Street Fighter EX2 Plus/Ken Masters: Difference between revisions

From SuperCombo Wiki
Line 6: Line 6:
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 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.
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 bigger 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 also cancel Shippu Jinraikyaku as a launcher or an EXCEL Combo starter.


=Movelist=
=Movelist=

Revision as of 13:29, 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 bigger damage and a devastating oki setup.

For style, Ken can also 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

Strategies

Expert Challenge Mode

Maniac Challenge Mode

Street Fighter EX2 Plus Navigation

General
Controls and Notation
HUD
System
FAQ
Video Resources
Version Differences
Characters
Area
Blanka
Chun-Li
Cracker Jack
Darun Mister
Dhalsim
Doctrine Dark
Garuda
Guile
Hayate
Hokuto
Kairi
Ken
M. Bison
Nanase
Pullum Purna
Ryu
Sagat
Shadow Geist
Sharon
Skullomania
Vega
Vulcano Rosso
Zangief