Ken Due to poor air acceleration and a fixed jump arc, Ken must take more care in the usage of jumping, as these poor stats can be taken advantage of by a lot of the cast. Ken has the ability to cancel the recovery of some attacks with the start of any 1 of his 5 command input specials, or 4 special moves. At medium range, Oosoto Mawashi Geri (Roundhouse) is an integral move for Ken because of its disjointedness, cancelability, access to Inazuma Kick, and intangibility properties. At close range, Light DTilt is an integral move for Ken, because of its fast startup and special cancel properties. At full stage, walking is an integral action for Ken because it keeps him grounded and gives access to all of his neutral abilities for reacting to the opponent's actions. NAir is one of Ken’s best aerials, because of its relatively fast frame data and because it is special cancellable. With good spacing, this move can become very safe and end up forcing the opponent into shielding. With bad spacing, Ken can cancel NAir into something potentially safer. Ken uses spacing and speed to put the opponent into a disadvantage, then keep them in disadvantage to eventually land a KO. Ken will want to mix offensive and defensive play in order to win, using defensive moves to stop the opponent from hitting Ken or using the opponent’s offense against them to bait them into a bad position. Ken uses both conditioning and reads to know when and where the opponent will be before they are actually there. This can lead to very high payoffs, however making the wrong read can be just as deadly. This character is for people who enjoy a steep learning curve, enjoy traditional fighting games, or enjoy a satisfying challenge. |
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- Neutral
- Auto-turn also causes the FGCs ([[File:Ryu_{{{2}}}_Stock.png|link=Ryu/{{{2}}}|x25px|alt=]] [[Ryu/{{{2}}}|{{{2}}}]] [[File:Ken_{{{2}}}_Stock.png|link=Ken/{{{2}}}|x25px|alt=]] [[Ken/{{{2}}}|{{{2}}}]] [[File:Terry_{{{2}}}_Stock.png|link=Terry/{{{2}}}|x25px|alt=]] [[Terry/{{{2}}}|{{{2}}}]] [[File:Kazuya_{{{2}}}_Stock.png|link=Kazuya/{{{2}}}|x25px|alt=]] [[Kazuya/{{{2}}}|{{{2}}}]]) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Ken has a fast initial walk speed. This also messes with their backdash. On the first 3 frames of backdash, Ken actually walks before doing the backdash.
- Auto-turn also requires No results to be done correctly in order for them to turn around and jump. This makes doing BAir in neutral and in combos a lot harder than other characters, as other characters can mess up the No results in some way and still be able to get a BAir in their intended direction.
- OOS
- Ken can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping No results frames.
- Ken cannot do auto-turn Grab or any other auto-turn attacks No results without going through No results frames.
Ken has access to light and heavy jabs and tilts.
- Accessed by letting go of the attack button or CStick before the No results of the corresponding heavy normal except for FTilt.
- FTilt: release the attack button or CStick within the first 5 frames.
- For light normals, they will transition into the first frame of their move as soon as the attack button is released.
- For example, if CStick up was held for 2 frames to get a LUTilt, on frame 3, the hitbox for LUTilt will not come out. The hitbox will come out 3 frames later as LUTilt has 3 frames startup. This can be fixed by buffering the light tilt.
- Can cause medium tilts.
- Holding the CStick up for 4-6 frames will give Ken the upper body intangibility of HUTilt, but because the CStick was released before frame 7, it will transition to LUTilt.
Proximity Normals
Ken Has access to proximity normals, being Proximity Heavy Jab (Pjab) and Proximity Light Ftilt (Ptilt).
- They are accessed by doing the corresponding attack while close to the opponent, and both are meant for special canceling into specials for combos.
- Limits to proximity detection:
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
- For example, buffering dash walk LUTilt > PJab can give you a LUTilt > HJab because all moves were buffered and the LUTilt was pressed when Ken was outside of proximity range.
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
Command Input Specials - Command inputs are important to learn as some specials are only input specials. Input specials have an added damage multiplier on them, and some input specials have better stats like extra intangibility. Numpad notation is the easiest way to describe inputs.
Light/Medium/Heavy Specials - Ken has access to 3 versions of each special: light, medium, and heavy. Each version has different properties.
Negative Edge - Negative edge is a way to do specials by releasing the attack buttons instead of pressing the buttons.
Typically, negative edge is considered bad and not useful at all, as it will always give the light version of the special. The most common occurrence of negative edge is when trying to recover to stage with USpecial but getting hit right before inputting USpecial and while in hitstun, the Ken player will release the attack button and the buffer system outputs Light Shoryuken, causing Ken to not reach the ledge and No results.
Normal Moves
Jab
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.This move is a fast combo starter and combo filler.
- Tied for fastest grounded move with LDTilt.
- Can be linked into Jab 2, but it must be buffered or the opponent can shield before then.
- Special cancellable, but doesn’t give enough hitstun for the specials to properly combo.
- Startup of the move starts when the attack button is released.