SvC Chaos: SNK Vs Capcom/Ken

From SuperCombo Wiki

Introduction

Ken's Good and Bad Things

The Good:

  • Good Normals and Command Moves
  • Excellent Anti Air Options
  • Decent Rushdown Super Moves
  • Fast Projectile than Ryu

The Bad:

  • Less Stamina and Damage than Ryu
  • Exceed has Short Horizontal hitbox Range
  • Weak Projectile

Moves List

Normal Moves

s.LP -
s.LK -
s.HP -
s.HK -

j.LP -
j.LK -
j.HP -
j.HK -

cr.LP -
cr.LK -
cr.HP -
cr.HK -

Throws

Press AB when near Seoi Nage

Press CD when near Jigoku Guruma

Press CD when near in air Jigoku Fuusha

Command Moves

f + B Inazuma Kakato Wari

db + D Kurubushi Kick

Special Moves

qcf + P Hadou Ken

f,d,df + P Shouryuu Ken

qcb + K Tatsumaki Senpuu Kyaku

qcb + K in air Kuuchuu Tatsumaki Senpuu Kyaku

hcf + B Kama Barai Geri


hcf + D Nata Otoshi Geri

hcf + BD Oosoto Mawashi Geri

Hold K from any "Geri" move Inazuma Kakato Wari

Super Moves

qcb,qcb + K Shippuujinrai Kyaku

qcf,qcf + P Shouryuu Reppa

Exceed Move

qcf,qcf + K, tap P / K Shinryuu Ken

The Basics

Advanced Strategy

Match-Ups