SFA2: Hitboxes now available

I’m eagerly awaiting your Ken stuff!

I’m reading Rose’s 101.

Thanks for posting, RSX.

No problem :slight_smile:

While everyone waits for more write ups, any questions?

Btw, Im not doing a Gen or Chun 101, so if someone wants to step up feel free. Some good chun stuff in the wiki, but it could be alot better.

Ken 101, fear the ac!

Ken is one of the top four in A2. Great normals, crazy roll, pimp cc, and the one of the games best acs. Ken is very solid, naturally, being a shoto, being able to effectively zone, rush, or turtle.

Pros:

Kick ac is among the best, high damage
CCs are very versatile, easy, and damaging
Good set of normals
Mp dragon punch beats pretty much anything
His roll allows him to keep close and do quick cross ups
Able to punish hard
Very good comboability into shoryureppa

Cons:


Normals Breakdown

Shotos all have the same set of normals for the most part, Ken having a couple different ones.

Standing:

Lp- Quick jab, with small frames advantage, you can walk and do these on any opponent that can’t crouch them.

Mp- Quick one arm uppercut, good anti-air and cancelable to a special move.

Hp- Straight punch which can be used as anti-air in some instances, and stop hurricane kicks etc. Not cancelable.

Lk- Good ranged kick to the shin, cancelable, good priority and range.

Mk- A two hit upward angled kick that can be canceled into a special /superon the first hit, super on the second. This is very god to keep characters that cant duck it pinned down, and a quick anti-jump if you suspect the opponen is gonna attempt to jump towards you, as well as a good anti-air.

Hk- A long ranged poke, with good priority.

Crouching:

Lp- Little jab to the shin, not really all that great range wise.

Mp- A straight punch with good priority and frame advantage, cancelable.

Hp- Uppercut, probably one of the best normal anti-airs in the game. Also this is a super meaty, allowing link after ward.

Lk- Quick kick to the foot, combo starter, cancelable

Mk- A good reaching low kick, probably overall best poke, gives frame advantage, awesome meaty, and cancelable.

Hk- A really good sweep with good range, usually a poke string ender. Note that if not cancelled its a free cc on you, and if you cancel into a hadouken, free cc on you if your opponent has a lvl 3.

Jumping:

Hp- A fist to the face >_<. Good jump in with good priority, especially when done early. When done close Ken will do a rolling throw.

Mk- His cross-up, self-explanatory, looks different form Ryu/Akuma.

Hk- Best when used when jumping from far away, good priority.

Command:

f+mk- A overhead with very good range, safe on block.

****MEATIES!!!

These are important because if make it alot more difficult for your opponent to do wake-up reversals on you, and allow link not normally possible.

c.fp- this is a real good one allowing comboing of a cc, c.mk, or c.rh.
c.mk- really good since its a low hit, can link c.lk, c.rh, or cc.
s.mp- this one allows you to easily connect a c.mk or c.rh

Alpha Counters

Kick- Ken does his s.rh, this thing does 15% damage and has crazy range. Pretty much all purpose as it can AA and hit ground moves with ease. Best part is it is safe.

Punch- His mp shoryuken, no reason to use really, not when kick does the same and is safer.

****Specials Breakdown:

Hadouken:

A fireball. If Ryu’s fireball is 10/10, his is 8/10. Slow fireball is much slower than Ryu’s, good to zone with, BUT, does not knockdown.

Hurricane kick:

Used for mobility, use lk version to pass fireballs. Unlike Ryu, this does not knock down, instead does multiple hit and leaves you even or slight disadvantage afterward. Can be done in the air and has annoyingly great priority, also if connected against a grounded opponent allows for ground combo or link into cc. Punish whiffs from afar with c.hk xx hk hurricane. Air version excellent vs fireballers.

Dragon Punch:

His invincible anti-air. Lp version seems to have no lower invincibility and trades with a low hit. Mp is a whole different animal, 1-hit, knocks down, and does a good chunk of damage. This is what you should be using 99% of the time.

Roll:

This move is too good. Cancel off normals to tick throw or continue pressure and is incredibly fast and safe. Start up does not go thru fireballs but will after about half a second. Safely cancel this off c.rh or fp to mount a offense. This move can cross up when close, and it is very hard to see in most cases, leading to a cc or shoryureppa combo.

Roll set-ups coming soooon

Best used after:

A knockdown to cross up
Jump in to cross up
Roll under fireball
Close in on opponent

Roll cross ups:

c.lk xx lk roll
deep jump in, lk roll
c.rh (hits) xx lk roll, lk roll

Mix all these up when using, do not abuse, and you are almost always gonna hit them. After a cross up roll do a c.fp xx fp fb or c.lk, c.lk xx super. If you wanna be a douche you can activate.

Supers:

Shinryuken:

Probably the best anti-cross up in the game. Not on block, good chip damage, and on counter hit I’ve seen a lvl 1 do about 40%. Using this as anti-cross up is the best use, as ant-air it’s better to cc.

Shoryureppa:

Range very good, and this thing hurts. Whenever you get a chance combo into lvl 1 or 3, lvl 2 is not worth it, doing a little more than a lvl 1. You should be landing theses as much as you can.

Custom Combos:

any lvl- c.rh xx lp dp xN, hp dp ender (if close you can lp dp after c.rh instead of hurricane)

lvl 3 variations

(vs big characters) c.mk xx hk hurricane xN, s.mk (1-hit) xx hp dp

c.rh xx mp dp, mp dp, lp dp, hp dp

Anti air cc-

Ken’s AA cc is among the best in A2, getting a full damage, same as the ground cc. Anytime you have meter and the opponent jump, hit’em and hit’em hard.

s.mp xx lp dp xN, hp dp

General things to keep in mind

Ken is real good and can be played suited to any person’s style. His AC is godlike, and can do a large amount of damge alone. 3 ACs is 45% life, meaning if your opponent has that much life or less, you can just AC them to death. Anytime you touch your oppoent you shoul hit them with a lvl 1 or 3 shoryureppa, and cc for big mistake or openings. Roll mind games are very effective, especially in the corner. Thing like roll -> cc or roll -> grab mix ups are a pain. When going to grab after a roll use mp, since if they jumped they get AAd. Ken can mix up effectively, or just turtle to win. He isnt a very complicated character to learn, but hella effective.

All of this is gold! Great job compiling and writing all this stuff RSX!

Great stuff, thanks RSX. Really appreciate all of the work you’ve done!

No prob and I’m far from done.

i love the sprites used in the first post :smiley:

gota do a adon rsx lol

Doh, sorry Im falling behind.

ken is 4th in the game??? whos top 3???

oh i missread that…so whos top 4???

im outi

Roberth

I think its

Chun
Rose
Ryu(Evil Ryu?)
Ken

Could be wrong.

I;m gonna finish the ken 101 today and Chun #1, Ryu #4 Ken and Rose in between those 2.

Ken updated a bit, ill put on cross up tricks and pressuring soon.

Birdman ya heard

Birdie 101

Well, pretty much accepted worst character in the game. Birdie sucks. But if you are up for a challenge, this is for you! Birdie actually can win matches, just isnt easy, but is really fun to play as (but not fight lol)

Pros:

One of the most damaging custom combo’s in the game, roughly 80% at lvl 3
Good anti-airs
Very good jump arc and air normals
Super is very good vs fireballers

Cons:

Bitch is slow as hell
grabs are very slow to grab, he is NOT Zangief
Normals are slow and not really too god
Lvl 3 headbutt super can be mashed out of (wtf capcom)

Normals breakdown

s.lp- Nothing great, throw it out if you expect them to jump from a grab.
s.mp- Really good anti-air, real good. I have no idea why, but it is.
s.fp- Awesome range, slow as hell. Not something you wanna throw out alot.
s.lk- Little kick to the toe, good to set up a tick throw
s.mk- Ugly ass kick, short range, no real uses.
s.hk- Limited AA use, but doubles as a overhead, which is very useful and can be comboed after.

c.lp- Your normal crouching lp, nothing special, c.lk is better.
c.mp- Decent priority but slow recovery, so be careful when whiffing.
c.fp- The anti-poke/anti-air. Hit fast and 1st hit can be cancelled into special or super. This is the main normal to be used when close due to high priority and good speed, do not whiff. Love this thing.
c.lk- Long range lk good to tick, but same as c.lp you cannot chain these :frowning:
c.mk- A good poke and better anti-air, the latter being very efffective. Not abusable but very nice normal to have.
c.hk- Slow sweep with decent range.

j.mp- good priority and worth mentioning
j.fp- Good range and priority, but a bit slow
j.lk- Awesome angle and great to use to tick, think of Rose’s j.lk
j.mk- good air-to-air
j.hk- My main air normal, fast, good priority, and crosses up. Its dope.

Command Normals

d+hp in the air- The typical grappler splash, good priority and crosses up, abusable.

Alpha Counter

Birdie was blessed with the worst ACs in the game.

Punch- Does a quick headbutt, good vs air attack. Ive seen this whiff on the grounf, liitel range.

Kick- does a dumb kick. Doesnt knock down or have any real frame advantage :confused:

Specials

Charge b-f+p- Red Head thingy

This moves is very useful when used correctly. Stick only to the lp version, as all other ones are death. When done from the right range it is safe 99% of the time unless they have meter. When they have meter and you use this, you are instantly a moron, jk! But it will be a free cc for them. When done right you will be out of range from attacks and can do another one, and another, and another. Even whiff punish with this.

Hold kk or pp, then release- Heabutt thingy

Very useful. You can have up to 4 of these when all buttons are held down and cannot be punished consistently with a cc. I been punished once. This move has virtually no lag and can be used to get close after a knockdown or set up grabs or super. It even AAs when released right. If you have this move charge and the opponent does a cc, release all buttons to make them whiff, then the headbutt will hit.

360+p or k- Chain slams

His grabs. I stick to kick cause it looks cooler, I believe hk version does most, but lk has the most range (and lp). These grabs are damaging but can be jumped from or ccd easier than gief, use at your own risk.

SUPERS

charge b-f-b-f+p- This super you can combo into, lvl 3 version can be mashed out of. Not worth it.

df df+p or k- Punch goes short range and kick goes full screen. Very useful vs fireballers. Never use a lvl 2 or 3 unless it will kill or you really need to close the gap, cause you really want to land that cc.

COMBOS AND CC GOODNESS

c.hp xx mp red head (2 hits)

overhead s.rh, c.mk or sweep (2 hits)

Custom Combos

Any lvl- c.lk, s.lk xN xx 360+rh (50%)

This is your starter combo until you can do his touch of death, and yes its better than reapeated red headbutts, which is…

lvl 1- c.rh xx final, final

lvl 2- c.rh xx final, final, final

lvl 3- c.rh xx final, final, final, final, final (gl with that last hit) (90-95%)

5 finals IS possible and you should always go for it, but it rarely happens. More than likely you will get 4 (80%).

And for those defensive peeps

s.rh (overhead) xx c.rh xx final xN

AA CC

c.fp xx Final xN

How to do his custom to activate with lp, mp, hp, and lk, and HOLD THEM ALL DOWN. Sweep, RELEASE lp and press lp again BEFORE THE FINAL HITS, then as they hit, release mp, release hp, release lp. Final charges fast in cc mode XD.

^^^Game play time^^

Your main focus is to land your custom. Bottom line, it is a round winner. When the opponent is running away, whiff lp grab for meter. Once you get that lvl 3, look for a opening to land it. Until then you have some tricks to work with.

360 fun! (use light versions)

kkk (hit or blocked), 360
c.lk, s.lk, 360
j.lk or j.rh, 360
360 on their wake up

After a grab, follow up with KKK, time it to hit, or not to not and 360 or cc. It is going to take alot of patience to win, but its worth it XD. Ill add more later.

good shit rsx! n everyone else. Im waiting for the Adon son!! hehe gonna b on tonite finally, freakin work n school dsnt leave much time for games lateley =(

well anyways hope to see the adon 101 up there, been watchin sum matches wit good adons atleast i concider em that lol, and yea now ima main adon so im gonna b joining the non-shoto players league of haters =P naa im cool wit shotos.
But Tonite im down for a shit load of games.

Ill do adon soon enough XD, but Sakura is next

I’m so glad this thread was saved! Thanks again RSX. Maybe we can play a few games sometime, but you’ll probably just tell me to keep working on my execution.