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

Jumping D,close B,Shoryuken

Close C,db+D,Hadoken or Shippujinrai kyaku


Advanced Strategy

Maximum Mode

Match-Ups