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{{SSFIVAEHeader}} | |||
{{SSFIVCharacterHeader|Ken|Ken| | {{SSFIVCharacterHeader|Ken|Ken| | ||
Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle. | Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle. | ||
| | | | ||
Ken | Ken is the polar opposite of Ryu. While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto. Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game. He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you. His greatest strenght, however, is also his greatest weakness. If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health. For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.}} | ||
=== Players to Watch === | |||
Momochi, Chris, Michael-tan | |||
== Moves == | == Moves == | ||
Line 10: | Line 14: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Inazuma Kick | b + mk | high }} | {{SSFIVMoveListRow | Inazuma Kick | {{b}} + {{mk}} | {{high}} }} | ||
{{SSFIVMoveListRow | Forward Step Kick | f + mk | }} | {{SSFIVMoveListRow | Forward Step Kick | {{f}} + {{mk}} | }} | ||
{{SSFIVMoveListRow | Thunder Kick | f + hk | (hold hk to feint) }} | {{SSFIVMoveListRow | Thunder Kick | {{f}} + {{hk}} | (hold {{hk}} to feint) }} | ||
{{SSFIVMoveListRow | Target Combo | close mp --- hp | }} | {{SSFIVMoveListRow | Target Combo | close {{mp}} {{---}} {{hp}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 19: | Line 23: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shoulder Throw | f or n + lp + lk | throw }} | {{SSFIVMoveListRow | Shoulder Throw | {{f}} or {{n}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{SSFIVMoveListRow | Hell Wheel | b + lp + lk | throw }} | {{SSFIVMoveListRow | Hell Wheel | {{b}} + {{lp}} + {{lk}} | {{throw}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
Line 26: | Line 30: | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Hadoken | qcf + p | ex }} | {{SSFIVMoveListRow | Hadoken | {{qcf}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Shoryuken | dp + p | ex }} | {{SSFIVMoveListRow | Shoryuken | {{dp}} + {{p}} | {{ex}} }} | ||
{{SSFIVMoveListRow | Tatsumaki Senpukyaku | qcb + k | ex armorbreak }} | {{SSFIVMoveListRow | Tatsumaki Senpukyaku | {{qcb}} + {{k}} | {{ex}} {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) qcb + k | high ex }} | {{SSFIVMoveListRow | Airborne Tatsumaki Senpukyaku | (in air) {{qcb}} + {{k}} | {{high}} {{ex}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Super Combo ==== | ==== Super Combo ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shoryureppa | qcf qcf + p | }} | {{SSFIVMoveListRow | Shoryureppa | {{qcf}} qcf + {{p}} | }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
==== Ultra Combos ==== | ==== Ultra Combos ==== | ||
{{SSFIVMoveListHeader}} | {{SSFIVMoveListHeader}} | ||
{{SSFIVMoveListRow | Shinryuken | qcf qcf + 3p | armorbreak }} | {{SSFIVMoveListRow | Shinryuken | {{qcf}} qcf + {{3p}} | {{armorbreak}} }} | ||
{{SSFIVMoveListRow | Guren Senpukyaku | qcf qcf + 3k | armorbreak }} | {{SSFIVMoveListRow | Guren Senpukyaku | {{qcf}} qcf + {{3k}} | {{armorbreak}} }} | ||
{{MoveListFooter}} | {{MoveListFooter}} | ||
== AE ver. 2012 Changes == | |||
''Target Combo'' | |||
Expanded hitbox for second hit downward to facilitate connecting with crouching targets. | |||
Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo. | |||
''EX Shoryuken'' | |||
Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total). | |||
''Crouching Heavy Kick'' | |||
Total frame count unchanged, but startup altered from 7F to 8F. | |||
''Far Standing Heavy Kick'' | |||
Changed startup from 12F to 11F. | |||
Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked. | |||
''Thunder Kick'' | |||
Overall length of feint move changed from 27F to 24F. | |||
== AE Changes == | == AE Changes == | ||
* Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick. | |||
* Improved the hit box for Crouching Light Punch. | |||
* Target Combo hit box (Medium Punch into Hard Punch) improved. | |||
* Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4. | |||
* EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball. | |||
* EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high. | |||
* Is considered to be mid-air right after the invincibility frames of his backdash ends. | |||
==The Basics== | ==The Basics== | ||
==Combos== | ==Combos== | ||
Line 124: | Line 165: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 152: | Line 193: | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" |+7 | | align="center" |+7 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 245: | Line 286: | ||
| align="center" |60 | | align="center" |60 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |11 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" | | | align="center" |18 | ||
| align="center" |- | | align="center" |-3 | ||
| align="center" | | | align="center" |+1 | ||
| align="center" | | | align="center" | | ||
| | | | | | ||
Line 292: | Line 333: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 329: | Line 370: | ||
| align="center" |60 | | align="center" |60 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |8 | ||
| align="center" |3 | | align="center" |3 | ||
| align="center" | | | align="center" |21 | ||
| align="center" |- | | align="center" |-6 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 544: | Line 585: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |Feint lasts 24f | ||
| | | | | | ||
|- | |- | ||
Line 558: | Line 599: | ||
| align="center" |-9 | | align="center" |-9 | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" | | | align="center" |Forces Stand | ||
| | | | | | ||
|- | |- | ||
Line 567: | Line 608: | ||
| align="center" |20 | | align="center" |20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |10+12 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |42 | | align="center" |42 | ||
Line 575: | Line 616: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 2 | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" |90 | | align="center" |90 | ||
Line 581: | Line 622: | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |18+12 | ||
| align="center" |2 | | align="center" |2 | ||
| align="center" |42 | | align="center" |42 | ||
Line 589: | Line 630: | ||
| | | | | | ||
|- | |- | ||
| |Focus | | |Focus Attack LVL 3 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |150 | | align="center" |150 | ||
Line 614: | Line 655: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
| |Back | | |Back Throw | ||
| align="center" |0.92 | | align="center" |0.92 | ||
| align="center" |130 | | align="center" |130 | ||
Line 628: | Line 669: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |Hard Knockdown | ||
| | | | | | ||
|- | |- | ||
Line 639: | Line 680: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |47 | | align="center" |Total 47 | ||
| align="center" |-7 | | align="center" |-7 | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" | | | align="center" |17~18f cancellable | ||
| | | | | | ||
|- | |- | ||
Line 653: | Line 694: | ||
| align="center" |14 | | align="center" |14 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |43 | | align="center" |Total 43 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" |+3 | | align="center" |+3 | ||
| align="center" | | | align="center" |17~18f cancellable, can juggle | ||
| | | | | | ||
|- | |- | ||
Line 670: | Line 711: | ||
| align="center" |-20 | | align="center" |-20 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, 3~5f unthrowable, 3~13 lower body invincibility, 6f~ airborne, [] refers to active frames 4~11 | ||
| | | | | | ||
|- | |- | ||
Line 684: | Line 725: | ||
| align="center" |-29 | | align="center" |-29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~6f Invincible, 7~17f lower body invincibility, 8f~ airborne, (additional juggle notes) | ||
| | | | | | ||
|- | |- | ||
Line 698: | Line 739: | ||
| align="center" |-30 | | align="center" |-30 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~4f Invincible, 5~6f unthrowable, 5~18f lower body invincibility, 7f~ airborne, 1st hit floats airborne opponent, floats opponent on counter-hit through 2nd hit, (additional juggle notes) | ||
| | | | | | ||
|- | |- | ||
| |Shoryuken [[File:EX.gif]] | | |Shoryuken [[File:EX.gif]] | ||
| align="center" |HL | | align="center" |HL | ||
| align="center" | | | align="center" |80*30*30*60 | ||
| align="center" |100*25*25*80 | | align="center" |100*25*25*80 | ||
| align="center" |-250/0 | | align="center" |-250/0 | ||
| align="center" |su | | align="center" |su | ||
| align="center" |4 | | align="center" |4 | ||
| align="center" |2*2*2* | | align="center" |2*2*2*8 | ||
| align="center" |45+9 | | align="center" |45+9 | ||
| align="center" |-41 | | align="center" |-41 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~9f Invincible, 10~17f lower body invincibility, 8f~ airborne, (additional juggle notes) | ||
| | | | | | ||
|- | |- | ||
Line 726: | Line 767: | ||
| align="center" |-6 | | align="center" |-6 | ||
| align="center" |-2 | | align="center" |-2 | ||
| align="center" | | | align="center" |7~20f lower body projectile invincibility, 7f~ airborne, armor break, 1st hit forces stand, remaining hits cannot hit crouching, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 740: | Line 781: | ||
| align="center" |-4 | | align="center" |-4 | ||
| align="center" |0 | | align="center" |0 | ||
| align="center" | | | align="center" |8~41f lower body projectile invincibility, 8f~ airborne, armor break, 1st hit forces stand, remaining hits cannot hit crouching, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 754: | Line 795: | ||
| align="center" |-5 | | align="center" |-5 | ||
| align="center" |-1 | | align="center" |-1 | ||
| align="center" | | | align="center" |9~51f lower body projectile invincibility, 9f~ airborne, armor break, 1st hit forces stand, remaining hits cannot hit crouching, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 768: | Line 809: | ||
| align="center" |-3 | | align="center" |-3 | ||
| align="center" |+1 | | align="center" |+1 | ||
| align="center" | | | align="center" |8~39f lower body projectile invincibility, 8f~ airborne, armor break, 1st hit forces stand, remaining hits cannot hit crouching, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 778: | Line 819: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |8 | | align="center" |8 | ||
| align="center" | | | align="center" |[2(6)2](6)[(2(5)2] | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |can juggle, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 792: | Line 833: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |[1(4)1](4)[1(4)1](4)1 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |can juggle, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 806: | Line 847: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |7 | | align="center" |7 | ||
| align="center" | | | align="center" |[1(2)1](3)1(6)[1(3)1](2)1 | ||
| align="center" |10 | | align="center" |10 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |can juggle, (additional notes) | ||
| | | | | | ||
|- | |- | ||
| |Hurricane Kick [[File:EX.gif]] (air) | | |Hurricane Kick [[File:EX.gif]] (air) | ||
| align="center" | | | align="center" |HL | ||
| align="center" |40 | | align="center" |40 | ||
| align="center" |50 | | align="center" |50 | ||
Line 820: | Line 861: | ||
| align="center" |- | | align="center" |- | ||
| align="center" |6 | | align="center" |6 | ||
| align="center" | | | align="center" |[1(2)1](2)[1(2)1](2)[1(2)1](1)2 | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |can juggle, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 838: | Line 879: | ||
| align="center" |-29 | | align="center" |-29 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~2f Invincible, 3f projectile invincible, 5~24f 37f~ airborne, Jab startup is 1+1, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 852: | Line 893: | ||
| align="center" |-94 | | align="center" |-94 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~11f Invincible, 12~13f unthrowable, 13f~ airborne, [] refers to animation, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 866: | Line 907: | ||
| align="center" |-40 | | align="center" |-40 | ||
| align="center" |- | | align="center" |- | ||
| align="center" | | | align="center" |1~8f Invincible, 9f~end of active frames lower body immune to strikes & full body projectile invincibility, 7f~ airborne, (additional notes) | ||
| | | | | | ||
|- | |- | ||
Line 898: | Line 939: | ||
=====Notes | =====Notes===== | ||
[[Category:Super Street Fighter IV AE]] |
Latest revision as of 02:25, 9 December 2020


Ken
Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle.
In a nutshell
Ken is the polar opposite of Ryu. While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto. Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game. He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you. His greatest strenght, however, is also his greatest weakness. If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health. For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.
Players to Watch
Momochi, Chris, Michael-tan
Moves
Unique Attacks











Throws









Special Moves














Super Combo


Ultra Combos






AE ver. 2012 Changes
Target Combo
Expanded hitbox for second hit downward to facilitate connecting with crouching targets. Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.
EX Shoryuken
Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).
Crouching Heavy Kick
Total frame count unchanged, but startup altered from 7F to 8F.
Far Standing Heavy Kick
Changed startup from 12F to 11F. Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.
Thunder Kick
Overall length of feint move changed from 27F to 24F.
AE Changes
- Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
- Improved the hit box for Crouching Light Punch.
- Target Combo hit box (Medium Punch into Hard Punch) improved.
- Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
- EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
- EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
- Is considered to be mid-air right after the invincibility frames of his backdash ends.
The Basics
Combos
Strategy
Matchups
Frame Data