Ken
Ken
Ken
Adjustments (3/28/2022):
- cr. mk is now -2 on block
- vt1 hadouken can be cancelled into vs1/vs2 (combo/pressure followup)
- H Shoryu gains additional hitstop for hit #2 (probably better CA cancel
window)
- ex shoryu is fully invincible to the end of active frames (prevents
interruptions after the first hop, maybe)
- vt1 ex tatsu has more comboability
- vs1 in vt1 has more comboability
- vt1 extended v-timer
- vt2 allows for easy tatsu input buffer
- CA gains 2f active, loses 2f recovery, fully invincible for 8f.
At a Glance:
- Anti-Air:
- cr. hp
- srk+mp
- Poke:
- st. mp
- cr. mp
- cr. mk
- st. lk
- st. hk
- BnB:
- cr. mp, st. lk xx srk+hp
- Punish:
- b+mp xx hp xx srk+hp
Measured Insanity - Ken's one of the few characters in the game that gets any
sort of post-knockdown pressure from his ex DP. On the plus side, this rewards ken
for being a little bit wild, on the negative side, everyone knows ken can play
wild.
Start the Ruckus - Ken has very good tools for picking fights in the
midrange and forcing the opponent to do something. Run and air ex tatsu both are
difficult to deal with unless the opponent is specifically looking for them.
Normals:
Anti-Airs:
Command Normals:
b+mk (22/1/-7) - overhead, actually quite an absurd range
f+hk (26/2/-7) - hold to perform a forward-walking overhead, tap to perform a 34
frame total feint
- used for specific knockdown oki
- can land the hit meaty to be +3 instead of +2
b+mp (5/0/-2) - stumpy combo starter that is most notably used off of st. lp,
leads into...
b+mp xx hp - floats the opponent on hit, -13 on block. Can be empty
cancelled into
st. mk xx st. hk - second hit will whiff against crouching opponents, puts
opponent in a corkscrew knockdown.
Specials:
fb qcf+p - Hadouken
- Fireball projectile
- Used as a safe blockstring ender at range
- -6 on block, -5 in vt1
- +1 for EX hadouken, +3 on hit.
- Only knocks down in vt1
Hitconfirms:
- when you get the opportunity, comboing into hk tatsu provides more stun than hp
srk, but with additional stun.
- EX DP and EX tatsu both have identical damage and stun, but EX tatsu has far, far
more corner carry.
(0 bar)
cr. lk, st. lk xx qcb+lk, srk+hp (185/318)
cr. lp, st. lp, st. lk xx srk+hp (130/259)
cr. lk, st. lp xx srk+hp (159/253)
(1 bar)
(any 0 bar ending in hp dp can be replaced with EX DP)
(any 0 bar ending in hp dp or qcb+hk can be replaced with EX tatsu)
(3 bar)
cr. mp, st. lk xx srk+hp xx CA (421/243)
cr. mp, b+mp xx hp xx srk+hp xx CA (398/271)
Punishes:
(3f)
qcb+lk, srk+hp (176/235) (if you get both hits)
(4f)
st. lk xx srk+hp (156/205)
st. lp, b+mp xx hp xx srk+hp (213/311) (point blank)
st. lp, b+mp xx hp xx qcb+hk (214/346) (point blank)
st. lp, b+mp xx hp xx vs1 (held), srk+hp (234/366) (point blank)
st. lk xx qcb+lk, srk+hp (187/280)
(5f)
b+mp xx hp xx srk+hp (207/272) (point blank)
b+mp xx hp xx qcb+hk (207/312)
(6f)
cr.hp xx srk+hp (216/285)
cr.hp xx qcb+hk (217/330)
cr.hp xx vs1, qcb+lk, srk+hp (247/360) (added in the 5/18 adjustment,
ken's cr. hp is now plus enough on hit to allow for a successful run cancel)
(8f)
st. mk xx st. hk xx srk+hp (217/310)
(9f)
st. hp xx srk+hp (206/385)
(CC)
cr. hp (cc) xx vs1, cr. hp xx vs1 (164/300) (side switch)
(N.J)
n.j hp, cr. hp xx srk+hp (301/435)
n.j hp, cr. hp xx qcb+hk (301/475)
Frametraps:
- cr. lp is ken's tick throw button
- st. lp has a monstrous amount of frame advantage on hit, especially on counterhit
cr. lp, cr. lp, st. hp (counterhit fish with st. hp)
cr. lk, cr. lp (beats 4f)
qcb+lk (+37)
qcb+mk (+36)
qcb+hk (+18)
b. mp xx hp xx qcb+hk (+19)
qcb+kk (+29)
srk+lp (+30)
srk+mp (+29)
srk+hp (+26)
- f+hk immediately after is meaty against QR, leaving you +3
b.mp xx hp xx srk+hp (+28)
qcb+lk, srk+hp (+27)
srk+pp (+24)
cr. hk (+24)
example combos:
(activations)
cr. mk xx qcf+hp xx vt1, st. hp xx vs1, qcb+lk, srk+hp (261/416)
cr. mp, b+mp xx hp xx vs1 (held) xx vt1, srk+lp (175/282)
cr. mp, b+mp xx hp xx vs1 (held) xx vt1, srk+lp, srk+hp (280/411) (corner)
(post activation)
cr. mp, st. lk xx srk+lp, srk+hp (303/388) (corner)
VT2: Shinryuken
- 2 bar v-trigger
- Initial activation performs a large vertical uppercut. Additional hp+hk
inputs performs additional followup strikes mid-air.
- Has only projectile invincibility
- Allows for several followups:
- One charge: srk+hp, srk+pp (corner), CA
- Two charge: all previous levels and qcb+kk, srk+pp
- Full charge: all previous levels
example combos:
cr. mp, st. lk xx srk+hp (first hit) xx vt2 (two charges), qcb+kk
(277/358)
External Resources:
An unbelievably in-depth guide that I can only pretend to be as good as. It has
pictures and everything:
by NeverKnowsBest00
https://www.dropbox.com/s/riy1iig8j6ryt7c/SFV%20Ken%20Guide.pdf?dl=0