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.
Reader Comments (1)
Great post, only thing i point out is: On ultra 2 input it says Quarter circle back instead of forward