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| ==Advanced Strategy== | | ==Advanced Strategy== |
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| Your new advanced stuff is now about the Air version of your Hurricane Kick, isn't comboable outside of Zangief and Sagat but is a pressure tool and also a useful corner escape.
| | Crossup j hk into close hp>hp srk is the main touch of death combo to aim for after knockdown. You can get them into a situation where you can throw, do the srk motion and end with forward+lp+mk, if they try to throw you back or reversal, you get jab srk, if they block you throw. The new air tatsu is only useful in niche situations, like dodging fireballs, and some tall characters like boxer and sagat, you can use the overhead mixup for damage. |
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| ==Combos== | | ==Combos== |
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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 |
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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
Not as powerful as Ryu overall, but he still has a lot of good tools. For the most part you will be playing more aggressive, trying to set up ambigious crossup into touch of death, or safejump/tick into srk/throw OS. His slower jab fireball can actually be more useful in some scenarios, and fierce srk goes quite far, making it better for anti air, and punishment in general. Faster walk speed can be ok in matchups where footsies are important, like vs gief for instance.
Advanced Strategy
Crossup j hk into close hp>hp srk is the main touch of death combo to aim for after knockdown. You can get them into a situation where you can throw, do the srk motion and end with forward+lp+mk, if they try to throw you back or reversal, you get jab srk, if they block you throw. The new air tatsu is only useful in niche situations, like dodging fireballs, and some tall characters like boxer and sagat, you can use the overhead mixup for damage.
Combos
Bread And Butter
- Crossup j.HK, s.HP xx DP+HP (Touch of Death)
- Cr lkx1/2 > close st hp (cps1 chain)> hp fireball
- Jump hp/hk > close st mp> jab srk (if you can't cross them up this is usually the best for damage)
- Jump lp (instant) > hk air tatsu (only works on tall characters if the opponent crouches, decent overhead mixup)
Match-ups
Vs. Balrog (boxer):
Crouching Roundhouse is your best along with Hadoken,but watch out,now he can evade your Hadoken with a quick TAP.
Vs. Blanka:
Punish the Roll with Hadoken or Shoryuken,Vertical Roll can be shoryukened correctly.
Vs. Chun-Li:
Spinning Bird Kick can be countered with crouching Strong,but now can be a fireball match at the correct distance, if she Kikoken's you, its better to use Air TSK instead of jump for crossups.
Vs. Dhalsim:
If he teleports Shoryuken him,at long distance you had a better projectile at speed.
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):
Best Ken must use wisely his Shoryuken
Vs. M. Bison (dictator):
Be careful with your Hadoken and wait to punish Head Stomp with Shoryuken
Vs. Ryu:
He had a better Hadoken than you,so Shoryuken him if he jumps
Vs. Sagat:
Crouch to evade High Tiger and then attack him low and cross up him,your air TSK can be comboed with 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,Air TSK its well agaisnt him.
Hitboxes