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Previously, Ken was balanced with a Fireball/Uppercut philosophy: Ryu had the better fireball, and Ken had the better uppercut. In the EX series, this approach came to a head. Zoning in EX2+ looks fairly different from traditional Street Fighter: Pokes are huge, fireballs are slow, and there's plenty of options to counter projectiles. Ken naturally benefits from these system changes, and brawls his way to the top. | Previously, Ken was balanced with a Fireball/Uppercut philosophy: Ryu had the better fireball, and Ken had the better uppercut. In the EX series, this approach came to a head. Zoning in EX2+ looks fairly different from traditional Street Fighter: Pokes are huge, fireballs are slow, and there's plenty of options to counter projectiles. Ken naturally benefits from these system changes, and brawls his way to the top. | ||
Ken and Ryu share identical frame data in EX2+. Their approach, however, couldn't be more different. Ken is an "in your face" type of character. Commando Roll gives him a unique special cancel to extend pressure, and 5HK | Ken and Ryu share identical frame data in EX2+. Their approach, however, couldn't be more different. Ken is an "in your face" type of character. Commando Roll gives him a unique special cancel to extend pressure, and 5HK fishes for counter hits well outside a shoto's typical effective range. On jump ins, Ken has simple blockstrings that easily confirm to Shoryu Reppa-- And can cash out with Shinryuken for further damage and a devastating oki setup. | ||
For style, Ken can cancel Shippu Jinraikyaku as a launcher or an EXCEL Combo starter. | For style, Ken can cancel Shippu Jinraikyaku as a launcher or an EXCEL Combo starter. |
Revision as of 05:12, 11 May 2023
Introduction
A Street Fighter title where Ken doesn't sit comfortably among the top tiers doesn't exist.
EX2+ Ken has plastered gloves-- Easy confirms, huge damage, and unique disjointed normals. If you're learning EX2+ or just want to chill with a familiar character, Ken might be for you.
Previously, Ken was balanced with a Fireball/Uppercut philosophy: Ryu had the better fireball, and Ken had the better uppercut. In the EX series, this approach came to a head. Zoning in EX2+ looks fairly different from traditional Street Fighter: Pokes are huge, fireballs are slow, and there's plenty of options to counter projectiles. Ken naturally benefits from these system changes, and brawls his way to the top.
Ken and Ryu share identical frame data in EX2+. Their approach, however, couldn't be more different. Ken is an "in your face" type of character. Commando Roll gives him a unique special cancel to extend pressure, and 5HK fishes for counter hits well outside a shoto's typical effective range. On jump ins, Ken has simple blockstrings that easily confirm to Shoryu Reppa-- And can cash out with Shinryuken for further damage and a devastating oki setup.
For style, Ken can cancel Shippu Jinraikyaku as a launcher or an EXCEL Combo starter.
Movelist
Throws
Seoi Nage When close, b / f + MP / HP
Jigoku Guruma When close, b / f + MK / HK
Jigoku Fuusha In air, any direction but u + MP / HP
Special Moves
Hadou Ken qcf + P
Shouryuu Ken f,d,df + P
Tatsumaki Senpuu Kyaku qcb + K
Tatsumaki S.K. (Kuuchuu) In air, qcb + K
Zenpou Tenshin qcb + P
Super Combos
Shouryuu Reppa qcf,d,df + P
Shinryuu Ken qcf,d,df + K, tap P / K / dir. rapidly
Shippuujinrai Kyaku qcb,qcb + K
Chuudan qcb + K during Shippuujinrai Kyaku
Meteor Combo
Kuzuryuu Reppa qcb,qcb + KKK, tap P / K / dir. rapidly
Combos
-EXCEL(s.LK > c.MK > s.HK > qcf + P > f,d,df + LP > qcb + LK > f,d,df + HP)
-Jump HP \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), c.MP /\ Jump HP XX qcb + K
-Jump HK \/ c.MK XX qcb + HK SC qcf,qcf + K
-Jump HK \/ c.MK XX qcb + HK \/ SC qcb,qcb + K (qcb + K), qcf,qcf + P SC qcf,qcf + K
-Jump HK \/ c.MP > c.MK XX qcf + P XX qcf,qcf + P SC qcf,qcf + K
-Jump HK \/ c.MK XX qcf + P SC qcb,qcb + KKK
-Jump HP \/ c.MP > c.MK XX qcf + P SC qcf,qcf + P SC qcb,qcb + K (qcb + K), f,d,df + MP SC qcf,qcf + K
-Jump HK \/ c.MK XX qcb + HK SC qcb,qcb + KKK