Street Fighter 3: 3rd Strike/Ken/2021/Introduction: Difference between revisions

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== Introduction ==
== Introduction ==
After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend/rival Ryu
After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend / rival, Ryu.


Ken needs little introduction, as one of the most famous fighting game characters ever, and (apparently) the more popular shoto between the two originals. He is one of the best characters in the game, mainly for incredibly high meterless damage off stray hits and great pokes, one of the best anti airs in the game and one of the best supers aswell in SA3.
As one of the most famous fighting game characters ever, and apparently the more popular of the original shotos, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.


=== Super Arts ===
=== Super Arts ===
==== SAI (Shoryu-Reppa) ====
==== SAI (Shoryu-Reppa) ====
A decent super, would probably be his super of choice if SAIII didn't exist. Has numerous hit confirms, 2 stocks, and good damage. On the downside, doesn't have the incredible invincibility frames and range of SAIII, and has significantly worse recovery.
Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes and overheads.
==== SAII: (Shinryu-Ken) ====
==== SAII: (Shinryu-Ken) ====
Not a very popular super, as it has very pronounced flaws and strengths. It is a fairly good anti-air (since you can mash unpredictably, and thus mess up the opponent's air-parry timings), and does the most damage out of his supers by a good amount. On the flip side, it has terrible range, even more terrible recovery, and doesn't have as many good hit-confirms and cancels as his other two supers. Probably his least used super.
A fairly good anti-air since you can mash it for lots of hits. Does the most damage out of his supers by a good amount. Has the same lack of hit confirms as SA1, but actually combos from a farther 2MK than SA1 does. Since it has a single, long bar, this super gives you the least opportunity to use EX moves.
==== SAIII: (Shippu-Jinrai-Kyaku) ====
==== SAIII: (Shippu-Jinrai-Kyaku) ====
The universal choice of super for Ken, for good reason. Perhaps its biggest selling points are the 3 stocks (lots of EX meter for fireballs and air hurricane kicks) and its absurd number of hit confirms...it links off of just about anything you can possibly imagine. But less obvious (but equally important) properties include its lightning-quick startup - it can punish a whole bunch of moves that are otherwise usually safe, i.e. any shoto's cr. mk (yes, it can be reversal super punished, if blocked), Alex's EX shoulder, etc. It also has great invincibility properties - at point-blank, virtually nothing but a projectile can knock Ken out of the super. (I've heard Dudley's jab is also capable of this, but this needs to be confirmed.) The only downside to this super is the fairly low damage, but it's still perfectly respectable, especially for the length of meter, and the numerous upsides completely outweigh that one small negative.
The universal choice for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms -- it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.


=== Pros & Cons ===
{{ProConTable
{{ProConTable
|pros=
|pros=
* some of the better meterless damage in the game.
* '''Meterless damage''': Target combo and W shoryu give Ken access some of the highest meterless damage in the game.
* great normals for all uses - poking, anti airing, pressure, abare, etc.
* '''All-purpose normals''': Ken's normals are great and have lots of utility: poking, anti-air, pressure, abare, etc.
* great mobility with great dashes and good walk speed, alongside ex air tatsu to escape corners
* '''Mobility''': Ken has good walk speed and a great dash, plus EX air tatsu to escape corners.
* one of the best supers in the game, having both a lot of meter for ex moves, and a lot of utility in combos and punishing
* '''SA3''': One of the best supers in the game, having both a lot of meter for EX moves, and a lot of utility in combos and punishing.
* doesn't have any notable weakness, which is part of what makes him so good
* '''Well-rounded''': Ken doesn't have any glaring weaknesses, and has tools for any situation.
|cons=
|cons=
* despite being strong all around, has no gimmick or something particularly overpowered or extremely difficult to work around
* '''No gimmicks''': While Ken delivers consistently high damage, he lacks the ability that many characters have to effectively one or two-touch the opponent. He thrives on consistent, strong fundamental play and good decisions.
}}
}}
===Character Colors===
[[Image:(kcolor).gif|center]]

Latest revision as of 20:07, 7 June 2024

Introduction

After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend / rival, Ryu.

As one of the most famous fighting game characters ever, and apparently the more popular of the original shotos, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.

Super Arts

SAI (Shoryu-Reppa)

Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes and overheads.

SAII: (Shinryu-Ken)

A fairly good anti-air since you can mash it for lots of hits. Does the most damage out of his supers by a good amount. Has the same lack of hit confirms as SA1, but actually combos from a farther 2MK than SA1 does. Since it has a single, long bar, this super gives you the least opportunity to use EX moves.

SAIII: (Shippu-Jinrai-Kyaku)

The universal choice for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms -- it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.

Pros & Cons

Strengths Weaknesses
  • Meterless damage: Target combo and W shoryu give Ken access some of the highest meterless damage in the game.
  • All-purpose normals: Ken's normals are great and have lots of utility: poking, anti-air, pressure, abare, etc.
  • Mobility: Ken has good walk speed and a great dash, plus EX air tatsu to escape corners.
  • SA3: One of the best supers in the game, having both a lot of meter for EX moves, and a lot of utility in combos and punishing.
  • Well-rounded: Ken doesn't have any glaring weaknesses, and has tools for any situation.
  • No gimmicks: While Ken delivers consistently high damage, he lacks the ability that many characters have to effectively one or two-touch the opponent. He thrives on consistent, strong fundamental play and good decisions.

Character Colors

(kcolor).gif