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.