Street Fighter Alpha 2/Ken: Difference between revisions

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  |version= Level 1
  |version= Level 1
  |subtitle= [[File:K.png]]
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  |Damage= ?x7 = 35-50
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  |Damage= ?x12 = 37-69
  |Damage= ?x12 = 36-69
  |Stun= 0x12
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  |Startup= 5
  |Startup= 5

Revision as of 00:12, 28 October 2021

Ken2.gif


Introduction

A disciple of the Shotokan school of karate and past training partner of Ryu, Ken has an amazing fighting spirit, but an even larger ego. Convinced he is the best fighter, Ken seeks a confrontation with his long-time rival.

Ken Alpha2 colors.PNG

Ken is one of the top four in A2. Great normals, crazy roll, great cc, and the one of the games best acs. Ken is very solid, naturally, being a shoto, being able to effectively zone, rush, or turtle. Ken is solid with standard mix ups as well as little tricks such as being able to cross up roll to confuse opponents. Great character to learn the game with.

Pros:

  • Very well-rounded
  • Excellent anti-airs
  • Many good normals
  • Grounded and air-throws both corner carry
  • Air Tatsu leads to a combo
  • Shoto Roll adds mobility and mix-up options
  • Great supers to combo into
  • Excellent zoning with a great fireball
  • DP is the best meterless counter AC and AA against jump-in CCs
  • Kick AC has excellent range and damage

Cons:

  • Slow overhead
  • Tatsu doesn't knockdown
  • No serious drawbacks

Stats:

  • HP: Average
  • Stun: Average
  • Walk Speed: Average
  • Throw Range: Great (tied for 2rd best in the game)
  • Wake-up Speed: Average
  • Tech-Roll Speed: Average

Source:(Alpha2CharacterStats)

Moves List

Framedata Notes:

  • Damage = Units of damage done to Ken at 100% life (144 units of health). Most moves have a damage range (unknown RNG formula).
  • Startup = The frame the move hits on (1st active frame).
  • Frame Adv = The OnBlockAdv value. (Add +1 frame to all OnBlockAdv values for the move's OnHitAdv value; Ex: +2oB/+3oH, -4oB/-3oH)
  • Meter = The units of meter gained on whiff/block/hit. (48, 96, and 144 units of meter are required for 1, 2, and 3 bars of meter respectively)
  • All framedata collected with the game speed set to normal.

[Damage, stun, framedata, and meter collected by A2 Icon ChunLi.pngVeri7as with help from SpryteMix, October 2021]

Normal Moves

Standing

st.Lp.png
KenA2S.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick jab, with frame advantage, you can walk and do these on any opponent that can't crouch them.

st.Mp.png
KenA2S.mp 1.png
KenA2S.mp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12, 6 6, 6 4 3(0)6 -4 1/3/6 Mid.png Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancelable.

Quick one arm uppercut, good anti-air.

st.Hp.png
KenA2S.hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
16-20 8 8 6 -3 2/5/9 Mid.png -

Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc.

st.Lk.png
KenA2S.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 7 6 -4 0/1/2 Mid.png Specialcancel.png
Supercancel.png

Good ranged kick to the shin, good priority and range.

st.Mk.png
KenStMK1.jpeg
KenStMK2.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13, 5 8, 2 7 2(0)7 -10 1/2,2/3,3 Mid.png Specialcancel.png
Supercancel.png
  • Hits 2 times.
  • First hit is special and super cancelable.
  • Second hit is only super cancelable.
  • Punishable on hit.

A two hit upward angled kick. This is very god to keep characters that cant duck it pinned down, and a quick anti-jump if you suspect the opponen is gonna attempt to jump towards you, as well as a good anti-air.

st.Hk.png
KenStHK.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
15-19 8 14 4 -7 2/5/9 Mid.png -

A long ranged poke, with good priority.

Crouching

cr.Lp.png
Kena2C.lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 1 4 4 +4 0/1/2 Mid.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Little jab to the shin, not really all that great range wise.

cr.Mp.png
Kena2C.mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 5 4 +5 1/3/6 Mid.png Specialcancel.png
Supercancel.png

A straight punch with good priority and frame advantage.

cr.Hp.png
Kena2C.hp 1.png
Kena2C.hp 2.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18, 13 8, 8 5 3(0)7 -1 2/5/9 Mid.png
Low.png
Specialcancel.png
Supercancel.png
  • Hits 1 time.
  • Both hits are cancelable.
  • First hit has to be blocked low if hit at max range.

Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

cr.Lk.png
KenA2C.lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
5 3 5 4 +2 0/1/2 Low.png Rpdfire.pngChaincancel.png
Specialcancel.pngSupercancel.png

Quick kick to the foot, combo starter.

cr.Mk.png
Kena2C.mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 6 6 +3 1/3/6 Low.png Specialcancel.png
Supercancel.png

A good reaching low kick, probably overall best poke, gives frame advantage, and awesome meaty.

cr.Hk.png
KenA2C.hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 7 6 -9 2/5/9 Low.png Specialcancel.pngSupercancel.png
Softknockdown.png

A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Jumping

Jumping U.png (Neutral jump)

nj.Lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

-

nj.Mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 6 8 - 1/3/6 High.png -

-

nj.Hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 9 6 - 2/5/9 High.png -

-

nj.Lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10 3 6 10 - 0/1/2 High.png -

-

nj.Mk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
11-13 6 5 6 - 1/3/6 High.png -

-

nj.Hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
14-18 8 13 6 - 2/5/9 High.png -

-

Jumping Ub.png Uf.png (Diagonal jump)

dj.Lp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 6 10 - 0/1/2 High.png -

-

dj.Mp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12 6 6 8 - 1/3/6 High.png -

-

dj.Hp.png
KenJHP.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 6 6 - 2/5/9 High.png -

Good jump in with good priority, especially when done early.

dj.Lk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
9 3 8 10 - 0/1/2 High.png -

-

dj.Mk.png
KenJMK.jpeg
KenJMK2.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
10-12, 10-12 6, 6 9 2(0)10 - 1/3/6 High.png Cross-up
  • Hits 1 time.
dj.Hk.png
KenJHK.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
13-17 8 7 6 - 2/5/9 High.png -

Best when used when jumping from far away, good priority.

Command Normals

Inazuma Kakato Wari
aka Overhead
F.png+ Mk.png
--KenCommandStart--.jpeg
KenCommandEnd.jpeg
Damage Stun Startup Active Frame Adv Meter Block Properties
13-15, 5 3, 3 33 4(0)4 -1, +3 1/2,2/4,3 High.png -

A overhead with very good range.

Normal Throws

Jigoku Guruma
B.pngorF.png + Mp.png/Hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Throw.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.
  • Ken has the 2rd best throw range in the game (Alpha2ThrowRanges).
Tsukami Nage
B.pngorF.png + Mk.png/Hk.png
Damage Stun Startup Active Frame Adv Meter Block Properties
10, 1xN 0 0 N/A N/A -/-/3 N/A Throw.pngMash.png
Hardknockdown.png
  • Mashable throw for more hits.
  • Deals 15 damage when opponent tech throws.
  • Ken has the 2rd best throw range in the game (Alpha2ThrowRanges).
Jigoku Fusha
(in air)B.pngorF.png + Mp.png/Hp.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19 0 0 N/A N/A -/-/3 N/A Airthrow.png
Hardknockdown.png
  • Deals 9 damage when opponent tech throws.

Alpha Counters

(while in blockstun)
Qcd.png+ P.png
KenPAC.jpeg
KenPACnew.png
Damage Stun Startup Active Frame Adv Meter Block Properties
19, 17, 4 6, 6, 6 5 4(0)22(0)4 -42 0/0/0 Mid.png Startupinv.png
Hardknockdown.png

This AC is good for punishing jump-ins you are having trouble reacting to with your normal anti-air tools. Be careful though, because it can't be used against jump attacks that are timed late since your opponent will likely have time to block it.

(while in blockstun)
Qcd.png+ K.png
KenKACnew.png
Damage Stun Startup Active Frame Adv Meter Block Properties
22-24 8 5 4 -7 0/0/0 Mid.png Startupinv.png
  • Punishable on hit.

A very dominant move at mid range, combining great range with respectable damage. It is possible to counter pretty much any poke with this move, including projectiles. This move is highly abusable in the footsie game, so be sure to use it whenever needed. Arguably the best Kick AC in the game. Can be punished by CC, supers and long reaching normals even on hit.

Special Moves

Hadoken
aka Fireball
Qcf.png + P.png
KenA2Hadouken 1.png
KenA2Hadouken 2.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 12-16, 7-16 8 14 3, inf -9 4/6/9 Mid.png Proj.png
  • Speed: 300 pixels per 100 frames; slowest fireball in the game (Alpha2Fireballs).
  • Punishable on hit.
Mp.png 13-19, 10-13 10 14 3, inf -10 4/6/9 Mid.png Proj.png
Hp.png 17-23, 13-19 12 14 3, inf -11 4/6/9 Mid.png Proj.png
  • Speed: 450 pixels per 100 frames; 4th fastest fireball in the game (Alpha2Fireballs).
  • Punishable on hit.

Essential to Ken's overall strategy. Slower start up than Ryu's.

Shoryuken
aka Dragon Punsh, Uppercut
Dp.png + P.png
KenLDP.png
KenLDP2.png
KenLDP3.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png 16-26, 15-16, 3-6 8, 6, 6 5 4(0)10(0)4 -24 9/9/10 Mid.png Startupinv.pngUpperbodyinv.png
Softknockdown.png
  • 4 frames of startup invul; 0 of which while active.
  • Hits 1 time max.

Best used as an invincible anit-air. Not a great reversal because of the lower hurtbox during the first hit; it will trade with low attacks. Amazing way to build meter from full-screen when kara-canceled with cr.hk (11 units).

Mp.png 17-27, 12-21, 3-6 6, 4, 4 5 4(0)10(0)12 -31 9/9/10 Mid.png Startupinv.png
Softknockdown.png
  • 8 frames of startup invul; 4 of which while active.
  • Hits 1 time max.

Better reversal than HP DP because it only hits once. Not the best version to anit-air with because it's not invincible after the first hit.

Hp.png 16-25, 1-10, 4-10, 3-6 6, 3, 3, 3 3 2(0)4(0)10(0)16 -42 9/9/9+1 per hit Mid.png Startupinv.png
Softknockdown.png
  • 8 frames of startup invul; 6 of which while active.
  • Hits 3 times max on grounded opponent.
  • Hits 1 time max on airbourne opponent.

Ken's signature special move. HP DP is best used for chip damage. Not the best reversal because it hits more than once and can possibly not combo. Not the best version to anit-air with because it's not invincible after the first few hits and does much less damage as an AA. Check out "Defensive Notes" for more info.

Tatsumaki Senpukyaku
aka Hurricane Kick
Qcb.png + K.png
KenTatsu.png
KenTatsu2.png
KenTatsu3.png
KenTatsu4.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 10-14, 5-9 x4 1x5 5 1(6)2(1)2(2)2(1)2 -4 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 2 times max.

LK Tatsu will not combo if the first hit lands, and is -13 if it does.

Mk.png 10-16, 4-10 1x7 5 1(6)2(1)2(2)2(1)2(2)2(1)2 -4 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 3 times max.
Hk.png 10-16, 3-8 1x9 5 1(6)2(1)2(2)2(1)2(2)2(1)2(2)2(1)2 -4 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 4 time max.

First hit of all tatsus will hit crouching opponents, all other hits will not. Can be combo'd into or it can be used to go over projectiles.

(air)Tatsumaki Senpukyaku
aka (air)Hurricane Kick
(in air)Qcb.png + K.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lk.png 5-8, 5-8 1, 1 7 2(5)2 - 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 1 time max on an airbourne opponent.
  • Hits 2 times max on a grounded opponent.
Mk.png 5-9 x3 1x3 7 2(5)2(5)2 - 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 1 time max on an airbourne opponent.
  • Hits 2 times max on a grounded opponent.
Hk.png 5-11 x4 1x4 7 2(5)2(5)2(5)2 - 6/6+1 per hit/6+2 per hit Mid.png -
  • Hits 1 time max on an airbourne opponent.
  • Hits 2 times max on a grounded opponent.

All versions can lead to combo when hit on a grounded opponent.

Zenpo Tenshin
aka Shoto Roll
Qcb.png + P.png
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png
Mp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png
Hp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png

Ken rolls forward towards the opponent, with each punch strength determining the distance of it (lp for shortest, hp for farthest). This move is great for mixing up combos and throwing off a defensive player. Will low profile under fireballs and go through opponents to side switch.

Zento
aka Fake Roll
Qcf.png + Taunt (Start)
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Lp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png
Mp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png
Hp.png N/A N/A N/A N/A N/A 0/-/- N/A Upperbodyinv.png

Ken fakes his shoto roll and does a forward flip which causes him to lay on the ground. Really no use for this move due to its poor recovery and overall uselessness.

Super Moves

Startup Invulnerability Notes:

  • At the end of a super screen freeze, projectiles will start moving before the opponent's character is unfrozen, giving the supers more projectile invul. frames than hit invul. frames.


Shoryureppa
Qcf.pngQcf.png + P.png
KenReppa.jpeg
KenReppa2.jpeg
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
P.png
?x4 = 33-41 0x4 5 4(0)8(15)5(0)26 -30 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 5 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.
  • Hits 4 times.
  • Note: The first two hits occur before the super screen freeze ends.
Level 2
P.pngP.png
?x6 = 44-56 0x6 5 4(0)4(0)8(12)3(0)5(0)26 -41 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 5 frames of startup hit invul.; 1 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 6 times.
  • Note: The first three hits occur before the super screen freeze ends.
Level 3
3p.png
?x7 = 67-79 0x7 5 4(0)8(17)4(0)8(12)3(0)5(0)26 -41 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 5 frames of startup hit invul.; 1 of which while active.
  • 20 frames of startup projectile invul.
  • Hits 7 times.
  • Note: The first two hits occur before the super screen freeze ends.


Ken will link 2 DPs (three times for level 3) as a super combo. Much better chance of hitting someone with it after super cancelling due to the horizontal movement.

Shinryuken
Qcf.pngQcf.png + K.png
KenShin.jpeg
KenShin2.jpeg
KenShin3.jpeg
Version Damage Stun Startup Active Frame Adv Meter Block Properties
Level 1
K.png
?x7 = 34-54 0x7 5 4(0)4(0)4(0)6(0)6(0)6(0)1 -6(st)/-12(cr) 0/0/0 Mid.png Startupinv.png
Hardknockdown.png
  • 5 frames of startup hit invul.; 1 of which while active.
  • 12 frames of startup projectile invul.
  • Hits 6 times max.
  • Note: The first three hits occur before the super screen freeze ends.
Level 2
K.pngK.png
?x12 = 36-69 0x12 5 4(0)4(0)4(0)6(0)6(0)6(0)4
Mashed:4(0)4(0)4(0)[2(0)x8]1
-11(st)/-23(cr)
Mashed:-8(st)/-20(cr)
0/0/0 Mid.png Startupinv.pngMash.png
Hardknockdown.png
  • 6 frames of startup hit invul.; 2 of which while active.
  • 16 frames of startup projectile invul.
  • Hits 10 times max.
  • Mashable super for more hits.
  • Note: The first three hits occur before the super screen freeze ends.
Level 3
3k.png
?x16 = 44-82 0x16 5 4(0)4(0)4(0)[6(0)x4]1
Mashed:4(0)4(0)4(0)[2(0)x12]1
-22(st)/-28(cr)
Mashed:-21(st)/-27(cr)
0/0/0 Mid.png Startupinv.pngMash.png
Hardknockdown.png
  • 9 frames of startup hit invul.; 5 of which while active.
  • 19 frames of startup projectile invul.
  • Hits 14 times max.
  • Mashable super for more hits.
  • Note: The first three hits occur before the super screen freeze ends.


Ken will do a spinning DP move vertically. A great wake up option as well as chip damage due to its massive hitbox. This super is much more negative on block when the opponent blocks crouching.

The Basics

Ken's Hadouken and Tatsus aren't as good as Ryu's but he has more than enough tools to hold his own. He has a well rounded arsenal of normals applicable to a lot of situations, namely cr.MK, st.LK and cr.HK. Kens Kick AC is a dominant midrange tool that also does solid damage and is able to punish long reaching normals and projectiles when meter is available. Zenpo Tenshin ( forward roll ) is another important tool in Kens arsenal, giving him the ability to apply mixup pressure off of a knockdown. Additionally, cancelling the LP version of the roll from cr.LK leaves Ken at range to punish recovery roll, making any recovery rolls unsafe against an aware Ken player.


Basic Offense

Firstly close range is usually established by landing cr.HK from max range. If you believe cr.HK will hit, cancel into LP Zenpo Tenshin to punish recovery roll if they attempt one. In order to effectively counter without sacrificing positioning for a wake up attack, immediately perform cr.MK xx HP Hadouken. If they roll the combo will come out for a 2 hit and if not only cr.MK will come out. You'll still be able to gameplan on wakeup if they don't roll so be sure to establish this.

When you dont have meter available, cr.MP serves as your best attack starter. It links right into cr.MK xx HP Hadouken for decent damage. If the cr.MP doesn't hit then you can walk forward for a throw or immediately perform cr.HK xx Zenpo Tenshin if you think they will attempt to counter your throw. When Ken has meter, cr.LK x2 will provide opportunities for safe damage. cr.LK x2 can be chained into st.LK which can be cancelled to any level Shoryu Reppa for really good damage. If cr.LK x2 is blocked, you have a few options to continue your offense, the first of which is walk-up Tsukami Nage. This is most useful when you have the opponent in a defensive posture. Number 2, walk-up and perform cr.LK>st.LK xx Shoryu Reppa (any level). This is most useful when your opponent is looking to counter your throw attempts. Finally there is cr.HK xx LP Zenpo Tenshin. This is useful for beating early attempts by your opponent to attack out of blockstun. This will keep you close to your opponent and give you an opportunity to attempt Tsukami Nage or cr.MK xx HP Hadouken.

Defensive Notes

Use the LP version of Shoryuken to counter jump-ins. The MP Shoryu is useful as a wakeup reversal, or as a risky option to catch an opponents extended limbs in the footsie game. st.MK, cr.HP and st.MP all work well as anti air options. If you have meter, Shinryuken can punish jumps for solid damage and a crossup opportunity.

Combos

cr.MP>cr.MK xx HP Hadouken

Cr.LK x2>s.LK xx Shoryu Reppa

j.HP,cr.HP xx HP Shoryu

j.HP>st.MK(2hits)xx Shoryu Reppa

Advanced Strategy

Learn the spacing game and utilize your AA tools (DP, ACs, etc.) depending on the jump in. Also utilize the shoto roll if you prefer a more annoying, yet super aggressive style. As the mixup in rolls can open up the opponent to multiple ways of losing a ton of life.

Combos

Cr HP xx Heavy DP

St MP xx Heavy DP

Jump HP/HK xx Cr MP/MK xx Heavy Fireball/DP

Crossup Jump MK xx Cr HP xx Heavy DP

Crossup Jump MK xx St MP xx Heavy DP

Cr LK x3 xx Heavy DP/Shoryureppa

Jump HP xx St MK xx Shoryureppa

St MK xx Shoryureppa

Custom Combos

Ken: any lvl- c.rh xx lp dp xN, hp dp ender (if not close enough you can use hk hurricane after c.rh instead of the first lp dp)

aa cc- s.mp xx lp dp xN, hp dp

Level One Activation

cr.HK xx qcb+HK, HP SRK

Nn49n.gif

c.hk (close) xx fp dp, fp dp

Level Three Activation

  • Crouching HK, HK Tatsumaki Senpuu Kyaku, LP Shoryuken x2, HP Shoryuken

Match-ups


A2 Icon Adon.png Vs. Adon: 6-4 Ken's favor


This is a match-up that should be played patiently by Ken. Off of a blocked L or M Jaguar Kick, Ken can consistently cancel cr.MP into Hadouken for a punish. If he blocks Adon's H Jaguar Kick, he can easily use his Punch Alpha Counter against it. Resist the urge to Rushdown needlessly as Adon has some beefy CC's to punish when Ken makes a mistake. If he uses Jaguar Tooth, be sure to counter with a Punch AC or CC.


A2 Icon Akuma.png Vs. Akuma: 6-4 Ken's favor


Play the footsie game in this match-up, since Ken has the walk speed and poke range advantage. From mid-range and beyond, throw Hadoukens but be careful of his Tatsus. If he misreads your Hadouken timing, hit him with cr.HP to Hadouken. Ken can really limit Akuma's options by forcing him into the corner. If Akuma jumps in the corner, use st.MK or a Shoryuken. Careful anti-airing Akuma's dive kick with Shoryukens because it can hit you out of the move at certain angles. after blocking Akumas dive kick you have the option to AC. You should be able to also cc his dive kick when hes close to the ground. You can counter his Zankuu ( air ) Hadoukens by walking under and shoryuken'ing him, instant air HK before the fireball actually comes out, block then AC or CC him to pass through and go for a juggle.


A2 Icon Birdie.png Vs. Birdie: 8-2 Ken's favor


[Loading match-up info...]


A2 Icon Charlie.png Vs. Charlie-Nash: 6-4 Ken's favor


This MU depends on what Charlie does within the first few seconds of the round start. If he throws a Sonic Boom right out the gate, you can punish him with a jump in and follow up with a BnB. If he walks back and start turtling, you want to play more patient and play the fireball war, but slowly edge yourself foward and play solid footsies. While you do this, you are slowly building meter which will come in handy. Once you're in a good distance, you can punish Sonic Boom or one of his normals with Kick AC. Once you score the AC, the Charlie player will either jump after getting hit, or throw another Boom if your meter is fully depleted. Lastly, if you play defensively, make meter build your number one priority with fireballs or whiff some normals. The tables can be easily turned once you have full meter and you have ACs, CCs, and supers at your disposal.


A2 Icon ChunLi.png Vs. Chun-Li: 5-5 Even match-up


Much easier than ryu because you have some normals that compete with her range. Again s.lk is good and stuffs her low fwd when timed right and if she wiffs low fwd, s.rh with ken is guaranteed I believe. Establish the same type of FB game as you would with ryu but try to play from half screen. If she tries to empty jump or jump out of your dp ranges, s.mk will eat her up most of the time as an easy counter.

A big advantage that ken has over ryu in this fight is kens ac+K. It lets ken compete on the same footsie level with her to an extent. Esepcially when you have bar. She’ll be less likely to abuse footsie. Which gives you time to break her down. However, I have encountered players that know how to AC reversal so its vital that you AC on moves that she can’t cancel from or catch her during awkward footsie battles where a cancel would be impossible or very hard to pull off.

Try to win the first around to force her to dump her bar the 2nd round so you can have the cc advantage the 3rd just like ryu. This actually can be used against any character that has powerful cc’s like rolento or sagat. Its a universal strats thats not directly applied to one character but towards the characters that have great cc’s.

chun is really dominanting from mid screen. She controls it but she has to fight out of the corner in which case AC’s come into play and overheads with tick throw mixups. One of kens best features is that his mp throw will pratically throw them into corner and it can lead to winning around or good solid life to establish a life lead. So Mp throw is quite a good tool in this fight.

Its almost impossible to cross her up. She already has a small enough sprite box. Then to add to the fact that she has incredible walk speed. Its almost impossible to catch someone who knows what they’re doing with kens crossup. You might land it once or maybe even twice, but never consistently. It still can be used but don’t count on it as your gameplan.


A2 Icon Dan.png Vs. Dan: 8-2 Ken's favor


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A2 Icon Dhalsim.png Vs. Dhalsim:


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A2 Icon Gen.png Vs. Gen:


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A2 Icon Guy.png Vs. Guy:


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A2 Icon Ken.png Vs. Ken(self):


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A2 Icon Bison.png Vs. M. Bison (dictator):


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A2 Icon Rolento.png Vs. Rolento:


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A2 Icon Rose.png Vs. Rose:


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A2 Icon Ryu.png Vs. Ryu:


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A2 Icon Sagat.png Vs. Sagat:


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A2 Icon Sakura.png Vs. Sakura:


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A2 Icon Sodom.png Vs. Sodom:


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A2 Icon Zangief.png Vs. Zangief:


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