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== Normal Moves == | == Normal Moves == | ||
st.LP - Quick jab, with small frames advantage, you can walk and do these on any opponent that can't crouch them. | |||
[[File:KenA2S.lp.png]] | [[File:KenA2S.lp.png]] | ||
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st.MP- Quick one arm uppercut, good anti-air and cancelable to a special move. | |||
[[File:KenA2S.mp_1.png]] | |||
[[File:KenA2S.mp_2.png]] | |||
Hp- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable. | Hp- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable. |
Revision as of 12:03, 28 June 2015
Introduction
Ken is one of the top four in A2. Great normals, crazy roll, great cc, and the one of the games best acs. Ken is very solid, naturally, being a shoto, being able to effectively zone, rush, or turtle. Ken is solid with standard mix ups as well as little tricks such as being able to cross up roll to confuse opponents. Great character to learn the game with.
Moves List
Normal Moves
st.LP - Quick jab, with small frames advantage, you can walk and do these on any opponent that can't crouch them.
st.MP- Quick one arm uppercut, good anti-air and cancelable to a special move.
Hp- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.
Lk- Good ranged kick to the shin, cancelable, good priority and range.
Mk- A two hit upward angled kick that can be canceled into a special /superon the first hit, super on the second. This is very god to keep characters that cant duck it pinned down, and a quick anti-jump if you suspect the opponen is gonna attempt to jump towards you, as well as a good anti-air.
Hk- A long ranged poke, with good priority.
Crouching:
Lp- Little jab to the shin, not really all that great range wise.
Mp- A straight punch with good priority and frame advantage, cancelable.
Hp- Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.
Lk- Quick kick to the foot, combo starter, cancelable
Mk- A good reaching low kick, probably overall best poke, gives frame advantage, awesome meaty, and cancelable.
Hk- A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.
Jumping:
Hp- A fist to the face >_<. Good jump in with good priority, especially when done early. When done close Ken will do a rolling throw.
Mk- His cross-up, self-explanatory, looks different form Ryu/Akuma.
Hk- Best when used when jumping from far away, good priority.
Command:
f+mk- A overhead with very good range, safe on block.
Throws
Jigoku Guruma
- Back or Forward + MP or HP
Tsukami Nage
- Back or Forward + MK or HK
- Press any buttons rapidly for more hits
Jigoku Fusha
- (In Air)Back or Forward + MP or HP
Special Moves
Hado Ken
- Quarter Circle Forward + Punch
Shoryu Ken
- Forward, Down, Down-Forward + Punch
Tatsumaki Senpu Kyaku
- Quarter Circle Back + Kick
- Can also be done in the air
Zenpo Tenshin
- Quarter Circle Back + Punch
Zento
- Quarter Circle Forward + Start/Select
Super Moves
Shoryu Reppa
- Double Quarter Circle Forward + Punch
Shinryu Ken
- Double Quarter Circle Forward + Kick
- Press kick rapidly for more hits
The Basics
Combos
Cr.MP link cr.MK,HP HDK
Cr.LK x2, s.LK, SReppa
j.HP,cr.HP,HP SRK
Advanced Strategy
Custom Combos
Level One Activation
c.hk xx qcb+hk, hp dp c.hk (close) xx fp dp, fp dp
Level Three Activation
- Crouching HK, HK Tatsumaki Senpuu Kyaku, LP Shoryuken x2, HP Shoryuken
Match-ups
Vs. Adon:
Vs. Akuma:
Vs. Birdie:
Vs. Charlie:
Vs. Chun-Li:
Vs. Dan:
Vs. Dhalsim:
Vs. Gen:
Vs. Guy:
Vs. Ken (self):
Vs. M. Bison (dictator):
Vs. Rolento:
Vs. Rose:
Vs. Ryu:
Vs. Sagat:
Vs. Sakura:
Vs. Sodom:
Vs. Zangief:
Characters |
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Adon - Akuma - Birdie - Charlie - Chun-Li - Dan - Dhalsim - Evil Ryu - Gen - Guy - Ken - M.Bison - Rolento - Rose - Ryu - Sagat - Sakura - Sodom - Zangief |