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Latest revision as of 19:25, 27 September 2022
Introduction
Ideal Team Position: Point
While lacking the consistent damage of Ryu and the lockdown ability of Akuma, Ken’s superior buttons and generous frame advantages make him a force to be reckoned with...so long as you have a partner that can cover up his weaknesses. Although he has a Hadoken of his own, he recovers slower from its execution than Ryu and Akuma, which makes it difficult to use at mid-range where the opponent could react to it with enough time to punish Ken before he can recover. Instead, his mid-range is focused on using his excellent movement options to close in on the opponent where he can pressure them with his buttons or close in for a throw. To make up for his negligible solo damage, Ken has numerous ways he can safely tag in his partner who could deal the damage in his stead, which along with his footsie options, movement, and reset capabilities with his partner tagging in from a tag canceled HK or EX Tatsu make him an ideal point character.
Strengths | Weaknesses |
---|---|
|
|
Ken | |
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Health | 1000 |
Ground Movement | |
Forward walk speed | 40 |
Back walk speed | 30 |
Forward dash duration | 18 |
Back dash duration | 8,10,9 |
Jumping | |
Prejump duration | 4 |
Neutral jump duration | 35 |
Diagonal jump duration | 35 |
Neutral super jump duration | 35 |
Diagonal super jump duration | 35 |
Misc. | |
Charge Cancel Delay (Normal/EX) | 6 |