| | Ken | |
| | Auteur | Message |
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BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Ken Sam 24 Juin à 11:35 | |
| Ken The old and long time rival of Ryu. He is an excellently skilled fighter, but however he does not always concentrate on the fight. His girlfriend(well now wife) is one of the obvious reasons, he constantly thinks about her and just wants to spend time with her. Ken does however, have a great fighting spirit he has taught himself how to master his own Dragon Punch and that's arguably the only move he has out mastered Ryu. With his quick speed and lightning fast attacks he hopes he can someday best Ryu, and that his Shouryuken can out last his Hadouken.
Character Quotes
"Handsome and cheap... Can you compete with that?" "I had better challenges back in the day..." "I've beaten the best, and you're not even close!" "My feet need exercise... Get up!!" "So now you know what it feels like to be a loser!" "Washing my boat would've been a better workout!" "You had no chance against me, but maybe Sean...?" "You've got a lot to learn before you beat me!"
Hadouken: D,DF,F+P Well this isn't the projectile that it was in X-Men vs. Street Fighter but it still has decent range to say the most. This projectile only goes half screen's distance and can be used in the air as it goes down a 45 degree angle in the air. The only real problem with this move is the fact that it plays useless in the keep away department and old keep awayers like Cyclops and Ryu will have no sweat contesting. This projectile has been given more width though, but I really don't see how that helps.
Shouryuken: F,D,DF+P This is quite possibly the best anti-air counter. This moves combos off anything that Ken has and the recovery time for an anti-air attack move is remarkable. This does alot of damage and has alot of horizontal range for an anti-air attack and Ken is the only Shatoken that can used it as an AC Finisher. All of Ken's Shouryuken's light the opponent on fire no matter what button you use and also the stronger the button used the more the hits on the ground.
Tatsumaki Senpuu Kyaku: D,DB,B+K This is quite possibly the strongest hurricane kick among the Shatokens. This move has been drastically changed from X-Men vs. Street Fighter, instead of it going completely horizontal it goes diagonally upwards and it ends in an Axe Kick that knocks the opponent down. The short version should be used the most and especially against dashing opponents, this move sorta looks like an auto combo now and it does look a little more flashier. Just watch for the recovery time on this move because the opponent will have ample time to counter.
Overhead Axe Kick: F+FK Well basically all Shatokens have an anti-crouch counter and if you don't have one than your probably not a Shatoken(Dan!). Like all anti-crouch counters it has a mean start up delay and cannot be comboed or comboed afterwards like you can in SFA2. This does a fair amount of damage and also it leaves Ken open to attack if he misses with it.
Supers
Shouryuu Reppa: D,DF,F+2P Possibly one of the fastest supers in the game. It comes out extremely fast and combos like magic. It does good damage and does alot of chipping damage, use this to counter missed supers or counters, the real problem with this super is that it bounces the opponent too often and its not as reliable countering air attacks like the Hyper Stars n' Stripes or Shadow Justice. With this problem an airborne opponent hit with this super can block after a few hits and this super is exactly like the Messatsu Gou Shouryuu and with a heavy recovery time and is push blocked easily. The one bonus about this move is that it is invincible during start up and will go through anything, except beam supers of course. The major downside to this move is that against bigger characters like Hulk, Shuma Gorath, or Blackheart is the fact that the opponent falls before Ken does and it gives them time to counter, but Zangief for some reason feels the full effect of it and will get launched into the air.
Shinryuken: D,DF,F+2K This is by far Ken's strongest super and it does a major amount of damage and it chips alot of it as well. Ramming hte button works real well, but that's if you want the extra hits, but it doesn't really add more of a punch to it then you think. This can be used as an anti-air counter and Ken is completely invincible while this move and nothing will penetrate the tower of fire. This combos perfectly off of his launcher and it will hit opponents that are near him, and it comes out just as fast as his Shouryuu Reppa. Just watch for the recovery time on this move though because it practically sucks.
Shippuu Jinra Kyaku: D,DB,B+2K Well we've all seen it in MArvel vs. Capcom, Street Fighter 3, and Street Fighter Alpha 3, and its exactly the same no matter where you see it. This super doesn't come out as fast as his Shouryuu Reppa not does it chip as much. It does an excellent amount of damage, and the damage is in between the Shinryuken and Shouryuu Reppa. The really reliable thing about this move is that it can counter air borne opponents with more reliability and won't bounce the opponent around like his Shouryuu Reppa. Once it connects Ken sets the opponent on fire as he continously kick the opponent and bring them up in the air and smacks them down with an Axe Kick. Ken will only fly in the air if it connects, and the max hits you can get is 14, so don't go ramming on the buttons expecting to see more hits, because frankly you won't. Well if you are interested here's how it looks like:
S.Forward(one-hit), S.Forward(two-hits), S.Roundhouse, S.Forward(two-hits), S.Roundhouse, --> Shien Tatsumaki Senpuu Kyaku
The Shien Tatsumaki Senpuu Kyaku hits 7 times ending with an Ane Kick.
Double Shinkuu Hadouken: D,DF,F+FP+RK(D,DF,F+P+K same strength)(level 2) In the arcade, Saturn, and Crossover Mode you can perform the team super by using the Fierce ad Roundhouse button, but in battle and versus mode you perform the motion bysing the same punch and kick strength. Well if Ryu is his partner and it doesn't matter who starts the team super just as long as Ryu and Ken are partners they will perform this deadly team super that does monster damage and it chips nicely as well, Ken or Ryu can easily combo in this team super. It has little start up delay and almost no recovery time making this a safe move to use.
Team Super
Ken: Shouryuu Reppa/Shinkuu Hadouken(with Ryu as partner only) A good team super overall because of its range and chipping potiential. It does good damage and easily backs up most supers, and works really well with beam supers. Also it works perfectly with Shouryuu Reppa type supers like the Shadow Justice or Hyper Stars n' Stripes. Ken can only use his Shinkuu Hadouken if Ryu is his partner, the double Shinkuu Hadouken does a ton of damage, but the chipping damage is not all that great.
Team Counter
Ken: Shouryuken An excellent team counter overall. It does alot of damage and it invincible during start up and will counter alot of attacks and basically any super besides beam supers. Use this often against jumping characters because it has alot of priority and will beat out almost any attack.
Variable Assist
Ken: Shouryuken Well its not the best team attack, but it is effective against jump in characters. You can't combo after this super due to the fact that Ken knocks away the opponent. It is a good surprise move on jump in opponents though.
Combos
Combos: 83/100 Supers: 84/100 Overall: 85/100 Ken, despite being changed drastically from the last game he still plays like he does in XSF in terms of combos. He has the fastest speed of all the Shatokens and his supers are quick enough to counter without being blocked as often. He has a very dominating launcher and has excellent priority on his attacks. His jump in attacks are pretty weak though. He is an excellent beginner's character though. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Ken Sam 24 Juin à 11:51 | |
| Special: 236P / 214K / 623P
Super: 236PP / 236KK / 214KK
Casse Garde Bas: 6 MK Ground Magic Series: Stronger Jumping Magic Series: Stronger Super Jumping Magic Series: ZigZag Launcher: C.HP Strikes: S.HK Small launcher: none Air launcher: none Knockdowns: C.HK Team Super: Shouryuu Reppa Team Counter: Shouryuken Variable Assist: Shouryuken AC Finisher: Fierce, Roundhouse, Tatsumaki Senpuu Kyaku, Hadouken, Shouryuken
1. J.HP --> Hadouken 2. D.S.LP, S.HP --> Tatsumaki Senpuu Kyaku 3. J.HK \/ S.HP --> Shouryuu Reppa 4. J.HK \/ C.HK --> Shouryuu Reppa There is a real problem with this combo though, the opponent will be able to block after the first few hits, so it is a bit risky. 5. D.S.LK --> Shinryuken 6. D.C.LK, C.HP --> Shinryuken 7. J.HK \/ C.HP /\ SJ.LP, SJ.MP, SJ.MK --> AC Finisher 8. J.LP, J.MP \/ D.S.LP, S.MK, S.HP --> Shouryuu Reppa Let the standing forward double hit, but against smaller characters cancel into the fierce after the first hit of the forward. 9. J.LP, J.MP \/ D.S.LK, S.MK, C.HP --> Shinryuken Like the one above, cancel into the fierce after the first hit against smaller characters. 10. J.LP, J.HP \/ D.S.LP, S.MP, S.HP --> Shippuu Jinra Kyaku 11. J.LP, J.HP \/ D.C.LK, C.MK, C.HP /\ SJ.LP, SJ.LK, SJ.MP, SJ.MK --> AC Finisher You may have to skip the forward against medium and smaller characters. 12. In corner: J.LP, J.MP \/ D.C.LK, C.MK, C.HP --> Shinryuken, C.LK, S.MP, S.HK(OTG) Once again you may have to skip the forward against medium and smaller characters, once the super connects, immediately OTG the opponent as you get down.
EX Combos
1. J.LP, J.MK \/ D.S.LP, SJ.MP, S.HP --> Hadouken --> Shoryuu Reppa --> Team Super
2. J.HK \/ D.S.LP, S.HP --> Shouryuu Reppa --> Shippu Jinra Kyaku --> Shinryuken
Dernière édition par le Sam 24 Juin à 12:26, édité 1 fois | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Ken Sam 24 Juin à 11:52 | |
| __________ Strategies
Akuma: Well your counterpart will give you some trouble since he combos alot like you do. Watch for hims to miss with his Messatsu Gou Shouryuu, counter that with your crouching fierce launcher into an air combo or a Shinryuken. Wait for Akuma to come to you because your defense can overwhelm his offensive skills. Don't miss with your supers though because you can always expect a Messatsu Gou Hado.
Apocalypse: Well not much trouble here. Use a crouching short, crouching forward, crouching roundhouse, Hadouken combo. Also you can use your Shouryuu Reppa if you want, but stick with the Shinryuken when you are near him or go for a team super. Do alot of Tatsumkai Senpuu Kyaku's to his face and don't let him retaliate because he can recover alot of his life back from Ken's attacks.
Armored Spider-Man: Tough, tough battle for Ken. His overwhelming speed and combo ability will amaze you. But don't let his abilites fool you into letting Ken think he is unstoppable. Use your crocuhing fierce launcher to knock him into the sky and into an air combo whenever he jumps in because he has nothing he can do to stop you. Watch for his Maximum Spider, don't immedaitely counter with a Shouryuu Reppa instead dash in on him and perform a crouching short, crouching forward into the Shouryuu Reppa, so he won't be able to block after the first couple of hits. Jump in on him with your jumping roundhouse because mostly all of other Ken's attacks lack priority.
Blackheart: Well watch for this guy to drop alot of demons on you and using the Inferno. If he misses with the Inferno, immediately dash in and perform either an air combo or Shouryuu Reppa. Watch for his supers, push block his Armageddon, and his other supers Ken really can't do much, this is where Blackheart has the advantage, all of Ken's supers leave him open to attack, all of Blackheart's supers leave Blackheart just fine. In this battle do alot of jumping in and comboing him don't play much defense though because he will counter with those demons into a Judgement Day.
Captain America: Tough battle. Jump in on him alot and don't hold back, and definately don't miss with your supers because Captain America will counter them very easily. Counter his missed Hyper Stars n' Stripes with your Shinryuken or an air combo. Counter both his missed Final Justice and Hyper Charging Star with a Shouryuu Reppa. Launch him when he tries to come in for an attack and combo him.
Chun-Li: Not much of a tough fight. Watch for her to dash in alot, if you can anticipate it, use your Shouryuu Reppa, if not use your crouching roundhouse in advance to trip her. Watch for her to miss with his Senretsu Kayku, counter that with a short Tatsumaki Senpuu Kyaku or a Shouryuu Reppa, counter her missed Hazan Tenshou Kyaku with your Shinryuken or an air combo. Also when she misses with her Kikousho, quickly dash in and combo your Shouryuu Reppa, you may want to play defensive in this battle because her launcher will out prioritize you.
Cyber Akuma: The toughest fight for Ken. Watch for Cyber Akuma to do alot of teleporting, if you can anticipate as to where he will land, use either your Shouryuu Reppa or Shippu Jinra Kyaku to counter. Don't jump in too often because you will be knocked back by a Shining Circuit Shouryuken. Counter his missedScramble Gou Punch with your Shinryuken or an air combo, and do not let him land, otherwise your opportunity will be wasted. Play alot of defense in this battle.
Cyclops: Not too tough of an opponent. Watch for his cheap keep away tactics, jump over them, don't block them, otherwise you will lose too much chipping damage. Jump in on him often and combo him since he has poor defensive skills, also launch him whenever he tries to jump in on you, but basically the only threat in this battle that you have to worry about is the fact that he will play a keep away game with you.
Dan: Well this guy is more of joke, than of a Challenge. Thing only thing you have to worry about is his launcher. Try not to jump in on him to much because he will out prioritize you. Watch for him to miss with many of his supers, counter his missed Shinkuu Gadouken with your Shouryuu Reppa, counter both his missed Kouryuu Rekka and Hisshou Buraiken with your Shinryuken. Let him jump in on you if he is constantly launching you, and launch him with your crouching fierce into an air combo or Shinryuken.
Dark Sakura: Well overall this battle is pretty easy. Watch for her to miss alot with her Shouken, use your Tatsumaki Senpuu Kyaku to counter, unless she does the jab version, then launch her into an air combo or Shinryuken. Constantly put an offensive surge in this battle because her attacks really can't counter much since due to the fact that they are so slow. Watch for her to miss with her Haru Ichiban, counter that with a Shinryuken, also counter her missed Midare Zakura with your dashing attacks into either an air combo or Shouryuu Reppa.
Dhalsim: Well there really isn't much of a secret to beating this guy. Watch for Dhalsim to use his Yoga Strike often, counter that with either your jumping attacks, or if he does it out of nowhere, quickly get near him and use your Shinryuken. Jump in often and perform alot of combos on this guy to make this match a short one. Just don't miss with your supers because Dhalsim himself has firepower as well...a Yoga Inferno that is!
Hulk: Tough match. Never use your Shouryuu Reppa unless you are sure it will finish him off otherwise he will counter even harder. Watch for his Gamma Charge, use your Shippuu Jinra Kyaku against him to counter. You Shippuu Jinra Kyaku in this match is probably your main weapon, sice if you connect it won't leave you so open to attack. Don't try to jump in too often because he will just counter with his launcher, instead play defense and knock him out of the sky with your jab Shouryuken.
Ken: Well your double can pose some major pains for you. But in this match play defense and launch him every time he tries to jump in on you and just launch into either an air combo or your Shinryuken. Counter both his missed Shinryuken and his Shouryuu Reppa with your Shinryuken, and his missed Shippu Jinra Kyaku with your Shouryuu Reppa or your Tatsumaki Senpuu Kyaku. Watch for him to use alot of Shouryukens out of nowhere in this battle, counter them with your dashing attacks into air combos or Shouryuu Reppa.
M.Bison: Well this battle isn't too hard. Watch for his Scissors Kick Nightmare and counter with your Shouryuu Reppa. Also he will use his Psycho Shield alot, if you can predict as to when he will use it, use your Shouryuu Reppa to counter his mistake. Also do alot of jumping in and comboing this guy because he can do very little about it. Watch for him to use his Psycho Crusher, if he does block it and let it go through you and quickly counter with a Shippuu Jinra Kyaku.
Mechanized Zangief: This battle can be a real problem for Ken due to the fact that he has alot of difficulty keeping this guy away, even using your Shouryuken will result in an automatic counter because even if Ken connects with this move he will still get knocked out of it by Mech Zangief's jumping attacks. Never use your Shouryuu Reppa against him, for two reasons, it does little damage against him and it leaves you open for a serious counter, namely the Final Atomic Buster! When he does go for his grabs, quickly jump around him and use a crouching short, crouching forward, crouching roundhouse, Hadouken method. Stay away from this guy at all costs because a few quick grabs and you can find Ken short on a victory. | |
| | | BigDarsh Biquette The Poularde Ultra Low Tiers
Nombre de messages : 317 Date d'inscription : 23/09/2005
| Sujet: Re: Ken Sam 24 Juin à 11:52 | |
| Mephisto: Well watch for this guy to drop alot of demons on you and using the Inferno. If he misses with the Inferno, immediately dash in and perform either an air combo or Shouryuu Reppa. Watch for his supers, push block his Armageddon, and his other supers Ken really can't do much, this is where Mephisto has the advantage, all of Ken's supers leave him open to attack, all of Blackheart's supers leave Mephisto just fine. In this battle do alot of jumping in and comboing him don't play much defense though because he will counter with those demons into a Judgement Day.
Norimaro: This is not a tough fight at all. Do alot of jumping in and combo the crap out of this guy until his glasses fall off. He is not worth anybody's time, and counter his missed supers with your Shouryuu Reppa, and his missed Super Grand Champion Jump with your Shinryuken. Don't bother playing defense because this battle should end very quickly when playing against him, so play offense and knock him senseless!
Omega Red: Well the real thing you have to worry about his is Omega Destroyer. Also do alot of jumping in on this guy and comboing him because his launcher sucks as an air defense. If he does jump in on you use your crouching fierce launcher into either an air combo or your Shinryuken. If he does miss with his Omega Destroyer there isn't much Ken can do about it except block or try to avoid it by super jumping. You can miss with your Shippu Jinra Kyaku because he has trouble trying to counter that, but never miss with your other supers because that's basically why most Ken players lose to this guy.
Ryu: Well show your rival that you are better than he is. Let him come in to you and launch him with your crouching fierce into either an air combo or Shinryuken. Try not to jump in on him too often because he does have potent weapons to bounce you back. Never miss with your supers because you can expect a Shinkuu Hadouken to bring you out of the battle. Counter his missed Shin Shouryuken with your Shinryuken or your crouching fierce launcher into an air combo. Avodi throwing out projectiles from a range because he can fry you with his Shinkuu Hadouken, and also avoid his projectiles and jump over them.
Sakura: This battle isn't too hard for Ken. Watch for her to miss with her Shouken though, use your short Tatsumaki Senpuu Kyaku to counter. Jump in on her often and combo her and counter her missed Haru Ichiban with either an air combo ro your Shinryuken. Counter her missed Shinkuu Hadouken with your Shouryuu Reppa, and that goes the same for her missed Midare Zakura. Don't bother playing defense because your offense will just over power her and this fight should be a short one.
Shadow: This battle is one of the tougher battles in the game for Ken. He plays almost like you in terms of combos. Watch for him to miss with his Shadow Justice, counter that with you Shinryuken or your crouching fierce launcher into an air combo. Don't jump in on him too often because he will counter alot of your attacks with his crouching fierce launcher. His others supers that he pulls off, Ken really can't do much about them since due to the fact that he recovers instantly from them, so don't try to counter with a super. Play defense in this battle and avoid too much jump ins.
Shuma Gorath: Well this isn't a hard fight for Ken. Watch for Shuma Gorath to do alot of Mystic Stares and Mystic Smashes. There isn't much Ken can do about them except jump or try to avoid the block damage. Jump in on him often and combo the crap out of him. Watch for his Chaos Dimension, do your best to stay away from him once he activates it. If he does jump in on you launch him with your crouching fierce launcher into either an air combo or a Shinryuken. Try not to use your Shouryuu Reppa on him because he can counter with a Chaos Dimension grab.
Spider-Man: Tough, tough battle for Ken. His overwhelming speed and combo ability will amaze you. But don't let his abilites fool you into letting Ken think he is unstoppable. Use your crocuhing fierce launcher to knock him into the sky and into an air combo whenever he jumps in because he has nothing he can do to stop you. Watch for his Maximum Spider, don't immedaitely counter with a Shouryuu Reppa instead dash in on him and perform a crouching short, crouching forward into the Shouryuu Reppa, so he won't be able to block after the first couple of hits. Jump in on him with your jumping roundhouse because mostly all of other Ken's attacks lack priority.
U.S.Agent: Tough battle. Jump in on him alot and don't hold back, and definately don't miss with your supers because U.S. Agent will counter them very easily. Counter his missed Hyper Stars n' Stripes with your Shinryuken or an air combo. Counter both his missed Final Justice and Hyper Charging Star with a Shouryuu Reppa. Launch him when he tries to come in for an attack and combo him.
Wolverine: Tough, tough match. Watch for him to dash in alot and perform alot of combos, if you can anticipate them hit him with either your Shouryuu Reppa or crouching roundhouse before he comes in. When he misses with his Fatal Claw combos, don't wait for him to drop, instead dash in and use your Shinryuken to knock him out of the sky. Also when he misses with his Berserker Barrage X, use your Shouryuu Reppa to counter his miss. In this battle play alot of defense and launch him with your crouching fierce launcher into either an air combo or your Shinryuken whenever he tries to jump in and combo you.
Zangief: Well one thing's for sure, and that is stay away from his throwing range. Also when he does go for his Final Atomic Buster, Siberian Bear Crusher, or Team Super, use your Shouryuu Reppa to counter. He can't land before Ken for some reason even though the other bigger characters do. Also jump in on him often and combo him because he is too slow to counter most of Ken's jumping attacks. Just stay away from his grab range in this battle.
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