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« KEN - MATCH VIDEOS - SUPER STREET FIGHTER 4 | Main | KEN - GENERAL TIPS & STRATEGY »
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.

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