moves==       
'''''Shippuujinrai Kyaku'''''
qcb,qcb + K 
               
'''''Shouryuu Reppa'''''
qcf,qcf + P


==Super Moves==
==Exceed Move==
qcb,qcb + K                
'''''Shinryuu Ken'''''
Shippuujinrai Kyaku
qcf,qcf + K, tap P / K   
=The Basics=


qcf,qcf + P               
COMBOS
Shouryuu Reppa


==Exceed Move==
qcf,qcf + K, tap P / K     
Shinryuu Ken


=The Basics=
=Advanced Strategy=
=Advanced Strategy=
=Match-Ups=
=Match-Ups=



Revision as of 23:09, 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

Seoi Nage Press AB when near

Jigoku Guruma Press CD when near

Jigoku Fuusha Press CD when near in air

Command Moves

Inazuma Kakato Wari f + B

Kurubushi Kick db + D

Special Moves

Hadou Ken qcf + P

Shouryuu Ken f,d,df + P

Tatsumaki Senpuu Kyaku qcb + K

Kuuchuu Tatsumaki Senpuu Kyaku qcb + K in air

Kama Barai Geri hcf + B


Nata Otoshi Geri hcf + D

Oosoto Mawashi Geri hcf + BD

Inazuma Kakato Wari Hold K from any "Geri" move

Super Moves

Shippuujinrai Kyaku qcb,qcb + K

Shouryuu Reppa qcf,qcf + P

Exceed Move

Shinryuu Ken qcf,qcf + K, tap P / K

The Basics

COMBOS


Advanced Strategy

Match-Ups