I’ If you see something is missing please tell me, I’ll try to take that thread up to date.
Normal move____________________
pattern:
Name of the move - Description
Startup/Hit/Recovery Parry
BlockedAdv HitAdv CrouchingAdv ChainIntoItself/SpecialCancel/SuperCancel
Standing:
lp - The far version is good as an anti-air, the close version can be use in c.lk>s.lp>lp shoryu/throw. Can be special/super canceled. Can be ducked. safe on block.
far:
6/2/4 H+L
+4/+4/+4 o/o/o
close:
4/2/5 H+L
+3/+3/+3 x/o/o
mp - Reeaaaaallyyyy good move, the far version is THE meter builder of ken. Good prevent the opponent from dashing in. It’s one of the easiest hit confirm of ken though it’s a link it need strict timing. Can be ducked by character smaller than shotos. The close version can be special/super canceled lead to the mp x hp target combo, good as a meaty. safe on block
far:
7/2/10 H
+3/+4/+5 x/x/x
close:
5/3/10 H
+1/+2/+3 x/o/o
hp - the far version can be used as an anti air, and it can link to SA3 as a meaty on everyone and can link to SA3 everytime on Hugo. The close is good for punishing move( s.hp > shoryu [xx SA]), works as anti air too.Can be punish by some super (does anyone have the list?)
far:
10/2/15 H
0/+2/+4 x/x/x
close:
7/2/15 H
-2/0/+2 x/o/o
lk - nothing special just a common short.
5/3/7 H+L
no data on karathrow for advantage x/x/x
mk - Can be used as an anti air when you think they’ll jump. Can be ducked by almost all character (all?). Not safe on block.
9/6/16 H
-6/-2/0 x/x/x
hk - good damage, push the opponent far away, safe as a meaty, not safe otherwise.
12/5/19 H
-4/-2/0 x/x/x
Crouching:
lp - faster than c.lk more frame advantage but less range and unfortunately can be blocked high, used in the poke string c.lk > C.lp > c.lk.
5/2/5 H+L
+3/+3/+3 o/o/o
mp - faster than c.mk less range can be blocked high, but an easy hit confirm into SA ( can linked to SA ). So great defensive move.
6/3/7 H+L
+3/+4/+5 x/o/o
hp - less useful than ryu’s c.hp owing to s.mp x s.hp chain. work as anti air. really not safe tough.
6/4/17 H+L
-8/-6/-4 x/o/o
lk - great move here. Good range, not as good as c.mk but it is safe on block. Good for tick throw, special/super cancelable.
5/3/7 L
+1/+1/+1 o/o/o
mk - one of the all purpose move of ken, good range, fast, good priority -> really good poke. Lead to everything ken can do. But hard to confirm and punishable on block by reversal super.
7/4/17 L
-3/-2/-1 x/o/o
hk - fast, good range, knock down, good damage but a really big recovery so DANGER DANGER here can be punish really really easily.
8/5/26 L
-13/-/- x/x/x
Jumping:
lp - not really useful can be use in air air, I read somewhere that you can ground cross up after landing with a dash behind your opponent.
neutral:
6/-/- H
-/-/- x/x/x
moving:
5/-/- H
-/-/- x/x/x
mp - don’t use it so much so no really idea about it, can be use against gouki’s demon flip i think.
neutral:
7/4/- H
-/-/- x/x/x
moving:
6/4/- H
-/-/- x/x/x
hp - same damage and speed as j.hk and less range i think.
neutral:
8/2/- H
-/-/- x/x/x
moving:
7/3/- H
-/-/- x/x/x
lk - I don’t use it at all so no idea ( help? ^^ )
neutral:
6/18/- H
-/-/- x/x/x
moving:
5/9/- H
-/-/- x/x/x
mk - this is magic cross up move great as air air too, leads to several combo.
neutral:
6/5/- H
-/-/- x/x/x
moving:
6/5/- H
-/-/- x/x/x
hk - great move to begins combo, great damage. good as air air too.
neutral:
8/4/- H
-/-/- x/x/x
moving:
7/3/- H
-/-/- x/x/x
Command moves______________
f+mk - this a really crappy move, if someone know its use tell me. Bad speed not really good damage. easily punishable.
17/3/15 H
-4/-/- x/x/x
b+mk - good overhead, link into SA on crouching character.
19/1*1/10 H
+1/-/- x/x/x
f+hk - really slow move but can link into SA against crouching character. fairly safe on block.
31/4/14 H
-1/-/- x/x/x
mk+mp - ken’s UOH is quiet good. Great meaty. Link into SA against crouching character.
16~23/7/7 H
-3~0/0~+2/+1~+8 x/x/x
Special move__________________
Hadouken (QCF+P) - the Ex version is really useful to push the opponent in the corner. can be punish by some SA even on hit, tough the Ex version is safer.
Shoryuken (DP+P) - Great damage, really really fast. the Ex version is really really really fast.
Tatsumaki Senpuu Kyaku (QCB+K) - not really fast, poor damage no knock down, not safe on hit, use it in air air situation it’s a juggle starter.
Super Art____________________
SA1 : Shoryureppa (QCFx2+P) - I never used it, quiet fast, good damage but a poor range.
SA2 : Shinryuken (QCFx2+K) - I never used it, good as anti air.
SA3 : Shipuujinrai Kyaku (QCFx2+K) - The all purpose SA, good range, can be linked from a lot of move so pick this one.
here is some ken combos (it’s from the srk forum it’s just a copy i didn’t do it myself but i forgot the authors sorry -_-):
Punishment____________________
for punishment purposes, there are only 4 combos you have to remember:
-
s. mp x s. hp [x fireball] xx SA3 - use this if you haven’t got the timing down to punish the faster
recovering moves/supers as it’s faster than any combo that begins with s. fierce -
c. mk xx SA3 - perfect for long range punishment of moves such as a whiffed sweep, whiffed
throw attempt, etc. -
s.hp x MP Shoryu xx SA3 - most damaging option. perfect for blocked supers or missed
uppercuts. -
c. mk x MP Shoryu xx SA3 - use when s. fierce is out of range. i.e., you’re not immediately next to Dudley and you parry his c. strong. Ken’s s. fierce is gonna whiff if you try it, so use c. forward x strong Shoryu xx SA3 for bigger damage than just c. forward xx SA3.
SA Combos____________________
-
c.lk > c.lk, xx SAIII
-
c.lk > c.lp > c.lk xx SAIII (doesn’t works on standing Q, urien and necro (midscreen))
-
(close) s.mp x s.hp [xx fireball] xx SAIII
-
c.mk xx SAIII
-
srk (preferably mp and doesn’t work with LP shoryu) xx SAIII
-
c.mp > SAIII
-
(not close) s.mp > SAIII
-
b+mk > SAIII (opponent must be crouching, probably best at close range)
-
UOH > SAIII (the UOH has to hit opponent late in animation for the link to work)
these are for the SA3 combos.
Shoryu combos__________________
for shoryuken you can do:
(close) s.mp x s.hp x LP (exclusively anything else will whiff) shoryu
(close) s.mp x shoryu
(close) s.hp x shoryu
(close) s.lp x shoryu
(close) c.lk > s.lp x shoryu (not on sean and remy)
(close) cl.lk > c.lp x shoryu
(close) c.lk > c.lk x shoryu
c.mk x shoryu (I think it won’t work at max range but no need to be extremly close)
double LP shoryu from mopreme site(http://mopreme.livejournal.com/) :
when something work for a character everything below work too.
kara-shoryu is when you cancel a c.mk or c.hk into a shoryu in the early frame so that the c.mk/c.hk doesn’t come out.
You can do it with this input f>d>df+mk/hk and just after lp/mp/hp (just a fraction of second after).
Midscreen:
s.mp x s.hp x LP shoryu > LP shoryu
- Q
s.mp/c.mk x LP shoryu > LP shoryu
- Necro, Elena
s.hp x LP shoryu > LP Kara-shoryu
- Chun Li, Makoto, 12, Necro
s.mp/c.mk x LP shoryu > LP Kara-shoryu
- Ken, Ryu, Akuma, Sean, Chun Li, Makoto, 12, Necro, Urien
Corner:
s.mp x s.hp x LP shoryu > LP shoryu
- Ken, Ryu, Akuma, Sean, Chun Li, Makoto, 12, Necro, Urien, Elena
s.mp x s.hp x LP shoryu > LP Kara-shoryu
- Remy, Ibuki, Hugo
s.hp x LP shoryu > LP Kara-shoryu
- Yun, Yang, Oro
Hadoken combo__________________
for pushing your opponent in the corner you can use the Ex hadoken (d>df>f+two punch buttons):
c.mk x Ex hadoken
s.mp x s.hp x Ex hadoken
Throw Setup____________________
c.lk > walk forward > throw
c.lk > kara-throw (bad because ken’s kara-throw is hard to pull out)
c.lk > c.lk > dash > throw
UOH (mp + hp) > walk forward > throw
on crouching opponent :
c.lk > s.lp whiff > throw
If someone have something to add post it i’ll add it.
If someone want to treat the matchup post it or send it to me i’ll post it in the first post.
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