Street Fighter 3: 2nd Impact/Ken

From SuperCombo Wiki

Introduction

In 2nd Impact, Ken is very similar to his 3S counterpart. He has plenty of ways to combo into super art 3, though shoto crouching forward kick doesn't have as much range as in 3S, and it's harder to cancel. His jumping forward kick cross up is harder to land, and he lacks double shoryus. Regardless, Ken is still quite a solid contender in 2I. Super art 1 is also considered a good choice in this game.

Moves List

Normal Moves

Standing Normals

5LP (cl)
Startup Active Recovery Total Hit
3 - - 10 +3
Damage Stun Guard Parry Block
- - - A +2

Ken's fastest move. Not the best jab in the game, but serviceable.

5LP
Startup Active Recovery Total Hit
4 - - 11 +5
Damage Stun Guard Parry Block
- - - A +4

Slightly slower than close LP, but the main problem with this move is that it whiffs on crouch. Pretty bad move.

5LK
Startup Active Recovery Total Hit
4 - - 17 +3
Damage Stun Guard Parry Block
- - - A +2

Generally better than stand LP, since while it has worse frame data, stand LK doesn't whiff on crouch. Still pretty bad, don't use this.

5MP (cl)
Startup Active Recovery Total Hit
4 - - 13 +6
Damage Stun Guard Parry Block
- - - H +4

Very important move to discourage parries and confirm into super with TC. Without meter you can do LP shoryu but it needs to be cancelled fast.

5MP
Startup Active Recovery Total Hit
5 - - 17 +3
Damage Stun Guard Parry Block
- - - H +1

Good move, you can confirm super off of it plus it has good range. Probably more useful in this game since crouch MK has such a short cancel window than in 3S.

5MK
Startup Active Recovery Total Hit
6 - - 28 +2
Damage Stun Guard Parry Block
- - - H -1

Good poke, important since stand HK is punishable on hit.

5HP (cl)
Startup Active Recovery Total Hit
4 - - 20 +4
Damage Stun Guard Parry Block
- - - H +1

Pretty good since you can confirm into super off of it, but generally outclassed by close MP.

5HP
Startup Active Recovery Total Hit
6 - - 25 +2
Damage Stun Guard Parry Block
- - - H -1

Not great, probably just use stand MP instead since that's plus on block and confirms into super.

5HK
Startup Active Recovery Total Hit
9 - - 41 -6
Damage Stun Guard Parry Block
- - - H -9

Easily Ken's worst normal, don't use this almost ever. It's slow and very minus, the range is good but it isn't worth it.

Crouching Normals

2LP
Startup Active Recovery Total Hit
4 - - 13 +3
Damage Stun Guard Parry Block
- - - A +2

Not a bad move, one of Ken's better abare options.

2LK
Startup Active Recovery Total Hit
4 - - 14 +1
Damage Stun Guard Parry Block
- - - L 0

Very important move, you'll want to do two of these to confirm into super.

2MP
Startup Active Recovery Total Hit
5 - - 17 +5
Damage Stun Guard Parry Block
- - - A +3

Very good move, useful for building meter, stuffing approaches, and counter-poking. Plus enough to confirm into super, so there's a pretty massive amount of threat behind this move with enough meter.

2MK
Startup Active Recovery Total Hit
6 - - 27 +1
Damage Stun Guard Parry Block
- - - L -1

Probably Ken's most important poke, although the cancel window is too short to confirm into super. Despite this, it's still a great neutral tool.

2HP
Startup Active Recovery Total Hit
5 - - 17 +5
Damage Stun Guard Parry Block
- - - A +3

Pretty bad anti air, generally either use shoryu for damage or stand/close LP for safety.

2HK
Startup Active Recovery Total Hit
8 - - 36 knockdown
Damage Stun Guard Parry Block
- - - L -12

Useful sweep, good speed and range.

Special Moves

Super Moves

The Basics

Advanced Strategy

Match-Ups