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Tuesday
Jul202010

Ken - Intro - Super Street Fighter 4

 NORMAL MOVES | SPECIAL MOVES | COMBOS | MATCH UPS 

CHARACTER STATS & INFO
TYPE RUSHDOWN, LIGHT ZONING
STRENGTHS Strong rush down game and one of the best kara-throws in the game.
WEAKNESSES Has to get in close to do any serious damage.
STAMINA 1000 - AVERAGE
STUN 1000 - AVERAGE
CROSS UP  JUMPING LIGHT KICK, JUMPING MEDIUM KICK, JUMPING HEAVY PUNCH (IN CORNER)
ANTI-AIR CROUCHING HEAVY PUNCH, SHORYUKEN
ARMOR BREAK TATSUMAKI
GOOD MATCH UP N/A
BAD MATCH UP N/A

 

Tuesday
Jul202010

KEN - MATCH VIDEOS - SUPER STREET FIGHTER 4



Thursday
Feb182010

KEN - NORMAL MOVES - SUPER STREET FIGHTER 4 

JAB (LIGHT) PUNCH

     

Standing Light Punch is a pretty fast jab. It is very easy to combo into other Light Punches (Standing or Crouching).  This makes it useful in combos and in block strings but also in setting up tick throws. It can be cancelled into a Special Move.

Crouching Light Punch is pretty much a crouching version of the Standing Light Punch. It is also easy to combo into other Light Punches, making it useful in combos, block strings, and setting up tick throws. it can be cancelled into a Special Move.

Neutral Jump Light Punch

Diagonal Jump Light Punch 

STRONG (MEDIUM) PUNCH

     

Standing Medium Punch can be cancelled into a Special Move.

Crouching Medium Punch can be cancelled into a Special Move.

Neutral Jump Medium Punch

Diagonal Jump Medium Punch

FIERCE (HARD) PUNCH

     

Standing Heavy Punch can be cancelled into a Special Move.

Crouching Heavy Punch is Ken's anti-air ground normal attack.  It punches straight up, hitting any opponent jumping at you.  It has some start-up time so practice with the timing, but it is an excellent anti-air in almost any situation. It either beats out or trades with virtually any jump-in attack in the game.

Neutral Jump Heavy Punch is an air-to-air attack.

Diagonal Jump Heavy Punch can cross up, but the opponent should be in the corner. It is a good jump-in combo starter.

SHORT (LIGHT) KICK

     

Standing Light Kick can combo into other Light Attacks (any kind) very easily. It can also be cancelled into a Special Move. Note that the long range version of this attack is a high kick (seen in the above image) and will miss crouching opponents. At long range it also does slightly more damage. 

Crouching Light Kick can combo into other Light Attacks (any kind) very easily. It can also cancel into Special Moves.

Neutral Jump Light Kick is an air-to-air.

Diagonal Jump Light Kick is one of Ken's main cross-up attacks along with Diagonal Jump Medium Kick.

FORWARD (MEDIUM) KICK

     

Standing Medium Kick It does slightly more damage when executed from mid to long range for the move.

Crouching Medium Kick is one of Ken's better pokes. It comes out moderately fast and has pretty good reach.  What makes it more useful is that you can two-in-one into a Hadoken if it connects, increasing its damage potential.  Opponents will be wary of it because of this. It can be cancelled into a Special Move.

Neutral Jump Medium Kick

Diagonal Jump Medium Kick is Ken's main cross-up normal attack.

ROUNDHOUSE (HARD) KICK

     

Standing Heavy Kick is Ken's farthest reaching normal move. He spins and advances a bit forward as he delivers the kick, which gives it great range. It also does pretty good damage as well, doing slightly more damage when you hit opponent from the move's mid to long range.

Crouching Heavy Kick is your standard sweep. If it connects, it gives you an untechable knockdown.

Neutral Jump Heavy Kick is an air-to-air only normal. It must be executed very late in order to hit a standing opponent on the ground.

Diagonal Jump Heavy Kick is a good jump-in attack.

COMMAND NORMALS

OVERHEAD KICK

BACK + MEDIUM KICK

 

STEPPING OVERHEAD KICK

TOWARDS + ROUNDHOUSE KICK

 

  • You can fake this move by holding roundhouse.

STEP FORWARD KICK

TOWARDS + MEDIUM KICK

  • Can combo into crouching medium kick on counter hit.

CHAIN COMBO

STRONG PUNCH, FIERCE PUNCH

  • Ken carries over his target combo from Street Fighter III: 3rd Strike. It is performed the same way by pressing strong punch then fierce punch.
  • Can be canceled into numerous moves such as jab and fierce Shoryuken.
  • It is not as reliable as it is in 3rd Strike in that it will sometimes miss on crouching opponents.

Thursday
Feb182010

KEN - GENERAL TIPS & STRATEGY

KARA-THROW

F + MK, LP + LK

Ken has one of the best kara-throws in Super Street Fighter 4, and it significantly extends his grab range.  To do this, you initiate a Forward Step Kick (F+MK) and then immediately follow it by a throw (LP + LK) a fraction of a second later.  These two steps must be done so quickly that it if you are using a joystick it will almost sound like you're inputting the commands at the same time. 

Here's how it works: The F+MK initiates the Forward Step Kick, which begins to move Ken forward immediately after initiation. If you do the throw quick enough, the throw will cancel the animation of the Step Kick.  However, the split second that the Step Kick is active will move Ken forward just a bit before the throw, which extends the throw's range.

If done correctly, Ken should seem to suddenly lurch forward a bit before going into the throw animation.  You can practice this in training mode, both to practice the button sequence and to get a feel for the extended range. The timing is very fast, but it is not tremendously difficult to execute. 

Ken's kara throw should be a big part of a good Ken player's ground game.  It instills great caution in your opponent (and perhaps fear if they don't know what's going on).  However, be careful not to abuse it, especially against characters who have fast special moves such as a Shoryuken. They can get a reversal on you.  If the opponent starts teching your kara throws, mix it up with poking or just pause, bait for them to throw something out, and punish appropriately.  Keep the opponent guessing and off-balance.

COMMUNITY VIDEOS

Wednesday
Feb172010

KEN - SPECIAL MOVES - SUPER STREET FIGHTER 4

HADOUKEN (FIREBALL)

QUARTER CIRCLE FORWARD + PUNCH

Ken's primary zoning tool, and is effective in combos and block strings as well. Unlike other multi hit fireballs in the game, the EX Version is two hits but does not knock down.

 

 

SHORYUKEN (DRAGON PUNCH)


FORWARD, DOWN, DOWN FORWARD + PUNCH

Typically used in combos and as a go-to anti air special attack. Medium Punch version is best used for anti-air. EX Version has a ton of invincibly and deals a lot of damage.

 

 

 

 

TATSUMAKI SENPUUKYAKU (HURRICANE KICK)


QUARTER CIRCLE BACK + KICK

Ken's regular Hurricane Kick isn't nearly as useful as his EX version. The EX version works great in combos and can also be performed in the air, crossing up the opponents, also allowing him to connect into either of his Ultras if it hits as a cross up.

 

 

 

SUPER - SHORYU-REPPA


QUARTER CIRCLE FORWARD X2 + PUNCH

Ken's Super is useful within combos for ending a match, but his EX meter is typically better suited for EX Hurricane Kicks and Shoryukens.

 

 

 

 

ULTRA 1 - SHINRYUUKEN

QUARTER CIRCLE FORWARD X2 + THREE PUNCHES

Ken's first Ultra is somewhat limited compared to many other Ultras in the game due to the fact that he only will get all of the hits from an FADC'd Dragon Punch if the Dragon Punch is initially a counter hit. Otherwise, only the last part of the Ultra will hit, dealing minimal damage in comparison. 

 

ULTRA 2 - GUREN SENPUKYAKU

 QUARTER CIRCLE FORWARD X2 + THREE KICKS

Ken's second Ultra will be the preferred Ultra in most match ups due to its versatility. Not only can you combo into from many different situations, but it also passes through projectile attacks, making it effective for punishing fireball characters. 

Tuesday
Feb162010

KEN - COMBOS - SUPER STREET FIGHTER 4

DRAGON PUNCH COMBOS

Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Heavy Dragon Punch

TATSUMAKI COMBOS

Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Crouching Medium Kick cancel into EX Tatsumaki

ULTRA 1 COMBOS

.. Heavy Dragon Punch, FADC Second Hit, Ultra 1

ULTRA 2 COMBOS

Crouching Light Punch or Kick, Crouching Light Punch, Standing Light Punch, Ultra 2

Sunday
Sep062009

KEN - MATCH UPS - SUPER STREET FIGHTER 4

Coming Soon