(→Offense: extra word) |
(→Strategies: fixed headers a bit, improved option select descriptions) |
||
Line 30: | Line 30: | ||
==Option Selects== | ==Option Selects== | ||
*'''DED''': If | *'''DED''': Build a little under one bar of meter, then hit the opponent with a cancelable normal while quickly buffering super. If the opponent blocks, Ken just does the normal. On hit, and only on hit, the normal will cancel into super. This is particularly useful with Ken's 2MK, because it is so hard to hit-confirm normally. | ||
*'''DED + | *'''DED + DP''': Same as DED, but quickly buffer a DP after the super input. When done correctly, Ken will do normal -> nothing on block, normal -> super on hit, and normal -> DP on parry. | ||
*''' | *'''2LK 32 3LP''': Hard to explain the timing of this one, but push 2LK then quickly input 323LP. When done correctly, Ken will chain 2LK > 2LP on block or hit, but he will cancel 2LK into DP if the opponent parries or jumps. | ||
*'''meaty HP xx late cancel DP''': Hit the opponent with HP, then do the DP cancel as late as possible. On block, Ken does nothing, but on parry, he will cancel into super. Useful against opponents who like to parry -> button a lot. | |||
==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. | 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. | ||
Latest revision as of 15:17, 4 April 2025
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.
Neutral
- 2LP: Check the opponent for dashing in or doing tick throws. Leaves Ken +3 any time it touches the opponent.
- far MP: Essential neutral button that whiff punishes everything and confirms into super.
- 2MP Similar to far MP, but often hits moves that far MP doesn't. Better frame advantage too.
- 2HP: Great whiff punish that can be buffered into super. Also vulnerable to being whiff punished though.
- far HP: Situational / matchup-specific poke. Large, completely disjoint hitbox and good range.
- 2LK: Slower and less frame advantage than 2LP, but hits low.
- 2MK: Ken's key low poke. Fast startup and good range, but very difficult to hit-confirm. Long recovery means it is vulnerable to getting whiff punished.
- 5HK: Long range mid poke that discourages opponents from standing around 2MK range and fishing for a low parry.
- 2HK: Very unsafe low poke that scores a knockdown. Longer range than 2MK, but very unsafe.
Anti-air
- close LP / far LP: Fast, high-hitting jabs with chain and cancel options. Used to mix opponents who want to jump-in parry.
- cl.HP: More damage than LP anti-airs. Cancels into DP as insurance against jump-in parry. Depends on proximity, so it is not always usable.
- 2HP: Sometimes when you don't have time to react with an uppercut, this is the best you can do. Crouching gives Ken a little extra time to react. Good hitbox, but late hitbox is not cancelable.
- far HP: Useful both as a standard anti-air against far jumps, and a pre-emptive anti-air to catch the opponent as their jump starts.
- 5MK: Similar usage as far HP. Quite unsafe if blocked on the ground.
- shoryuken: Will beat most jump-ins due to varying degrees of invulnerability.
Offense
- cl.MP: Minor frame advantage sets up frame traps and tick throw.
- low light strings: Ken's various low strings are reasonably fast, leave him plus on block, and are hit-confirmable into super.
- target combo: Hits people for parrying low or trying to throw tech after a frame trap. Pushback somewhat ends Ken's offensive "turn" on block.
- throw: Ken's throws generally setup okizeme situations.
- dash: Ken has the second fastest dash in the game at just 11 frames.
Option Selects
- DED: Build a little under one bar of meter, then hit the opponent with a cancelable normal while quickly buffering super. If the opponent blocks, Ken just does the normal. On hit, and only on hit, the normal will cancel into super. This is particularly useful with Ken's 2MK, because it is so hard to hit-confirm normally.
- DED + DP: Same as DED, but quickly buffer a DP after the super input. When done correctly, Ken will do normal -> nothing on block, normal -> super on hit, and normal -> DP on parry.
- 2LK 32 3LP: Hard to explain the timing of this one, but push 2LK then quickly input 323LP. When done correctly, Ken will chain 2LK > 2LP on block or hit, but he will cancel 2LK into DP if the opponent parries or jumps.
- meaty HP xx late cancel DP: Hit the opponent with HP, then do the DP cancel as late as possible. On block, Ken does nothing, but on parry, he will cancel into super. Useful against opponents who like to parry -> button a lot.
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.