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=Strategies= | =Strategies= | ||
===Overview=== | ===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 | 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. | ||
===Basics=== | ===Basics=== |
Revision as of 03:13, 2 April 2025
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.
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
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.