Super Street Fighter II Turbo HD Remix/Ken

From SuperCombo Wiki

Introduction

Ken is usually considered to be a mid-tier character by most players in ST. However, since receiving many tiny buffs in HDR and just one nerf (Knee Bash range), he is widely considered to be top of mid tier at the best. Ken is a very solid, strong character, and plays somewhat similar to Ryu except that he's much better suited to rushing down the opponent by threatening Knee Bash loops, psychic Jab Shoryukens that are very safe, Overhead Crazy Kicks, massively damaging combos and hit-confirmable Super combos (cr Short x 2, Super). Ken can also zone very effectively in certain matchups, but is not as strong as Ryu in the zoning game due to the longer startup and slower speed of his Hadokens. But Ken can use the slow speed and fast recovery of his Hadokens to rush down the opponent by following up meaty Jab Hadokens with Shoryuken/throw/sweep mixup games. He also has the best anti-air in the game, Shoryuken, which is also superior to Ryu's Shoryuken in that it is more safe on block due to faster recovery (Jab), completely invincible for all of its hitting frames (Strong) and hits on the 1st frame (Fierce) making it risky to safe jump on Ken, as well as being able to juggle with the Super Attack.


Ken may not be top tier, but he is one of the toughest characters to beat when used intelligently.


Changes From Super Turbo To HD Remix

Knee Bash
The range of the Knee Bash is now slightly less than it was in ST, and the first hit of the Knee Bash does less damage. This doesn't seem to make that much of a difference on Ken's Knee Bash loops, as they are still very effective and very deadly. His other throws are unchanged, and now have the benefit of being more useful due to their throw range being greater than the Knee Bash.

Strong Shoryuken
It is now completely invincible for all of its hitting frames (all the way up). It's also a 1-hit knockdown attack, where in ST it was a 2-hit attack that did not knockdown on the 1st hit.

Fierce Shoryuken
It now has a wider arc, giving Ken more horizontal range than in ST (almost twice as much). It also always knocks down, where in ST it wouldn't knockdown on the 1st or 2nd hits. It also always juggles against airborne and grounded opponents for a total of 3 hits. Technically, it does more damage than ST due to hitting airborne opponents for 3 hits (ST Ken only hits airborne opponents once), but in reality, it's not that much more damage than a Jab or Strong Shoryuken. It still hits on the 1st frame, but it has no additional invincibility beyond what it had in ST.

Short Tatsu
It now has slightly less range, making it more similar to Ryu's Short Tatsu, though it's not quite as fast as that. It's now more practical to follow up a Jab Shoryuken or a throw after going through a Sonic Boom, Yoga Fire or Low Tiger Shot.

Forward Tatsu
It now goes slightly farther.

Roundhouse Tatsu
It now goes farther and faster, giving it more uses as a suprise attack and to cover ground to get close to the opponent. It's also much tougher to react to due to its speed. It now also does about half as much dizzy as in ST.

Air Roundhouse Tatsu
It now goes slightly farther, but doesn't seem to make much difference since all Air Tatsus are tough to predict due to their capability to alter jump trajectories.

Crazy Kicks
They now have simplified motions:
Short Crazy Kick (QCF Short): was previously F,DF,D Kick
Forward Crazy Kick (QCF Forward): was previously QCF Kick
Roundhouse Crazy Kick (QCF Roundhouse): was previously HCF Kick.
Overhead Crazy Kick (QCF hold down any Kick): was previously any Crazy Kick motion and hold down any Kick.

The simplified motions are a very welcome change. N.Ken was almost uncontrollable in ST due to footsies being hampered by the F,DF,D Crazy Kick, as well as unwanted, negative-edged Crazy Kicks coming out in all sorts of situations. This is something that even advanced players had trouble with.

Super Attack
It can now be used as a reversal attack. It can also be used to juggle with a Fierce Shoryuken for a total of 5 hits, before or after the Fierce Shoryuken.


Moves List

Standing Normal Attacks

Far Jab
It's pretty good for stopping Blanka's Horizontal Rolls and even Bison's Scissor Kicks. Very fast recovery and can be rapid-fired into a chain combo, as well as cancelled into Specials or Supers.
Close Jab
Has a slightly more vertical range than far Jab, but has less horizontal range. It can be cancelled into Specials or Supers.
Far Short
A standing poke with a not-bad offensive hitbox, but has slower start-up than a cr Short or a st Strong. It cannot be cancelled into Specials or Supers.
Close Short
Same animation as far Short but has a bigger offensive hitbox and less vulnerability, but also starts up slowly. It can be linked into cr Short or cr Jab, but cannot be cancelled into Specials or Supers.
Far Strong
A great, high poke that is very fast and can be cancelled into Specials or Supers. It's a decent anti-air vs far jump-ins such as Blanka's j RH as it has pretty good horizontal range and priority.
Close Strong
Slower startup than far Strong, but it can also be cancelled into Specials or Supers.
Far Forward
A decent anti-air for close jump-ins and especially good vs Hawk's Condor Dive. It cannot be cancelled into Specials or Supers.
Close Forward
Not much good for anything and often comes out when you've failed to execute a Knee Bash. It cannot be cancelled into Specials or Supers.
Far Fierce
Not used for much of anything. Cannot be cancelled into Special or Super Attacks and has same range as far Strong and does more damage, but is slower to startup and recover.
Close Fierce
Decent anti-air for close jump-ins and against certain angles of Wall Dives. Good for combos as it does good damage and can be cancelled into Special or Super Attacks. Ken's offensive hitbox is slightly smaller than Ryu's.
Far Roundhouse
Ken's longest range grounded normal but cannot be cancelled into Special or Super Attacks. Great for footsies and punishing whiffed attacks, it can also be used as a mid-hitting anti-air.
Close Roundhouse
Exactly the same as far RH.


Crouching Normal Attacks

Jab
Also good for stopping Rolls but not much else. Can be linked into other crouching light Normals and can be cancelled into Specials and Supers.
Short
A great, all-purpose crouching attack that can be used as a chain link into another cr Short or st Short and can be cancelled into Specials and Supers. Also good for tick-throws.
Strong
One of the best Normal attacks, it's quick, has great priority and gives frame advantage on block for tick-throws and other mixups. It's so quick, it can be hit-confirmed and cancelled into Special and Super combos. Very useful against Balrog's Rushes, Honda's Slaps, Blanka's slides and other footsies. When in doubt, use this Normal.
Forward
A good Normal for mid-range footsies. It's best used for keeping grapplers out while having faster recovery than the cr RH so that you can follow up with a Shoryuken if the opponent jumped-in instead. It's great as a meaty into tick-throws or Shoryuken mixups, as well as for combos as it can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from mid to max range and can be countered with a reversal Super by most characters in the game.
Fierce (also known as the Mexican DP)
An okay anti-air, it's mostly useful for combos as it can be cancelled into Specials and Supers. It has a limited use vs close range Wall Dives.
Roundhouse (also known as the sweep)
One of the best Normals, it knocks down at any range. It's mostly used to cancel into Hadokens to push opponents away. It's one of the only sweeps in the game that can be cancelled into Specials and Supers. Cancel with caution if the opponent has meter though, as it doesn't combo into Hadoken from mid to max range and can be countered with a reversal Super by most characters in the game.


Jumping Normal Attacks

Jab
Has the most vertical range of all the jump punches. The neutral and diagonal jump versions can be cancelled into Air Tatsu, which sets up tick-throws, mixups and Super combos.
Short
Best used for safe-jumps as it hits lower than jump Jab and has plenty of active hitting frames. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version.
Strong
Has a higher offensive hitbox than jump Fierce. The neutral and diagonal jump versions can be cancelled into Air Tatsu, which sets up tick-throws, mixups and Super combos.
Forward
Ken's only diagonal jumping Normal that can cross-up all opponents, it can also be used as an ambiguous cross-up. Time it right as you're over the opponent's head on wakeup and it will cross-up ambiguously. Very usefule vs Zangief and Hawk. It's also a good safe-jump attack and combo-starter and also has decent horizontal range. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version.
Fierce
Hits the lowest of all the jump punches. The neutral jump version has more vulnerability than the diagonal jump version. Can be cancelled into Air Tatsu for tick-throws, mixups and Super combos.
Roundhouse
The diagonal jump version has the most horizontal range of all Ken's jumping normals, however it can only cross-up a few opponents. Mostly used to deal damage and for its reach. Only the neutral jump version can be cancelled into Air Tatsu, not the diagonal jump version.


Normal Throws

Command Normal Attacks

Special Attacks

Super Attack

The Basics

Advanced Strategy

Matchups