Street Fighter 3: 3rd Strike/Ken/2021/Introduction

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Introduction

After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend / rival, Ryu.

As one of the most famous fighting game characters ever, and apparently the more popular of the original shotos, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.

Super Arts

SAI (Shoryu-Reppa)

This would probably be his super of choice if SA3 didn't exist. Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes.

SAII: (Shinryu-Ken)

Not a very popular super, as it has very pronounced flaws and strengths. It is a fairly good anti-air (since you can mash unpredictably, and thus mess up the opponent's air-parry timings), and does the most damage out of his supers by a good amount. On the flip side, it has terrible range, even more terrible recovery, and doesn't have as many good hit-confirms and cancels as his other two supers. Probably his least used super.

SAIII: (Shippu-Jinrai-Kyaku)

The universal choice for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms -- it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.

Pros & Cons

Strengths Weaknesses
  • Meterless damage: Target combo and double shoryu gives Ken access to very good meterless damage.
  • All-purpose normals: Ken's normals are great and have lots of utility: poking, anti airing, pressure, abare, etc.
  • Mobility: Ken has good walk speed and a great dash, plus EX air tatsu to escape corners.
  • SA3: One of the best supers in the game, having both a lot of meter for EX moves, and a lot of utility in combos and punishing.
  • Well-rounded: Ken doesn't have any glaring weakness, which is part of what makes him so good.
  • No gimmicks: Despite being generally strong, Ken lacks gimmicks and extremely overpowered options. He thrives on strong fundamental play and good decisions.

Character Colors

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