Street Fighter 3: 3rd Strike/Ken/Strategy: Difference between revisions

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{{Character Subnav 3S | name=Ken}}
{{Character Subnav 3S | name=Ken}}
 
==Overview==
=Strategies=
=Overview=
Ken is a shoto (fireball, uppercut, tatsu) with good tools for any situation. He is particularly strong when playing the neutral game. If the opponent gets frustrated trying to break through Ken's neutral game, he also has a variety of good anti-airs to punish them for jumping. In serious play, Ken will almost always be using SA3, as the variety of hit-confirms and loopable okizeme make his neutral game much scarier.
Ken is a shoto (fireball, uppercut, tatsu) with good tools for any situation. He is particularly strong when playing the neutral game. If the opponent gets frustrated trying to break through Ken's neutral game, he also has a variety of good anti-airs to punish them for jumping. In serious play, Ken will almost always be using SA3, as the variety of hit-confirms and loopable okizeme make his neutral game much scarier.


=Neutral=
==Neutral==
Ken shines in neutral. As you can see from the length of this list, he has a lot of good moves.
*'''2LP''': Check the opponent for dashing in or doing tick throws. Leaves Ken +3 any time it touches the opponent.
 
*'''far MP''': Essential neutral button that whiff punishes everything and confirms into super.
{| class="wikitable sortable" border="1" style="width: 100%;margin: 1em auto 1em auto;text-align: left"
*'''2MP''' Similar to far MP, but often hits moves that far MP doesn't. Better frame advantage too.
|+ Pokes
*'''2HP''': Great whiff punish that can be buffered into super. Also vulnerable to being whiff punished though.
|-
*'''far HP''': Situational / matchup-specific poke. Large, completely disjoint hitbox and good range.  
!  Name !! Notation !! Notes
*'''2LK''': Slower and less frame advantage than 2LP, but hits low.
|-
*'''2MK''': Ken's key low poke. Fast startup and good range, but very difficult to hit-confirm. Long recovery means it is vulnerable to getting whiff punished.
| low jab || 2LP || Option to check the opponent for dashing in or doing tick throws. Low overall duration makes it less likely to be whiff punished than most other options. Leaves Ken +3 any time it touches the opponent. The only mark against it is that it can be parried high or low.
*'''5HK''': Long range mid poke that discourages opponents from standing around 2MK range and fishing for a low parry.
|-
*'''2HK''': Very unsafe low poke that scores a knockdown. Longer range than 2MK, but very unsafe.
| far strong || far MP || Great move that beats or whiff-punishes tons of moves. High parry only with plus frames on block. Easy hit-confirm into super. Ken will push this button a lot. It is key to his strong neutral presence in most matchups.
|-
| low strong || 2MP || Very similar to far MP. Shorter overall duration and better frame advantage, but it can be parried high or low. Due to lower active hitbox, sometimes hits moves that far MP will whiff against, and vice-versa.
|-
| low fierce || 2HP || Beats a ton of moves, plus it cancels into super, so this is a common buffer. It is itself easily whiff-punished though, so it should be used judiciously.
|-
| far fierce || far HP || Situational / matchup-specific poke, but extremely good when it works. Large, completely disjoint hitbox and good range, but no cancel options at all.
|-
| low short || 2LK || 1f slower than 2LP, with longer overall duration, and less frame advantage. However, it has longer range, and can only be low parried.
|-
| low forward || 2MK || Excellent whiff punish due to 6f startup, very far range, and easy super cancel. Generally safe on block at -4. Has a long overall duration, so it is vulnerable to jump-ins and itself getting whiff punished. Extremely difficult to properly hit-confirm.
|-
| roundhouse || 5HK || Far-reaching poke with decent startup and pretty good hitbox. Hits around the same range as 2MK and 2HK, so Ken can use this to discourage the opponent from standing around that range and constantly fishing for low parries.
|-
| low roundhouse / sweep || 2HK || Good whiff punish due to fast 6f startup, but is itself vulnerable to being whiff-punished. Very useful when the opponent is out of 2MK range. Can be safe-ish when spaced properly, but it is very negative on block at -14, so it isn't always safe, even at max range.
|}


Ken has the second fastest dash in the game, at 11f duration.  
==Anti-air==
*'''close LP / far LP''': Fast, high-hitting jabs with chain and cancel options. Used to mix opponents who want to jump-in parry.
*'''cl.HP''': More damage than LP anti-airs. Cancels into DP as insurance against jump-in parry. Depends on proximity, so it is not always usable.
*'''2HP''': Sometimes when you don't have time to react with an uppercut, this is the best you can do. Crouching gives Ken a little extra time to react. Good hitbox, but late hitbox is not cancelable.
*'''far HP''': Useful both as a standard anti-air against far jumps, and a pre-emptive anti-air to catch the opponent as their jump starts.
*'''5MK''': Similar usage as far HP. Quite unsafe if blocked on the ground.
*'''shoryuken''': Will beat most jump-ins due to varying degrees of invulnerability.  


=Option Selects=
==Offense==
*'''cl.MP''': Minor frame advantage sets up frame traps and tick throw.
*'''low light strings''': Ken's various low strings are reasonably fast, leave him plus on block, and are hit-confirmable into super.
*'''target combo''': Hits people for parrying low or trying to throw tech after a frame trap. Pushback somewhat ends Ken's offensive "turn" on block.
*'''throw''': Ken's throws are generally setup okizeme situations.
*'''dash''': Ken has the second fastest dash in the game at just 11 frames.


==Option Selects==
*'''DED''': If they block, Ken doesn't do anything, If they get hit, Ken does super.
*'''DED + option parry''': Same as DED, but on parry, Ken cancels into DP.
*'''low short low jab + option DP''': If the opponent blocks or gets hit, Ken does 2LK 2LP, and he can hit-confirm it. If the opponent becomes airborne, Ken DPs them.


===Basics===
===Basics===

Revision as of 03:03, 4 April 2025

Overview

Ken is a shoto (fireball, uppercut, tatsu) with good tools for any situation. He is particularly strong when playing the neutral game. If the opponent gets frustrated trying to break through Ken's neutral game, he also has a variety of good anti-airs to punish them for jumping. In serious play, Ken will almost always be using SA3, as the variety of hit-confirms and loopable okizeme make his neutral game much scarier.

Neutral

  • 2LP: Check the opponent for dashing in or doing tick throws. Leaves Ken +3 any time it touches the opponent.
  • far MP: Essential neutral button that whiff punishes everything and confirms into super.
  • 2MP Similar to far MP, but often hits moves that far MP doesn't. Better frame advantage too.
  • 2HP: Great whiff punish that can be buffered into super. Also vulnerable to being whiff punished though.
  • far HP: Situational / matchup-specific poke. Large, completely disjoint hitbox and good range.
  • 2LK: Slower and less frame advantage than 2LP, but hits low.
  • 2MK: Ken's key low poke. Fast startup and good range, but very difficult to hit-confirm. Long recovery means it is vulnerable to getting whiff punished.
  • 5HK: Long range mid poke that discourages opponents from standing around 2MK range and fishing for a low parry.
  • 2HK: Very unsafe low poke that scores a knockdown. Longer range than 2MK, but very unsafe.

Anti-air

  • close LP / far LP: Fast, high-hitting jabs with chain and cancel options. Used to mix opponents who want to jump-in parry.
  • cl.HP: More damage than LP anti-airs. Cancels into DP as insurance against jump-in parry. Depends on proximity, so it is not always usable.
  • 2HP: Sometimes when you don't have time to react with an uppercut, this is the best you can do. Crouching gives Ken a little extra time to react. Good hitbox, but late hitbox is not cancelable.
  • far HP: Useful both as a standard anti-air against far jumps, and a pre-emptive anti-air to catch the opponent as their jump starts.
  • 5MK: Similar usage as far HP. Quite unsafe if blocked on the ground.
  • shoryuken: Will beat most jump-ins due to varying degrees of invulnerability.

Offense

  • cl.MP: Minor frame advantage sets up frame traps and tick throw.
  • low light strings: Ken's various low strings are reasonably fast, leave him plus on block, and are hit-confirmable into super.
  • target combo: Hits people for parrying low or trying to throw tech after a frame trap. Pushback somewhat ends Ken's offensive "turn" on block.
  • throw: Ken's throws are generally setup okizeme situations.
  • dash: Ken has the second fastest dash in the game at just 11 frames.

Option Selects

  • DED: If they block, Ken doesn't do anything, If they get hit, Ken does super.
  • DED + option parry: Same as DED, but on parry, Ken cancels into DP.
  • low short low jab + option DP: If the opponent blocks or gets hit, Ken does 2LK 2LP, and he can hit-confirm it. If the opponent becomes airborne, Ken DPs them.

Basics

Learn how to use low forward because it is pretty safe, and can cancel into EX hadoken (use Ex hadoken cause it is safer that a regular hadoken). It can also cancel into SAIII.

Get a knockdown and do any of these:

- cr. short,cr. short xx Shippu.

- strong->fierce xx Shippu.

note:if you have trouble confirming the Shippu throw in a hadoken to buy some time, it only takes away 1 point of damage. So it wold be strong-> fierce xx hadoken xx Shippu)

- dashback, cr. forward xx Shippu.

- cr. strong -> Shippu.

- far strong -> Shippu.

- cr. short, walk up, throw.

If your beating him badly, chances are he'll do a shoryuken or super on wakeup so just block then punish it.

Best punisher* Close Fierce xx MP Shoryuken XX Shippu.

Kara-Techniques

Kara Shoryuken

see video tutorial

Zoning

  • cr. MK

Probably the best move to use, decent range, very fast and can also go into SAIII, SRK and EX Hadou (normal as well but EX is safe), use about longish/mid-range

  • MP

Decent range, fast move, can link into SAIII

  • cr. MP

Very fast, use when fairly close to opponent, can link (recommended) or cancel into SAIII/SRK/EX Hadou

  • HK

A bit slow of a move but its definitely a good move when the opponent is far away, has great range

  • MK

Basically a replacement HK for when you need that extra speed with the same power, though a bit shorter of a kick, so use when opponent is about mid-range

Mixups

-needs content added

Additional Notes

  • Personal Action: Increased damage for all moves except throws, this increase goes away after the next attack (blocked or not) and extends for an entire combo. Ken's personal action can actually hit twice.

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