ケン
Ken — 대책
Key Info
- Persistent overhead that leads to combos on hit
- Defense
- OD reversal startup 6F: 623PP
- If you play Luke or Kimberly, avoid Rush setups after throws
- Anti-air reversal 623LP with 5F startup and invincibility
- 214214K startup 7F, not projectile-invincible
- 236236K startup 6F, no invincibility
- 236236P startup 7F
- OD reversal startup 6F: 623PP
- Moves that are plus on block
- None
Neutral Game (Focus Points)
- 236PP
- After blocking Ken's OD Hadoken, he can continue his offense with Rush
- If you see the Rush flash after blocking, prepare an invincible reversal
- 2MK (c.MK)
- His cancels off c.MK are powerful — recognize that the range c.MK reaches is a danger zone
- Getting hit by it freely often leads straight to a loss
- Judo
- Ken's +5 throw judo is difficult to execute
- Making him pay with backdash or forward jump is key
236P
Ken's Hadoken (fireball). Startup and speed vary by strength.
- 236LP
- Slow startup and slow projectile speed
- Ken -7F on block
- 236MP
- Startup and speed between light and heavy
- Ken -9F on block
- 236HP
- Fast startup and fast speed
- Ken -11F on block
- 236PP
- OD Hadoken — allows Rush offense continuation on block
- Ken -2F on block
Recommended Counter
- 236LP
- When using Parry, buffer a jump
- It tends to become a safe fireball, so Ken often inputs the next 236P immediately
- If you block it, the next fireball is often already safe — do not jump after blocking a slow fireball
- When using Parry, buffer a jump
- 236MP
- Same counter-strategy as 236LP
- 236HP
- When Parrying at close range, buffer a heavy attack or Raw Rush
- When Parrying at long range, buffer a forward-direction attack to get reward against the safe fireball
- 236PP
- After blocking OD Hadoken, depending on distance it crushes mashing and allows Rush offense to continue
- When you identify this sequence, watch for the Rush flash and respond with a fast, long-range invincible move
Warning
- 236PP
- Reacting to the Rush flash and using a slow invincible move risks getting blocked
- Depending on distance it may also whiff — do not misread the spacing
- Reacting to the Rush flash and using a slow invincible move risks getting blocked
- For characters with short-range reversals, maintaining a distance where you cannot be whiffed is very effective
623P
Ken's Shoryuken (Dragon Punch).
- 623LP
- 5F startup
- 623MP
- 6F startup
- 623HP
- 7F startup
- 623PP
- 6F startup (fully invincible)
Recommended Counter
- After 623P hits
- Know that in-place and back wakeup create different guessing games
- During Rush okizeme
- Taking in-place wakeup removes the walk shimmy option
- During walk okizeme
- Back wakeup removes the okizeme entirely
- Taking in-place wakeup gives him shimmy okizeme without Rush
- After 623PP hits
- Ken is +22F
- With Rush, he gets full okizeme
- In-place wakeup
- Throw will land on you
- Back wakeup
- HP crushes mashing
- In-place wakeup
- Recommended
- Take back wakeup and try to Just Parry his HP, or since throw does not land, turtle with full guard
623K
- 623LK
- Ken -4F on block
- 623MK
- Ken -8F on block
- 623HK
- Ken +1F on block
- 623KK
- Ken -9F on block
Recommended Counter
- 623HK in neutral
- Just Parry
- Drive Impact
- Confirms on reaction
- You will get beaten if your reaction is slow, but it is worth trying
Standing 4F normal
- Pressing a 4F button on reaction would be ideal, but it proved impossible in practice
- Even slight delay means getting counter-hit for huge damage — the risk-reward does not line up
- This guide recommends Just Parry or Drive Impact
- Pressing a 4F button on reaction would be ideal, but it proved impossible in practice
After blocking 623HK
- Ken is +1F inside throw range
- Using OD reversal or delayed tech here makes the risk-reward unfavorable
- The recommended options are just these three — nothing else is needed:
- Fastest 4F mash
- Beats Ken's tech
- Also beats his meaty reversal (Jinrai Kick)
- Fastest tech
- Beats shimmy
- Always watch for anti-air at this moment
- Loses to fastest attack, but accept that trade
- Beats shimmy
- Just Parry
- Beats his fastest 4F mash
- Risky if it is a throw — generally avoid
- Reserve for when the opponent is only doing 4F crush sequences
- Fastest 4F mash
The following video has Ken set to these options after blocking 623HK:
- Fastest 4F attack
- Neutral jump
- Throw
236K
Ken's primary special — cancelable from almost any normal. Has low and overhead followup branches.
Each followup branch can be delayed, which enables fuzzy-crush setups.
Normal version:
- 236LK
- Ken -11F on block
- 236MK
- Ken -7F on block
- 236HK
- Ken -2F on block
- 236K→6LK
- Ken -5F on block
- 236K→6MK
- Ken -3F on block
- 236K→6HK
- Ken -3F on block
OD version:
- 236KK
- Ken -7F on block
- 236KK→6LK
- Ken -5F on block
- 236KK→6MK
- Ken -3F on block
- 236KK→6HK
- Ken -3F on block
Recommended Counter
You can distinguish light/medium/heavy by sound and animation, but it is extremely hard in a real match and memorizing audio cues is a hassle.
The recommended approach is to change your response based on what normal it was canceled from.
A key property of 236K: each strength version only combos from normals of the same or lower strength.
- LK cannot cancel into 236MK
- c.MK cannot cancel into 236HK
- c.MK can cancel into 236MK
- HP can cancel into 236MK
Based on this, assume he will only use the same-strength version as the preceding normal.
- LK → 236LK
- You can mash before the followup comes out — do it
- c.MK → 236MK
- Mashing loses to 623MK→LK followup
- It becomes an overhead guessing game, but if the opponent only does fastest followup you can fuzzy — give it a try
- Note it is a punish counter starter, so use the proper punish counter combo
- HP → 236HK
- There is a gap between HP and 236K — try pressing c.LP to interrupt, though it is difficult
- Even if it ends up being 236MK followup (rare), it is a block string so mashing is still safe
- Hard to do and risky on failure — only for players confident in their reactions
- The author of this guide cannot do it
- There is a gap between HP and 236K — try pressing c.LP to interrupt, though it is difficult
- If interrupting is not possible, hold guard and do not mash carelessly
- If you read a followup coming, Drive Impact is very effective
- If you are not doing Drive Impact, he will often output 236K→6LK fastest — factor that into the guessing game too
Once you are comfortable, you can handle all of the above.
KK→623P
Ken's Shoryuken used as a target combo ender.
Recommended Counter
- After KK→623P hits
- Taking in-place wakeup removes the walk shimmy option
- Do not auto-pilot to back wakeup — take in-place wakeup and threaten with reversal or fastest tech to make him pay
LPLK (Throw)
Ken is +20F after forward throw. Judo offense available.
Recommended Counter
Even back wakeup allows Rush okizeme. Even with Rush, OD reversal is not guaranteed — the situation is actually quite favorable for you.
- After LPLK → in-place wakeup
- Ken's only shimmy option off in-place wakeup is Rush → LP, which leaves Ken -4F
- Know that fastest mash becomes a punish counter — keep this in mind
Once you show this option, he will shift to more meaty attacks — switch to in-place wakeup OD reversal
After LPLK → back wakeup
- Without Rush, no okizeme lands
4LPLK (Back Throw)
Ken is +19F. Back wakeup is the baseline in the center.
Recommended Counter
Back wakeup is standard. The distance is too far for any okizeme to connect.
