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| *<b>Standing Normal Moves (st.)</b> | | *<b>Standing Normal Moves (st.)</b> |
| {{SF2HFMoveListHeader}} | | {{SF2HFMoveListHeader}} |
| {{SF2HFMoveListRow | Standing Light Punch | lp | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | specialcancel }} | | {{SF2HFMoveListRow | Standing Light Punch | lp | 6 | - | 4 | 40 | 3 | 4 | 4 | +6/+5 | rpdfire specialcancel }} |
| {{SF2HFMoveListRow | Standing Medium Punch | mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 6 | +10/+8 | specialcancel }} | | {{SF2HFMoveListRow | Standing Medium Punch | mp | 16 | [[Damage_Scaling_(HF)#0x020|0x020]] | 8 | 60 | 4 | 4 | 6 | +10/+8 | specialcancel }} |
| {{SF2HFMoveListRow | Standing Hard Punch | hp | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 6 | 6 | 22 | -6 | }} | | {{SF2HFMoveListRow | Standing Hard Punch | hp | 26 | [[Damage_Scaling_(HF)#0x040|0x040]] | 14 | 80 | 6 | 6 | 22 | -6 | }} |
Ken
Shoryuken! A millionaire (by birthright, not effort) playboy with bleached hair (but not eyebrows - representing his 3/4ths Japanese heritage), Ken gets the Money, the Glory, and the Girl. He trained with his rival and friend, Ryu, in a Japanese Dojo under the tutelage of Gouken, a very powerful martial artist who famously went on to simply wake up from being dead. Ken favours a flashy, gung-ho fighting style over the more stoic and traditional Ryu.
In a nutshell
While certainly an overall poorer character than Ryu in SF2HF, Ken is not far behind. In some matchups his slower fireballs and wider arcing Dragon Punch can actually be helpful, and his very doable 'Touch of Death' combos mean one solid hit can always spell an opponent's doom.
Character Specific Information
Damage Scaling Factor:
25/32
Color Options
Default |
Start
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Moves List
Normal Moves
- Standing Normal Moves (st.)
Standing Light Punch
{{#motion: lp }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire specialcancel }}
Standing Medium Punch
{{#motion: mp }}
16
8
60
4
4
6
+10/+8
{{#motion: specialcancel }}
Standing Hard Punch
{{#motion: hp }}
26
14
80
6
6
22
-6
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
8
-
4
40
7
8
5
+3/+1
{{#motion: }}
Standing Medium Kick
{{#motion: mk }}
16
8
60
12
12
7*
+1
{{#motion: specialcancel }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
3
12
17*
-2
{{#motion: }}
- Close Standing Normal Moves (cl.)
Close Light Punch
{{#motion: (near opponent) lp }}
6
-
4
40
3
4
5
+6/+5
{{#motion: specialcancel }}
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
4
2
17
+2/+1
{{#motion: specialcancel }}
Close Hard Punch
{{#motion: (near opponent) hp }}
26
14
80
4
8
23
-8
{{#motion: specialcancel }}
Close Light Kick
{{#motion: (near opponent) lk }}
8
-
4
40
6
6
4
+5
{{#motion: rpdfire }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8
60,
5
6
8
+6/+4
{{#motion: specialcancel }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24,6
14
80,80
8
12
11
+8/+7
{{#motion: }}
- Crouching Normal Moves (cr.)
Crouching Light Punch
{{#motion: d + lp }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire low specialcancel }}
Crouching Medium Punch
{{#motion: d + mp }}
14
8
60
4
4
6
+10/+8
{{#motion: specialcancel }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
9
6
18*
-11
{{#motion: specialcancel }}
Crouching Light Kick
{{#motion: d + lk }}
6
-
4
40
3
4
4
+6/+5
{{#motion: rpdfire low specialcancel }}
Crouching Medium Kick
{{#motion: d + mk }}
14
8
60
4
6
8
+6/+4
{{#motion: low specialcancel }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
4
6
25
+1/+2
{{#motion: low knockdown }}
- Jumping Normal Moves (nj.)
Neutral Jump Light Punch
{{#motion: u + lp }}
10
4
40
4
∞
-
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
16
8
50
4
20
∞
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
4
8
∞
-
{{#motion: high }}
Neutral Jump Light Kick
{{#motion: u + lk }}
10
4
40
3
∞
-
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
16
8
50
5
13
∞
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
3
10
∞
-
{{#motion: high }}
- Diagonal Jumping Normal Moves (j.)
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
8
4
40
4
∞
-
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
16
8
50
4
20
∞
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
4
8
∞
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
8
4
40
5
∞
-
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
16
8
50
5
13
∞
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
5
7
∞
-
{{#motion: high }}
Throws
Seoi Nage
{{#motion: b / f + mp or hp }}
32
-
10
99
-
-
-
-
{{#motion: throw }}
Tsukami Nage
{{#motion: b / f + mk or hk }}
32
-
14
80
-
-
-
-
{{#motion: throw }}
Special Moves
Hadoken
{{#motion: qcf + lp }}
12
?
16
120
14
?
37
?
{{#motion: }}
Hadoken
{{#motion: qcf + mp }}
14
?
16
120
14
?
37
?
{{#motion: }}
Hadoken
{{#motion: qcf + hp }}
16
?
16
120
14
?
37
?
{{#motion: }}
Shoryuken
{{#motion: dp + lp }}
32
?
16
120
1
18
17/20/27 + 6
KD/-11
{{#motion: }}
Shoryuken
{{#motion: dp + mp }}
32
?
16
120
1
26
17/20/27 + 6
KD/-22
{{#motion: }}
Shoryuken
{{#motion: dp + hp }}
32,16
?
?
?
1
30
17/20/27 + 6
KD/-33
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
10
?
16
120
11
1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
10
?
16
120
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
10
?
16
120
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
{{#motion: }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
10
?
16
120
3
?
13/14/15 + 6
?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
10
?
16
120
3
?
13/14/15 + 6
?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
10
?
16
120
3
?
13/14/15 + 6
?
{{#motion: Aironly }}
The Basics
Ken had a better Dragon Punch than Ryu but a weaker Hurricane Kick.
Advanced Strategy
Combos
Bread And Butter
- j.HK, s.HP xx DP+HP (Touch of Death)
Match-ups
Vs. Balrog (boxer):
Crouching Roundhouse is your best along with Hadoken
Vs. Blanka:
Punish the Roll with Hadoken
Vs. Chun-Li:
Spinning Bird Kick can be countered with crouching Strong.
Vs. Dhalsim:
If he teleports Shoryuken him.
Vs. E. Honda:
Same as Ryu's strategy versus E. Honda: from about halfscreen away, throw slow fireballs, and sweep with cr.HK to hit with the very tip of the toe as Honda lands. You should be a little more careful chucking fireballs than with Ryu however, since Ken's fireball has more recovery time than Ryu's.
Vs. Guile:
Shoryuken vs Flash Kick match,Knee Bazooka can be countered with Shoryuken.
Vs. Ken (self):
Vs. M. Bison (dictator):
Be careful with your Hadoken and wait to punish Head Stomp with Shoryuken
Vs. Ryu:
Vs. Sagat:
Crouch to evade High Tiger and then attack him low and cross up him.
Vs. Vega (claw):
If he jumps or use Barcelona use the Shoryuken to punish him,but watch out with lows.
Vs. Zangief:
Crouching Roundhouse is the key to win because he can evade Hadoken with Double Lariat.
Hitboxes