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

Seoi Nage Press AB when near

Jigoku Guruma Press CD when near

Jigoku Fuusha Press CD when near in air

Command Moves

Inazuma Kakato Wari f + B

Kurubushi Kick db + D

Special Moves

Hadou Ken qcf + P

Shouryuu Ken f,d,df + P

Tatsumaki Senpuu Kyaku qcb + K

Kuuchuu Tatsumaki Senpuu Kyaku qcb + K in air

Kama Barai Geri hcf + B


Nata Otoshi Geri hcf + D

Oosoto Mawashi Geri hcf + BD

Inazuma Kakato Wari Hold K from any "Geri" move

Super Moves

Shippuujinrai Kyaku qcb,qcb + K

Shouryuu Reppa qcf,qcf + P

Exceed Move

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

The Basics

COMBOS


Advanced Strategy

Match-Ups