Introduction
Violent Ken's Good and Bad things:
Good things:
- Easy to learn and faster than his counterpart.
- He had added a new teleport dash.
- His Shinryuken its now a Super and can be connected after a Jinraikyaku
- His Exceed had a great range and a nice ending.
Bad things:
- He had Lower Stamina than his counterpart.
- He is More dependant of MAXIMUM Mode and Stocks for main gameplan.
- His projectile its still bad as his counterpart.
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 -
Command Moves
Inazuma Kakato Wari
- f+B -
Kurubushi Kick (Aka The Shoto's cr.MK)
- db+D -
Special Moves
Hadou Ken
- QCF+P -
Shouryuu Ken
- DP+P -
Rasetsu Kyaku
- DP+K -
Tatsumaki Senpuu Kyaku
- QCB+K -
Kuuchuu Tatsumaki Senpuu Kyaku
- QCB+K(In the air) -
Kama Barai Geri
- HCF+B -
Nata Otoshi Geri
- HCF+D -
Oosoto Mawashi Geri
- HCF+KK -
Inazuma Kakato Wari
- Hold K(After any "Geri" move) -
Super Moves
Shinryuu Ken
- QCF(2x)+K -
Kuzuryuu Reppa
- QCB(2x)+K -
Exceed Move
Shinbu Messatsu
- QCF, HCB+PP -
The Basics
Some combos (Without MAXIMUM Mode)
1-[Jumping Attack],cl/cr.B,DP+P or any Super or Exceed
2-[Jumping Attack],cr.B x2 , qcb,qcb+K,qcf,qcf+K
3-cl.C,db+D, any Super
Advanced Strategy
MAXIMUM COMBOS
1.-[Jumping Attack],cl.C,(Maximum Begins),qcf,qcf+K,[dp+C(1),cross up dp+B] when MAXIMUM Ends, EXCEED or dp+C