![]() ![]() ![]() | ![]() | Hadoken |
![]() ![]() ![]() | ![]() | Shoryuken |
![]() ![]() ![]() | ![]() | Hurricane Kick |
![]() ![]() | ![]() | Forward Roll |
![]() ![]() | ![]() | Forward Topple |
![]() ![]() | ![]() ![]() | Shoryu Reppa |
![]() | ![]() ![]() | Shinryuken |
![]() | ![]() ![]() | (level 3) Shippu Jinrai Kyaku |
Do a jumping HP/HK, Standing MK(Do not change the direction), then do Ken's ShinRyuKen. Guarantee to do hyper damage. The MK does 2 hits so you'll also get more hits + a large chance for a juggle.
---Ace Blade---
Ken is played pretty much the same way as before. The basic Shotoken combos: jumping Fierce [HP] --> crouching Forward [MK] --> Fireball [Hadoken], and jumping Roundhouse [HK] --> crouching Fierce [HP] --> Shoryuken, still work well.
In A mode, Ken can combo all three supers easily. The most damaging super combo would be: jumping Fierce [HP] --> crouching Forward [MK] --> Shippu Jinrai Kyaku. This combo does about 50% damage plus possible juggling near the corner.
Personally, I prefer X mode simply because it does better damage. His super combo, jumping Fierce [HP] --> crouching Forward [MK] --> Shoryu Reppa, will wipe out nearly 50% of your opponents' energy bar. Also, his priority in X mode seems to be higher.
---Sabre---
Ken has an annoying corner trap and is effective for rushing. If the enemy is cornered simply do a fireball [Hadoken], and if they block it use his standing roundhouse [HK] (very effective since it has a long range). They will probably either expect another fireball and try to jump over it or throw their own fireball - the kick will hit them in both cases (just be careful not to do
HK because it's too slow). Try to keep your distance, though, because the roundhouse is slow to recover if blocked.
---Sid---
Whenever you're using Ken, if you're faster than your competitor...pressure all the time. Don't give them a chance to breathe at all. With the new Guard Meter pressuring has become so much more valuable. You can always be assured that if they have half or less of their guard meter and you do a combo ending with the Shoryureppa that their guard will break - giving you room for some MAD damage. And always remember to roll. Much easier to get closer this way than jumping. Try not to jump unless you know they're in move stun and can't counter you.
---Travis---
Ken has gotten a little weaker but he has also gotten a little stronger... These are 3 tips you are going to need on your way to Ken dominance:
1-When you fight somebody and they miss a low roundhouse [HK], do the Shinpuu kick super combo [Shippu Jinrai Kyaku].
2-When they have at least 25 percent of thier energy and they jump at you, line yourself right up under them and doK (press buttons) [Shinryuken].
3-Keep your distance with your opponent. When you feel he is too close, hit roundhouse [HK] to keep him away.
---Penny---
Not really a Strategy but it helps him out a lot. If you are far from your opponent and you want to get in close DON'T JUMP just Roll. Throw a FireBall and Roll.
---JB---
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