Ken trained in the art of Shotokan with Ryu ever since his boyhood. Ken now travels to internationl Street Fighter tournaments to prove his ability.
Moves List
Normal Moves
Overhead Kick | {{ ![]() |
Upward Midkick (in air) | {{ ![]() |
Upward Roundhouse (in air) | {{ ![]() |
Special Moves
Hadoken (also in air) | {{ ![]() |
Shoryuken (also in air) | {{ ![]() |
Tatsumaki Senpuu Kyaku (also in air) | {{ ![]() |
Super Moves
Shoryu-Reppa | {{ ![]() |
Shinryu-Ken | {{ ![]() |
The Basics
Advanced Strategy
Combos/Infinites
Beginner
1) C.LK , S.MK (2 hits) , S.HK
2) J.HP , C.LK , C.MK XX ShouRyuReppa
3) J.HK , C.MK XX HK-TatsuMakiSenPuuKyaku
4) J.HP , HP-ShouRyuKen
5) J.MK , J.HK XX HP-ShouRyuKen
Intermediate
1) J.HK , C.HP SJ SJ.LP , SJ.LK , SJ.MP ,SJ.UP.MK XX ShouRyuKen
2) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP SJ SJ.LP XX HK-Air TatsuMakiSenPuuKyaku
3) J.HK , C.LK XX HK-TatsuMakiSenPuuKyaku, HP- ShouRyuKen (OTG)
4) J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS)
5) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LP , C.LK XX MK-TatsuMakiSenPuuKyaku, C.LK (OTG) , C.HP SJ SJ.LP , SJ.LK , SJ.MP , SJ.UP.HK (FS), SJ.UP.HK (FS) , C.LK (OTG) , C.HP
6) Have enemy in corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.MK , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK , C.LK (OTG) , S.MK [2 hits] , S.HP , S.HK
**Note: Put a half a second delay in between the S.MK [2nd hit] and the S.HP in the OTG juggle part.
Expert
1) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , C.HP XX ShinRyuKen (FS), J.LK , J.UP.HK (FS) , C.LK, C.MP , S.MK [2 hits] , S.HP , S.HK
**Note: After the MP-Air Throw, you have to time the C.HP perfectly or it will miss the enemy and they will will fall to the floor. To get the whole OTG juggle part to connect, you must put a small delay in between the C.MP and the S.MK, and between the S.MK and the S.HP
2) Get enemy near corner. J.HK XX Air TatsuMakiSenPuuKyaku , C.LK , C.HP SJ SJ.LP , SJ.LK , SJ.UP.MK, MP-Air Throw , S.LP , C.MP, J.MP XX HK-TatsuMakiSenPuuKyaku , J.UP.MK XX HK-TatsuMakiSenPuuKyaku , C.HP XX ShinRyuKen (FS), J.LP , J.UP.HK , C.LK (OTG) , C.MP , S.MK [2 hits] , S.HP , S.HK
**Note: After the C.MP, you have to jump with an IMMEDIATE J.MP and then wait a TINY second before canceling it into the HK Hurricane Kick. Make sure you are jumping straight up with the J.UP.MK and cancel that into the HK Hurricane Kick after a small, half a second delay.