Street Fighter 2: Champion Edition/Ken

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Sf2ceKen.gif

Introduction

Ken is Ryu's best friend and rival. They trained in the same dojo under the same master's guidance so both have similar fighting techniques. However, while Ken and Ryu were pretty much the same in the World Warrior version, they're very different in Champion Edition and have distinct gameplay.

Compared to Ryu, Ken has a slower fireball, a faster and more efficient Shoryuken and a weaker Hurricane Kick. There are some differences regarding hitboxes, as for example the Hurricane Kick start up that has no invincibility. But the most interesting is the diagonal jumping HP, that has a smaller hurtbox making this one of the most important normal attacks on Ken's arsenal, with high priority. His Back Roll is good for putting adversaries on the corner from far distances. Also, due to his Shoryuken nature, Ken can't be safe jumped.

Color Options

Start Default
Ken-mp.gif Ken-old1.gif

Moves List

Normal Moves

  • Axe Kick: close, Hard Kick
  • Drop Knee: Light Kick in air
  • Arm Throw (Seoi Nage): close, b or f + Medium or Hard Punch
  • Back Roll (Tomoe Nage): close, b or f + Medium or Hard Kick

Special Moves

  • Fireball (Hadouken): d, df, f + Punch (slower than Ryu's)
  • Dragon Punch (Shoryuken): f, d, df + Punch (wider range than Ryu's)
  • Hurricane Kick (Tatsumaki Senpuu Kyaku): d, db, b + Kick

The Basics

  • Anti-Airs: Shoryuken, crouching High Punch, standing Hard Kick
  • High Pokes: standing Medium Punch
  • Low Pokes: crouching Medium Kick

Combos

  • cr.MK xx Hadouken or Shoryuken
  • s.HP xx Shoryuken (the third hit whiffs on Honda and Chun Li)
  • Diagonal Jumping HK s.HP xx Shoryuken (a.k.a. Touch of Dead or simply ToD)
  • cr.LP CPS1 Chain s.HP xx Shoryuken

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2ce-ken-lp-s1.png Sf2ce-ken-lp-a.png Sf2ce-ken-lp-s1.png Sf2ce-ken-lp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage 16 Sf2ce-ken-mp-s1.png Sf2ce-ken-mp-s2.png Sf2ce-ken-mp-a.png Sf2ce-ken-mp-s2.png Sf2ce-ken-mp-s1.png Sf2ce-ken-lp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage 26 Sf2ce-ken-mp-s1.png Sf2ce-ken-mp-s2.png Sf2ce-ken-hp-a.png Sf2ce-ken-mp-s2.png Sf2ce-ken-mp-s1.png Sf2ce-ken-lp-r1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -6
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage 8 Sf2ce-ken-lp-s1.png Sf2ce-ken-lk-s1.png Sf2ce-ken-lk-a.png Sf2ce-ken-lk-s1.png Sf2ce-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +3
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage 16 Sf2ce-ken-lp-s1.png Sf2ce-ken-lk-s1.png Sf2ce-ken-mk-a.png Sf2ce-ken-lk-s1.png Sf2ce-ken-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage 22 Sf2ce-ken-hk-s1.png Sf2ce-ken-hk-a1.png Sf2ce-ken-hk-a2.png Sf2ce-ken-hk-r1.png Sf2ce-ken-hk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2ce-ken-mp-s1.png Sf2ce-ken-cllp-a.png Sf2ce-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 1+2 4 5
  • Close Standing MP:
Damage 16 Sf2ce-ken-mp-s1.png Sf2ce-ken-clmp-s.png Sf2ce-ken-clmp-a.png Sf2ce-ken-clmp-r1.png Sf2ce-ken-clmp-r2.png Sf2ce-ken-clmp-s.png Sf2ce-ken-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage 26 Sf2ce-ken-clhp-s.png Sf2ce-ken-clhp-a1.png Sf2ce-ken-clhp-a2.png Sf2ce-ken-clhp-r.png Sf2ce-ken-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage 8 Sf2ce-ken-mp-s1.png Sf2ce-ken-cllk-s1.png Sf2ce-ken-cllk-a1.png Sf2ce-ken-cllk-s1.png Sf2ce-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +5
Frame Count 2 3 6 3 1
Simplified 1+5 6 4


  • Close Standing MK:
Damage 16 Sf2ce-ken-clmk-s1.png Sf2ce-ken-clmk-s2.png Sf2ce-ken-clmk-a.png Sf2ce-ken-clmk-s2.png Sf2ce-ken-clmk-s1.png Sf2ce-ken-mk-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9
  • Close Standing HK:
Damage 24,6 Sf2ce-ken-mp-s1.png Sf2ce-ken-clhk-s1.png Sf2ce-ken-clhk-a1.png Sf2ce-ken-clhk-a2.png Sf2ce-ken-clhk-s1.png Sf2ce-ken-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes/No
Frame Advantage +8
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage 6 Sf2ce-ken-crlp-s1.png Sf2ce-ken-crlp-a.png Sf2ce-ken-crlp-s1.png Sf2ce-ken-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MP:
Damage 14 Sf2ce-ken-crmp-s1.png Sf2ce-ken-crmp-s2.png Sf2ce-ken-crmp-a.png Sf2ce-ken-crmp-s2.png Sf2ce-ken-crmp-s1.png Sf2ce-ken-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Crouching HP:
Damage 22 Sf2ce-ken-crhp-s1.png Sf2ce-ken-crhp-a1.png Sf2ce-ken-crhp-a2.png Sf2ce-ken-crhp-r1.png Sf2ce-ken-crhp-s1.png Sf2ce-ken-crhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes,No
Frame Advantage -11
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23
  • Crouching LK:
Damage 6 Sf2ce-ken-crlk-s1.png Sf2ce-ken-crlk-a.png Sf2ce-ken-crlk-s1.png Sf2ce-ken-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage 14 Sf2ce-ken-crlk-s1.png Sf2ce-ken-crmk-s1.png Sf2ce-ken-crmk-a.png Sf2ce-ken-crmk-s1.png Sf2ce-ken-crlk-s1.png Sf2ce-ken-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage 22 Sf2ce-ken-crhk-s1.png Sf2ce-ken-crhk-a.png Sf2ce-ken-crhk-r1.png Sf2ce-ken-crhk-r2.png Sf2ce-ken-crhk-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2ce-ken-njlp-s1.png Sf2ce-ken-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping LP:
Damage 8 Sf2ce-ken-njlp-s1.png Sf2ce-ken-djlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage 16 Sf2ce-ken-jmp-s1.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-jmp-a.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Neutral Jumping HP:
Damage 24 Sf2ce-ken-jmp-s1.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-njhp-a.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage 22 Sf2ce-ken-jmp-s1.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-djhp-a.png Sf2ce-ken-jmp-s2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage 10 Sf2ce-ken-njlk-s1.png Sf2ce-ken-njlk-a.png Sf2ce-ken-jmp-r1.png
Stun 1~7
Stun Timer 40
Frame Count 3 40
  • Diagonal Jumping LK:
Damage 8 Sf2ce-ken-djlk-s1.png Sf2ce-ken-djlk-s2.png Sf2ce-ken-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 2 3
Simplified 5
  • Neutral Jumping MK:
Damage 16 Sf2ce-ken-njlk-s1.png Sf2ce-ken-njmk-a.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage 16 Sf2ce-ken-djlk-s1.png Sf2ce-ken-djmk-s2.png Sf2ce-ken-djmk-a.png Sf2ce-ken-djmk-s2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage 24 Sf2ce-ken-njhk-s1.png Sf2ce-ken-njhk-a1.png Sf2ce-ken-njhk-a2.png Sf2ce-ken-njhk-r1.png Sf2ce-ken-njhk-r2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage 22 Sf2ce-ken-djlk-s1.png Sf2ce-ken-djmk-s2.png Sf2ce-ken-djhk-a.png Sf2ce-ken-djmk-s2.png Sf2ce-ken-jmp-r1.png Sf2ce-ken-jmp-r2.png Sf2ce-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage 32 Sf2ce-ken-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 19

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2ce-ken-hdk-s1.png Sf2ce-ken-hdk-s2.png Sf2ce-ken-hdk-s3.png Sf2ce-ken-hdk-s4.png
Frame Count 2 7 2 1

Active:

LP version:

Damage 12 Sf2ce-ken-hdk-lp-a1.png Sf2ce-ken-hdk-lp-a2.png Sf2ce-ken-hdk-lp-a3.png Sf2ce-ken-hdk-lp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

MP version:

Damage 12 Sf2ce-ken-hdk-mp-a1.png Sf2ce-ken-hdk-mp-a2.png Sf2ce-ken-hdk-mp-a3.png Sf2ce-ken-hdk-mp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


HP version:

Damage 12 Sf2ce-ken-hdk-hp-a1.png Sf2ce-ken-hdk-hp-a2.png Sf2ce-ken-hdk-hp-a3.png Sf2ce-ken-hdk-hp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Damage 32/32,16 Sf2ce-ken-srk-s1.png Sf2ce-ken-srk-a1.png Sf2ce-ken-srk-a2.png Sf2ce-ken-srk-r1.png Sf2ce-ken-srk-r2.png Sf2ce-ken-srk-r3.png
Stun 13~19
Stun Timer 120
Frame Advantage -11/-22/-33
Jab 4 4 14 6 11 5
Strong 4 4 22 6 14 5
Fierce 4 4 26 6 21 5
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Damage 10 Sf2ce-ken-tsk-s1.png Sf2ce-ken-tsk-s2.png Sf2ce-ken-tsk-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -1
Frame Count 4 4 3

Active:

Sf2ce-ken-tsk-a1.png Sf2ce-ken-tsk-m1.png Sf2ce-ken-tsk-a2.png Sf2ce-ken-tsk-m2.png
Frame Count 1 1 2 2

Short: 2 Times
Foward: 3 Times
Rounhouse: 4 Times

Recovery:

Sf2ce-ken-tsk-r1.png Sf2ce-ken-tsk-r2.png Sf2ce-ken-tsk-r3.png Sf2ce-ken-tsk-r4.png
Frame Count 4 4 4 0

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2ce-ken-bwd.png Sf2ce-ken-cllp-n.png Sf2ce-ken-fwd.png Sf2ce-ken-cr-n.png
  • Standing reel:
Sf2ce-ken-reel1.png Sf2ce-ken-reel2.png Sf2ce-ken-reel3.png Sf2ce-ken-reel4.png
  • Standing gut reel:
Sf2ce-ken-gutreel1.png Sf2ce-ken-gutreel2.png Sf2ce-ken-gutreel3.png Sf2ce-ken-gutreel4.png
  • Crouching reel:
Sf2ce-ken-creel1.png Sf2ce-ken-creel2.png Sf2ce-ken-creel3.png
  • Dizzy:
Sf2ce-ken-dizzy1.png Sf2ce-ken-dizzy2.png Sf2ce-ken-dizzy3.png

Advanced Strategy

Ken isn't meant to be played defensively. The very nature of his moves don't allow him to sit on the corner and wait his opponent to make a mistake. Ken's ideal play area is the middle of the battle arena, half screen to close to his adversary. Ken will lose most of the fireball wars so don't engage them unless you're planning to get closer soon. Ken gameplay involves a lot of risk takings and most of time you'll try something that won't work at all. But remember: Ken has the most deadly combo in the game (the ToD) and it's easy to turn the tide once you connect it. Summing up: a ToD means a win, in most cases. Or, at least, an advantage that it's hard for your opponent to revert. Other good techniques are his footsies, pokes and cross ups. And don't be ashamed of being dirty because Ken has some tough adversaries like Ryu, Dhalsim, Blanka, Sagat and M.Bison (Dictator). Abuse the tick throws whenever possible.

It worths to mention that according the game version, Ken's Hurricane Kick works in different manners. USA and World have the "egg beater" Tatsu and catches the opponent on a whirlwind of kicks that can reach up to 9 hits if timed right. The Japanese version, however, doesn't have this feature, making Ken a slightly weaker char than his USA/World counterpart.

Match-Ups

Vs. Ryu

According to the Ryu player's style, this match can be more or less difficult for Ken. Ryu's Hurricane Kick can be used to trade hits with Ken's fireball for Ryu's advantage, so avoid throwing fireballs at short range. Work you way with footsies, jump Ryu's short ranged fireballs and punish with combos (jumping HP + LP/MP Shoryuken is a good option). Ken isn't as efficient as Ryu regarding fireball traps but with the right distance and pokes, you can corner Ryu and inflict chip damage until Ryu try to get away with his nasty Hurricane Kick. Tick throws and safe jumps can be used but with moderation.

Vs. Ken

Ken's slower fireball is an invitation for jump in and punish. But do it fast because the lightspeed Shoryuken may frustrate your plans. As against Ryu, be clever with your footsies and mixups, the LK Hurricane Kick being a good one. At the right range, it can trick your opponent into whiffed counter attacks. Punish dizzies with a ToD.

Vs. E.Honda

Not much of a problem, unless Honda corners you. So, don't allow this to happen. CE Honda has difficult avoiding fireballs, so make good use of them. Punish jump ins with strong or fierce Shoryukens and you'll be fine. If cornered, try to counter throw (unlikely) or reversal. Honda's One Hundred Slaps can be countered with crouching LP or MP.

Vs. Chun Li

Not much of a problem too, but the Ken player must be careful. Chun Li's speed and jumping throws can surprise you, so work your spacing. Chun Li don't have a huge attack arsenal but the jumping LK and MK have huge priority and can trick Ken when she falls at the "wrong" side. Throw fireballs at medium distance until Chun jumps in, then counter with a Shoryuken (the HP one is the better option). Also, cross up attacks are a good option and you can choose between a combo or a throw, but beware: Chun Li's throws have good priority and you can be surprised with a counter throw. If cornered (gosh...) try a reversal. And one last advice: remember this Street Fighter version has a nasty "corner bug" so if Chun Li jumps at you when you're cornered, it may be necessary to block moving the joystick to the inverse direction.

Vs. Blanka

Ken must be defensive against Blanka, since Blanka's attacks are fast and have long reaching. Most of time, any jump in attack will be countered with a standing fierce, since it has good priority. The best way to slay Blanka is knocking him down. Once he's laying on the ground, you can think about your next move which could be a meaty cross up or a tick throw. A cross up jump kick followed by a throw has a good chance of success, but don't abuse it. Also, Blanka is good for trying cross up combos, but remember: Blanka's Rolling Ball has reversal properties so you're always at a trade risk. At far range, throw fireballs and wait until Blanka jumps in, so you can quickly jump with roundhouse kick and counter his advance. And if you absolutely need to jump towards him point blank, use the HP instead of HK, so at least you can get a trade. Fireball traps may be very effective against Blanka, but keep yourself at a safe distance since his limbs are far-reaching. As always, avoid being cornered.

Vs. Zangief

Vs. Guile

Vs. Dhalsim

Vs. Boxer

Vs. Claw

Vs. Sagat

Vs. Dictador