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