USF4 Ken Improvement Thread (+EVO Result)

EVO2014 USF4
7th: Momochi (Ken/Juri)

EVO2013 SSF4AE2012
25th: YUBIKEN|KichijojiKEN (Ken)

EVO2012 SSF4AE2012
17th: DRS.MCZ|Chris (Ken)
17th: TH|MOV (Ken)

EVO2011 SSF4AE
25th: Banana Ken (Ken)

EVO2010 SSF4
9th: Dr. Chaos (Ken)
17th: Banana Ken (Ken)

EVO2009 SF4
( ? )

USF4 Changes:

  • Forward Walkspeed increased to .046, Backward walkspeed increased to .0345
  • Close Standing MK hitbox expanded downward, easier to connect on crouching opponents
  • Crouching Medium kick horizontal hurtbox reduced
  • Crouching HK start-up reduced by 1 frame, blockstun decreased by 2 frames, total frame count 31f (7/3/21)( -8)
  • Thunder Kick (6+HK) advantage on block increased bv 4 frames (-4F → 0F)
  • L, M and H Hadoken damage increased by 10 (60 → 70)
  • EX Hadoken damage increased by 10 (5040 → 5050)
  • M Shoryuken 1st hit now knocks down, opponent floats higher on the second hit
  • H Shoryuken can be cancelled on the 2nd hit; damage increased by 10 (704030 → 705030); 2nd hit on block FADC Forward Dash is -7F on block
  • L, M and H Shoryuken 1st hit on block → FADC → Forward Dash is now -5 on block (L, M and H Shoryuken blockstun reduced by 3 frames)
  • L, M and H Air Tatsumaki Senpukyaku rising trajectory changed
  • EX Air Tatsumaki Senpukyaku rising trajectory changed, the move will retain it’s properties from AE2012 when used on the way down
  • EX Air Tatsumaki Senpukyaku is considerd an overhead attack (opponent must block high)
  • Shinryuken (UC1) non-cinematic damage increased by 30 (270 → 300)
  • Guren Senpukyaku (UC2) movement distance of first several frames slightly increased

Bradygames USF4 Bible Basics

SSF4 AE v2012:

SSF4 AE v2012 Beta Changes:

Ryu, Ken, Chun-li, E. Honda, Blanka, Zangief, Guile, Dhalsim, Balrog, Vega, Sagat, M. Bison, C. Viper, Rufus, El Fuerte, Abel, Seth, Akuma, Gouken

Cammy, Fei Long, Sakura, Rose, Gen, Dan, T. Hawk, Dee Jay, Guy, Cody, Ibuki, Makoto, Dudley, Adon, Hakan, Juri, Yun, Yang, Evil Ryu, Oni

(Renewal changes) Ryu, Ken, Blanka, Dhalsim, C. Viper, Akuma, Ibuki, Evil Ryu

SSF4 AE v2012 Alpha Changes:

Ryu, Chun-li, Ken, E. Honda, Blanka, Zangief, Guile, Dhalsim, Balrog, Sagat, C. Viper, Vega, M. Bison

Gouken, T. Hawk, Dan, Gen, Sakura, Seth, Cammy, Abel, Rufus, El Fuerte, Akuma, Fei Long, Rose

Adon, Cody, Dee Jay, Dudley, Evil Ryu, Guy, Hakan, Ibuki, Juri, Makoto, Oni, Yang, Yun

SSF4 AE:

Frame Comparison: AE Ken (Super Ken):

  • C. MP: 5 start-up / 5 active / 8 recovery / +1 on block / +4 on hit (5 / 5 / 9 / 0 / +3)
  • C. MK: 4 start-up / 2 active / 16 recovery / -4 on block / -1 on hit (4 / 4 / 14 / -4 / -1)
  • C. HK: 7 start-up / 3 active / 22 recovery / -7 on block / UKD on hit (8 / 3 / 21 / -6 / UKD)
  • EX FB: 14 start-up / 43 recovery / 0 on block / +3 on hit (14 / 44 / -1 / +2)
  • L. SRK: 3 start-up / 11 active / 18+8 recovery / -20 on block / KD on hit (3 / 3+8 / 18+6 / -14 / KD)

SSF4 AE Changes:

Updated SSF4 AE Changes from Arcadia Magazine

Ryu, Balrog, C. Viper, Cammy, Guy

Ken, Vega, Rufus, Fei Long, Juri

Chun-li, El Fuerte, Sakura, Cody

E. Honda, Gouken, Rose, Ibuki

Blanka, Abel, Gen, Makoto

Zangief, Sagat, Dan, Dudley

Guile, Seth, Dee Jay, Hakan

Dhalsim, M. Bison, Akuma, T. Hawk, Adon

SSF4 AE Hitbox:

Yun’s Dive Kick

Ryu, Cammy, C. Viper, Guy, Balrog

Ken, Vega, Rufus, Fei Long, Juri, Dhalsim

Chun-li, El Fuerte, Sakura, Cody, Guile, M. Bison

E. Honda, Gouken, Rose, Ibuki, Seth, Akuma

Blanka, Abel, Gen, Makoto, Deejay, T. Hawk

Zangief, Sagat, Dan, Dudley, Hakan, Adon

Evil Ryu

Oni Akuma

Yang Hitbox 1

Yang Hitbox 2

Yang Hitbox 3

Yun Hitbox 1

Yun Hitbox 2

Yun Hitbox 3

Yun Hitbox 4

Yun Hitbox 5

Evil Ryu Hitbox 1

Evil Ryu Hitbox 2

Evil Ryu Hitbox 3

Oni Hitbox 1

Oni Hitbox 2

Oni Hitbox 3

Character Life/Stun - AE (Super) [Vanilla]

Abel - 1050/1050 (same) [1100/1050]
Adon - 950/1000 (same) [N/A]
Akuma - 850/850 (same) [same]
Balrog - 1050/1000 (same) [1100/1000]
Blanka - 1000/950 (same) [1050/950]
Cammy - 950/950 (same) [same]
Chun-Li - 900/1050 (same) [same]
Cody - 1000/1050 (same) [same]
C. Viper - 900/950 (same) [same]
Dan - 1000/900 (same) [1000/1000]
Dee Jay - 1000/1000 (same) [N/A]
Dhalsim - 900/900 (same) [same]
Dudley - 1050/1050 (same) [N/A]
E. Honda - 1050/1100 (same) [1100/1100]
El Fuerte - 900/1000 (same) [same]
Evil Ryu - 850/850 (N/A) [N/A]
Fei Long - 1000/1050 (same) [same]
Gen - 900/900 (same) [same]
Gouken - 1000/1000 (same) [same]
Guile - 1000/900 (same) [same]
Guy - 1000/950 (same) [N/A]
Hakan - 1050/1100 (same) [N/A]
Ibuki - 900/950 (same) [N/A]
Juri - 950/950 (same) [N/A]
Ken - 1000/1000 (same) [same]
Makoto - 1000/1050 (950/1050) [N/A]
M. Bison - 1000/950 (same) [same]
Oni - 950/950 (N/A) [N/A]
Rose - 950/1000 (same) [same]
Rufus - 1050/950 (same) [1150/950]
Ryu - 1000/1000 (same) [same]
Sagat - 1050/1000 (same) [1100/1100]
Sakura - 950/1000 (same) [same]
Seth - 800/900 (750/750) [same]
T. Hawk - 1100/1100 (same) [N/A]
Vega - 1000/900 (same) [same]
Yang - 900/1000 (N/A) [N/A]
Yun - 900/1000 (N/A) [N/A]
Zangief - 1100/1100 (same) [1200/1200]

Street Fighter Fundamentals:

Advanced SF4: All About Dummies

SSF4 Hitbox Data

Footsies Handbook

P-Link Guide

Juggle Property Guide

Safe Jump-in Guide

  • Jumping and landing takes 4 frames.
  • If a jumping attack is done, canceling landing is not possible on the 1st~2nd frame (Trip Guard). However, canceling 3rd~4th frame with guard is possible (Note: movement, jumping, dashing, normal, or special can be done after the landing frames).
  • If a jumping attack is not done (Empty Jump), canceling landing recovery with a normal, special, or guard is possible. However, canceling with a movement, jumping, or dashing is not possible (Note: jump > jump can be thrown before the 2nd jump).

1st Frame:

  • You perform a meaty jump-in attack.
  • Enemy performs an invincible move on this frame.

2nd Frame:

  • You are now on the ground (your 1st landing frame). Since you performed a jumping attack you cannot cancel your landing into guard until the 3rd~4th frame.
  • If your opponent’s reversal attack can hit on the 2nd frame, you will get hit.

3rd Frame:

  • You are still on the ground (your 2nd landing frame). You still cannot block.
  • If your opponent’s reversal attack can hit on the 3rd frame, you will get hit.

4th Frame:

  • You are still on the ground (your 3rd landing frame). Now, you can cancel your landing recovery into guard.
  • If your opponent’s reversal attack can hit on the 4th frame or later, you can guard.

5th Frame:

  • You are still on the ground (your 4th landing frame). You can cancel your landing recovery into guard.
  • If your opponent’s reversal attack can hit on the 5th frame or later, you can guard.

6th Frame:

  • You fully recover from landing (your “5th” frame). You can do anything you want (Note: Safe Jump > Option Select starts on this frame).

(Please go to the 2nd post for Super Ken Improvement suggestions and the 3rd post for Vanilla Ken’s Notes)

SSF4 Ken’s notes:

Frame Comparison: Super Ken (Vanilla Ken)

  • C. HP: 5 start-up / 5 active / 22 recovery / -9 on block / -4 on hit (5 / 4 / 23 / -9 / -4)
  • RH overhead: 21 start-up / 2 active / 20 recovery / -4 on block / -1 on hit (23 / 2 / 20 / -4 / -1)
  • Level 2 Focus Attack: 17+13 start-up (18+12)
  • L. SRK: 3 start-up / 11 active / 18+6 recovery / -14 on block (4 / 11 / 17+9 / -16)
  • M. SRK: 4 start-up / 311 active / 25+14 recovery / -29 on block (4 / 311 / 25+9 / -24)
  • EX SRK: 4 start-up / 2226 active / 45+9 recovery / -41 on block (5 / 2237 / 45+9 / -40)
  • LK Tatsumaki: 6 start-up / 1(4)2(6)2 active / 11+6 recovery / -6 on block / -2 on hit (6 / 1(4)2(6)2 / 12+8/ -9/ -5)
  • SRK > FADC is -2 (-1)

Character: Life/Stun (Vanilla), Dash Distance, and Jump Frames

http://www.eventhubs.com/guides/2008/oct/05/stamina-stun-dash-and-jump-rankings-street-fighter-4/

Abel: 1050/1050 (1100/1050)
Adon: 950/1000
Akuma: 850/850 (same)
Balrog: 1050/1000 (1100/1000)
Blanka: 1000/950 (1050/950)
Cammy: 950/950 (same)
Chun-Li: 900/1050 (same)
Cody: 1000/1050
C. Viper: 900/950 (same)
Dan: 1000/900 (1000/1000)
Dee Jay: 1000/1000
Dhalsim: 900/900 (same)
Dudley: 1050/1050
E. Honda: 1050/1100 (1100/1100)
El Fuerte: 900/1000 (same)
Fei Long: 1000/1050 (same)
Gen: 900/900 (same)
Gouken: 1000/1000
Guile: 1000/900 (same)
Guy: 1000/950
Hakan: 1050/1100
Ibuki: 900/950
Juri: 950/950
Ken: 1000/1000 (same)
Makoto: 950/1050
M. Bison: 1000/950 (same)
Rose: 950/1000 (same)
Rufus: 1050/950 (1150/950)
Ryu: 1000/1000 (same)
Sagat: 1050/1000 (1100/1100)
Sakura: 950/1000 (same)
Seth: 750/750 (same)
T. Hawk: 1100/1100
Vega: 1000/900 (same)
Zangief: 1100/1100 (1200/1200)

Character: Focus Attack, Dash, and Walk Speed

http://www.eventhubs.com/guides/2010/may/02/walk-speed-comparison-super-street-fighter-4/

Character: Throw Range Comparison

http://www.eventhubs.com/guides/2010/nov/09/super-street-fighter-4-throw-range-comparison-chart/

Basic Knowledge

http://wiki.shoryuken.com/Super_Street_Fighter_IV

Vanilla Ken’s notes:

  • http://www.shoryuken.com/wiki/index.php/Ken_(SFIV)
  • C. LP > C. LP > C. LP > F. SRK: 182
  • C. LP > C. HP > F. SRK: 242
  • C. LP > C. HP > EX SRK: 322
  • C. LP > C. HP > HK Tatsu: 258 with -1 reset
  • C. LP > C. HP > EX Tatsu: 258 (298 if the knee hits) with +1 reset
  • CS. HK > HK Tatsu: 350 with -1 reset
  • Full Ultra: 546 damage (17 hits)
  • CH F. SRK > FADC > Full Ultra
  • AA F. SRK > FADC > Full Ultra (Empty jump does not give CH property)
  • Hit/Block advantage after Focus Attack level 1 > Forward dash: -2
  • Block advantage after Focus Attack level 2 > Forward dash: +4
  • Block advantage after SRK > FADC: -1
  • C. MK and MK overhead has the same range
  • Focus Attack’s range is 1 pixel shorter than C. MK and MK overhead
  • Step Kick and HK overhead has the same range
  • CS. LP/FS. LP always whiffs crouching characters: Blanka, Cammy, Chun-Li, Dhalsim, Vega
  • CS. LP/FS. LP always block stuns crouching characters: Abel, Balrog, E. Honda, Fei Long, Gen, Gouken, Guile, Rufus, Sagat, Seth, Zangief
  • CS. LP/FS. LP always hits crouching characters after C. LK/C.LP: Abel, El Fuerte, Gen, M. Bison, Sagat, Sakura, Seth, Vega, Zangief
  • Wake-up Cross-up Glitch characters: E. Honda, Sagat, Vega
  • New York Cross-up Glitch characters: Abel, E. Honda, Rufus, Sagat, Seth
  • Option Select Sweep does not work against: Blanka, Chun-Li, Gen

Ryu’s C. MP (16 frames): 4 start-up, 4 active, 8 recovery, +2 on block, +5 on hit
Akuma’s C. MP (16 frames): 4 start-up, 3 active, 9 recovery, +2 on block, +5 on hit
Gouken’s C. MP (27 frames): 5 start-up, 2 active, 20 recovery, -2 on block, +1 on hit
Sagat’s C. MP (18 frames): 5 start-up, 3 active, 10 recovery, +1 on block, +4 on hit
Ken’s C. MP (19 frames): 5 start-up, 5 active, 9 recovery, 0 on block, +3 on hit

Ryu’s C. MK (22 frames): 5 start-up, 5 active, 12 recovery, -3 on block, 0 on hit
Akuma’s C. MK (21 frames): 5 start-up, 3 active, 13 recovery, -2 on block, +1 on hit
Gouken’s C. MK (29 frames): 4 start-up, 3 active, 22 recovery, -5 on block, -2 on hit
Sagat’s C. MK (25 frames): 7 start-up, 3 active, 15 recovery, -4 on block, -1 on hit
Ken’s C. MK (22 frames): 4 start-up, 4 active, 14 recovery, -4 on block, -1 on hit

Ryu’s Sweep (37 frames): 5 start-up, 4 active, 28 recovery, -14 on block
Akuma’s Sweep (33 frames): 6 start-up, 3 active, 24 recovery, -9 on block
Gouken’s Sweep (27 frames): 6 start-up, 3 active, 18 recovery, -3 on block
Sagat’s Sweep (32 frames): 8 start-up, 3 active, 21 recovery, -6 on block
Ken’s Sweep (32 frames): 8 start-up, 3 active, 21 recovery, -6 on block

Ryu’s Hadoken (58 frames): 13 start-up, 45 recovery, -6 on block, -2 on hit
Akuma’s Hadoken (58 frames): 14 start-up, 44 recovery, -4 on block, 0 on hit
Gouken’s Hadoken (58 frames): 17 start-up, 41 recovery, +2 on block, +6 on hit
Sagat’s High Tiger Shot (50 frames): 11 start-up, 39 recovery, -2 on block, +2 on hit
Sagat’s Low Tiger Shot (56 frames): 12 start-up, 44 recovery, -6 on block, -2 on hit
Ken’s Hadoken (61 frames): 14 start-up, 47 recovery, -7 on block, -3 on hit

Ryu’s EX Hadoken (52 frames): 12 start-up, 40 recovery, +1 on block
Akuma’s EX Hadoken (58 frames): 14 start-up, 44 recovery, -1 on block
Gouken’s EX Hadoken (72 frames): 17 start-up, 55 recovery, -12 on block, -8 on hit
Sagat’s EX High Tiger Shot (50 frames): 11 start-up, 39 recovery, +1 on block
Sagat’s EX Low Tiger Shot (56 frames): 12 start-up, 44 recovery, -3 on block
Ken’s EX Hadoken (58 frames): 14 start-up, 44 recovery, -1 on block, +2 on hit

Ryu’s L. SRK (41 frames): 3 start-up, 14 active, 14+10 recovery, -17 on block (1-2 frames invincible, 3-4 frames cannot be thrown, 3-16 frames lower body invincible)
Akuma’s L. SRK (52 frames): 3 start-up, 14 active, 17+18 recovery, -28 on block (1-2 frames invincible, 3-4 frames cannot be thrown, 3-16 frames lower body invincible)
Sagat’s L. SRK (57 frames): 5 start-up, 5 active, 31+16 recovery, -31 on block (1-5 frames invincible, 6-7 frames cannot be thrown)
Ken’s L. SRK (41 frames): 4 start-up, 11 active, 17+9 recovery, -16 on block (1-3 frames invincible, 3-6 frames cannot be thrown)

SSF4 Ken needs**:**

  1. Faster walking speed: Ryu’s walking speed is faster than Ken’s walking speed. Ken’s walking speed should at least be the same speed as Ryu.

  2. Faster sweep: Ken has 8 frame start-up sweep while Ryu has 5 frame start-up sweep, Gouken has 6 frame start-up sweep, and Akuma has 6 frame start-up sweep. Ken needs a faster sweep to play better footsies.

  3. Faster dash: Ken needs faster forward dash to get in and faster back dash to bait opponents.

  4. 3 frame start-up on all SRK’s: Ken should have the best SRK in the game. It should at least have the same start-up frame as Ryu and Akuma.

  5. Stronger Ultra: Many characters can full Ultra without Focus-Cancel, but Ken can only do full Ultra after a counter hit using 2 EX bars. Ken’s “fake” Ultra should do more damage.

If Ken improves on any of #1 through #5, he would be a solid character.

all ken needs is some fly ass sneakers! preferably gold.

/end trolling

-dime

Yes!

Just put a little more hit stun on his tatsu and your options open up even more, which is better than knockdown IMO.

ITT: Turning Ken into Ryu

So his second Ultra should be his Shippu Jinrai Kyaku won’t it? I think I’d prefer his Kuzuryu Reppa, his Meteo from the Street Fighter EX series.

Exactly.

OP if you want to play Ryu go ahead and play Ryu. Stop trying to turn your main into another character.

Of course we would all like to see a very balanced game, but taking the moves from another character and slapping them on your main is not the ideal way to do it.

I’m guessing all 3 of you guys main Ryu? This is Ken Improvement Thread.

We all agreed that Ken should have slower Hadoken than Ryu, but why should Ken have slower walking speed, slower sweep, and slower SRK than Ryu? Please explain.

Wassup Dime. If the gold sneakers give more hit stun on Ken’s Tatsu, we’ll take it!

All I know is that Ken got jacked in SF4…

this is what ken needs to be back like he used to in sf2 hyper fighting:

1)walking speed, he has to feel lighter and quicker

2)faster short srk, for example, if ryu and ken both perform short srks simultaneously, ken should finish 3 in a row whereas ryu only 2 in the same given amount of time. (example, ken should finish a shork srk before he finishes yelling out “shor–yu–ken” and connects into another short srk just like in sf2 hyper fighting.)

3)ken DOES NOT need the EX fireball, it’s pretty useless, Give him a faster/more powerful EX tatsu with knockdown on the last hit if not blocked, His tatsus should also pass thru projectile moves if timed correctly, RYU doesn’t need it, ken does.

4)his focus attack should move forward alittle more
5)faster recovery time then RYU on everything except fireballs

6)ken should be a little weaker than Ryu in normal attacks and srks should be more powerful that ryu’s, especially Fierce Srks, AND in close range if the Fierce Srk hits, it should knock down the oppenont completely with 3 hits, not whiff after the 1st or 2nd hit. AND if at a not-so-close range, if the Fierce srk should catch an extended couching limb, it should knock the other player up into the air burning in flame, therefore ken’ll land safely, the tradeoff would be a weaker hit.

7)more invincibilty frames in srks expecially the short one, cause he’ll need that one to rush in
8)double overhead axe kicks
9)a better super, cause now his super is useless, it does not connect well at all. and if the other player is caught in the air, it hits only 2 times and its weak.
10) somehow a better connection from his normals/specials into ultra

that’s my 0.02 cent

Ken IS competitive against Ryu.

I think you need to get better at getting in.

Do you guys know WHY Ken is good? He’s good because once he’s in, every jab is a tick-throw/overhead mixup. Blocked a jab? back + MK, F + HK, F+ HK fake, kara-throw, and shoryu might happen right now! Still wanna block?

Another blocked jab. How about now?

Now? I can still kara-throw, shoryu, overhead you.

Tried to poke me back? Guess what, I counter-hit shoryu’d you and got full ultra. Block next time! That way I’ll kara-throw you.

Make him IN-DE-STRUCTIBLE

Make LK Tatsu have a reason to exist. -5 on hit is a joke.

And also fix the hit to whiff SRKs.

I seriously think that Capcom are going to make Ken much better with this itteration, which I can’t wait for. Here’s my points…

  1. Ultra should have more ways connect that do not seriously reduced the damage
  2. Walk speed should AT LEAST be equal to Ryu’s cause he’s rush down
  3. he needs more mix-up games, not sure what though
  4. His SRKs should be improved (glitch removed) and made equal to Ryu’s

I dont think his fireball should be improved. If he is given more means to work as a rushdown character, then he should have a weak FB. Ryu should have the serious zoning shit, Ken should have a lot of mix-up options.

Oh, and my GF says that his fireball should be purple (yeah… dunno)… apparently it looks to much like Ryu’s…

so basically OP wants ken to be ryu? why not just play ryu then?

Has to stay loyal to Ken obviously

Would be nice if it worked that easily.

Blocked a jab. Back MK? Better hope it’s a hit, otherwise you’re at -5 and are punishable if you’re too close. Forward HK? Too much start up, not useful off of block-stun jab frames. The fake? Good for getting in, but opponent has to be conditioned to blocking the real one to actually try to block high, which most aren’t. Kara-throw? Actually a good idea, but it can get stuffed by characters with fast pokes (3-4 frame pokes can beat it a lot of the time). Shoryu? Unsafe unless you can really predict opponent, or if you have two bars.

Really, Ken has too few nice things to use. He doesn’t need a zoning fireball that much, but OP suggested some things that would be, uh, nice, and not out of character or overpowered.

Oh hey, you know what would be also nice? A target combo that doesn’t whiff if it isn’t in 100% deep?

We’re not asking Ken to have the same Hadoken as Ryu. My question is, why should Ryu have faster sweep, walking speed, and SRK than Ken?

I have yet to hear a reasonable answer to this.

I agree with your GF lol. But you’re right; if Ken’s Hadoken is not improved, he should be improved on rush-down skills like faster walking speed, dash, and etc.