ALL INFORMATION/QUESTIONS ABOUT KEN'S MOVES/COMBOS/TECHNIQUES GO IN THIS THREAD
Moves:
Special Normals
Step Kick (![]()
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This is Ken's best normal, and arguably the best normal in the game. This normal is used to lock people down. Its quick, has good priority, and covers a good amount of ground. This also sets many follow ups up.
Thunder Kick (![]()
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This is like thunder kick only its an overhead, and WAY slower. Its good for the occasional Mix-up, but is NOT to be abused. Do yourself a favor and dont try to meaty it either.
Thunder Fake (![]()
HOLD )
Its a fake Thunder Kick. Ken takes a step, then recovers. Also ok to use OCCASIONALLY. It could set up some things.
Heel Spike (![]()
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This is Thunder Kick, but way faster. The catch is there isnt a step before the overhead, so you have to be close. Its good to use during block strings, but I dont recomend anything else besides that. It has pretty decen recovery aswell.
Target Combo ( cl.,
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This chains 2 normals. People usually use it as a punisher, but sometimes it will whiff. Also cl.is better to use due to the damage scaling in the game.
Special Moves
Hadoken (![]()
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-Hadoken is a fireball that Ken uses for spaceing and combos. The power of the punch changes the speed of the fireball.being the slowest, and
being the fastest.
EX Hadoken (![]()
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- EX Hado turns his fireball into 2 hits. Its used in combos and zoneing. Its also used to neutralize other character's EX fireballs, or going through a normal one. If it goes through a normal one,then your fireball absorbs it, leaving one more hit in your fireball. EX fireball also increases in speed slightly.
Every fireball ( Even EX ones ) have the same start up frames. * See more in Ken frame Data thread.
Shoryuken (![]()
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- Shoryuken is a rising uppercut used to knock people out of the air. It can be used both Defensivly and Offensivly. Every punch has a different version of the Shoryuken. They all have different uses:
: 1 hit uppercut. Usually used for quick wake up or quick anti air attack
: 2 hit uppercut. *This is Ken's most power normal uppercut* This is his best normal anti-air option as well if you get both hits on the opponent.
: 3 hit uppercut. This Shoryu has the most range on ground or in air. This is most commonly used for his B&B combo, punishers, or to cancel into Ultra. It can be used as an anti-air, but Ken's best option is still the
version.
EX Shoryuken (![]()
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- 4 hit uppercut. This uppercut is VERY powerful, and is commonly used in punisher combos. Its also Ken's BEST anti-air option by far if you get all 4 hits.
Tatsumaki Senpukyaku (![]()
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Tatsu is a spin kick that sends Ken foward. This is a big part of Ken's mix-up game. The recovery for the tatsu is so good, when you land after hitting the opponent, your almost always safe depending one the situation or character. This sets up many possibilities.
EX Tatsumaki Senpukyaku![]()
EX Tatsu increases recovery/speed/distance of the move.
*Tatsu, if timed correctly, can go through fireballs. This is a good way to get in the opponent's face and start Ken's mix-up shinanigans.
*Tatsu is also an armor breaking move.
EX Air Tatsumaki Senpukyaku (![]()
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This is the only air move Ken has. Air tatsu is very fast and has amazing recovery. Its is commonly used for rush down purposed and cross-ups. It can take you right to myour opponent's face from anywhere in the screen.
Super Combo:
Shoryu Reppa: (![]()
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This Super Combo makes Ken do 2 Shoryukens that combo. Its a well Damaging super aswell. The most players usually canel it out of a shoryu.
Ultra Combo:
Shinryuken: (![]()
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This Ultra combo has 2 versions.
"Full Version" : Ken hits with a light shoryu, does a kick combo, then the Shinryuken. This is the most damaging version of his Ultra.
Partical Ultra : Just Shinryuken. This usually happens when its used as an anti-air, or cancelled from aShoryu. It is the less damaging version of his ultra. It is VERY common, so dont worry if it happens.
Focus Attack: Ken has a pretty decent Focus Attack. It has decent distance, and decent speed. This is a great thing to have in your Ken's game. Its great for Tatsu set ups, as well as a FULL ULTRA set up for max damage.
Techniques:
Kara Throw: This is Ken's most powerful technique, and a big part of his game. A Kara cancel is when you cancel a normal with a throw/special move from a normal. In this case, Ken's Step Kick will be cancelled with his throw.
Why: To increase his range of his throw. This makes his mix-up game dangerous.
This technique must be done in the beginning frames of the Step Kick. So it must be done very quick.
Kara Focus : This is Karaing Ken's Step Kick with his focus attack.
Why: Focus Attacks are also used to absorb fireballs from distances. When Ken cant keep up with a fireball war, he needs to get in. This makes Ken close ground faster, and get in as fast as possible. By doing the Kara Focus into a foward dash, you would be covering a significant amount of ground.
Kara EX Air Tatsu: This is Karaing a jumpingwith an EX Air Tatsu. It makes the Tatsu move a much longer range. Even when that tatsu is finished, Ken still floats in the direction the tatsu went in. Its used to get close quick, or run away.
Combos:
B&B/Hit confirm combo: Crouching, Crouching
,
Shoryuken
Cross-up hit confirm Combos:
cross-up, Crouching
, Crouching
,
Shoryuken
cross-up, Crouching
, Crouching
, Crouching
, Hadoken
Punisher Combos:
Close, EX Shoryuken/Shoryuken
Close, EX Tatsu/Tatsu
Hit confirm Tatsu Set ups:
Crouching, Crouching
, Standing
, Crouching
, EX Tatsu
Crouching, Crouching
, Crouching
, Tatsu/ EX Tatsu
*All on standing opponents
Crouching, Standing
, Crouching
, Tatsu***
*** this combo should be incorperated in all Ken games. Not only does is do better damage then other hit conforms, but it also raises the character from the crouching position so you can tatsu them up. But it only works on certain characters.
Works
Fei Long
Gouken
Sagat
Rufus
Abel
Gief
Bison
Sakura
Rose
Gen
Doesn't Work
Blanka
Cammy
Chun Li
Guile
El Fuerte
E.Honda
Dhalsim
Balrog
C.Viper
Vega
Shotos
ABOUT COMBOING HP SHORYU INTO FULL ULTRA
Connecting the full ultra is ALL about the fierce shoryu. The first hit of the shoryu has to juggle. When does this happen?
-During a certain stage of a crumble
-Counter Hit
-Anti-air fierce shoryu.
It has nothing to do with how high the character pops up.
So no, you cant get the full ultra during a combo.
Will be updated soon


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being the slowest, and
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, Crouching
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