必杀技
A roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Senka Snap Kick | 10 | D | -3 | 800 |
| OD Senka Snap Kick | 10 | D | -4 | 800 |
Evaluation
A roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick.
How to Use
Notes on how Ken uses Senka Snap Kick — combo routes, pressure, whiff punishes — to be added.
How to Counter
Senka is the HK follow-up off Jinrai Kick (236K) — most often seen inside the HP → 236HK string, which is the context that matters.
Recommended counters
Interrupting the HP → 236HK string
- The HP → 236K window has a gap — a jab interrupts it (hard but worth it)
- Even if Ken goes for 236MK instead, that's a true block string so mashing is free
- Tight execution, big reward — for confident reactors
Drive Impact on the follow-up read
- If you can't interrupt, hold block and resist the urge to mash
- When you read a follow-up, Drive Impact is extremely effective
- Without DI, Ken defaults to the fastest 236K → 6LK

