Difference between revisions of "Street Fighter 2: Hyper Fighting/Ken"

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(The Basics)
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==The Basics==
 
==The Basics==
 +
 +
Ken had a better Dragon Punch than Ryu but a weaker Hurricane Kick.
  
 
==Advanced Strategy==
 
==Advanced Strategy==

Revision as of 10:18, 8 March 2016

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ken

Sf2hf-ken-portrait.gif

Shoryuken! A millionaire (by birthright, not effort) playboy with bleached hair (but not eyebrows - representing his 3/4ths Japanese heritage), Ken gets the Money, the Glory, and the Girl. He trained with his rival and friend, Ryu, in a Japanese Dojo under the tutelage of Gouken, a very powerful martial artist who famously went on to simply wake up from being dead. Ken favours a flashy, gung-ho fighting style over the more stoic and traditional Ryu.

In a nutshell

While certainly an overall poorer character than Ryu in SF2HF, Ken is not far behind. In some matchups his slower fireballs and wider arcing Dragon Punch can actually be helpful, and his very doable 'Touch of Death' combos mean one solid hit can always spell an opponent's doom.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Sf2hf-ken-1p.png Sf2hf-ken-2p.png

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
Lp.png
6
-
4
40
3
4
4
+6/+5
Standing Medium Punch
Mp.png
16
8
60
4
4
6
+10/+8
Standing Hard Punch
Hp.png
26
14
80
6
6
22
-6
Standing Light Kick
Lk.png
8
-
4
40
7
8
5
+3/+1
Standing Medium Kick
Mk.png
16
8
60
12
12
7*
+1
Standing Hard Kick
Hk.png
22
14
80
3
12
17*
-2
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
(near opponent) Lp.png
6
-
4
40
3
4
5
+6/+5
Close Medium Punch
(near opponent) Mp.png
16
8
60
4
2
17
+2/+1
Specialcancel.png
Close Hard Punch
(near opponent) Hp.png
26
14
80
4
8
23
-8
Specialcancel.png
Close Light Kick
(near opponent) Lk.png
8
-
4
40
6
6
4
+5
Close Medium Kick
(near opponent) Mk.png
16
8
60,
5
6
8
+6/+4
Close Hard Kick
(near opponent) Hk.png
24,6
14
80,80
8
12
11
+8/+7
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
D.png + Lp.png
6
-
4
40
3
4
4
+6/+5
Low.png
Crouching Medium Punch
D.png + Mp.png
14
8
60
4
4
6
+10/+8
Crouching Hard Punch
D.png + Hp.png
22
14
80
9
6
18*
-11
Crouching Light Kick
D.png + Lk.png
6
-
4
40
3
4
4
+6/+5
Low.png
Crouching Medium Kick
D.png + Mk.png
14
8
60
4
6
8
+6/+4
Low.png
Crouching Hard Kick
D.png + Hk.png
22
8
130
4
6
25
+1/+2
Low.png Knockdown.png
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
U.png + Lp.png
10
4
40
4
-
-
High.png
Neutral Jump Medium Punch
U.png + Mp.png
16
8
50
4
20
-
High.png
Neutral Jump Hard Punch
U.png + Hp.png
24
14
60
4
8
-
High.png
Neutral Jump Light Kick
U.png + Lk.png
10
4
40
3
-
-
High.png
Neutral Jump Medium Kick
U.png + Mk.png
16
8
50
5
13
-
High.png
Neutral Jump Hard Kick
U.png + Hk.png
24
14
60
3
10
-
High.png
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
Ub.png / Uf.png + Lp.png
8
4
40
4
-
-
High.png
Diagonal Jump Medium Punch
Ub.png / Uf.png + Mp.png
16
8
50
4
20
-
High.png
Diagonal Jump Hard Punch
Ub.png / Uf.png + Hp.png
22
14
60
4
8
-
High.png
Diagonal Jump Light Kick
Ub.png / Uf.png + Lk.png
8
4
40
5
-
-
High.png
Diagonal Jump Medium Kick
Ub.png / Uf.png + Mk.png
16
8
50
5
13
-
High.png
Diagonal Jump Hard Kick
Ub.png / Uf.png + Hk.png
22
14
60
5
7
-
High.png

Unique Moves

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Seoi Nage
B.png / F.png + Mp.png or Hp.png
32
-
10
99
-
-
-
-
Throw.png
Tsukami Nage
B.png / F.png + Mk.png or Hk.png
32
-
14
80
-
-
-
-
Throw.png

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Hadoken
Qcf.png + Lp.png
12
 ?
 ?
 ?
14
 ?
37
 ?
Hadoken
Qcf.png + Mp.png
14
 ?
 ?
 ?
14
 ?
37
 ?
Hadoken
Qcf.png + Hp.png
16
 ?
 ?
 ?
14
 ?
37
 ?
Shoryuken
Dp.png + Lp.png
32
 ?
 ?
 ?
1
18
17/20/27 + 6
 ?
Shoryuken
Dp.png + Mp.png
32
 ?
 ?
 ?
1
26
17/20/27 + 6
 ?
Shoryuken
Dp.png + Hp.png
32,16
 ?
 ?
 ?
1
30
17/20/27 + 6
 ?
Tatsumaki Senpu Kyaku
Qcb.png + Lk.png
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
Tatsumaki Senpu Kyaku
Qcb.png + Mk.png
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
Tatsumaki Senpu Kyaku
Qcb.png + Hk.png
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
Air Tatsumaki Senpu Kyaku
Qcb.png + Lk.png
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
Aironly.png
Air Tatsumaki Senpu Kyaku
Qcb.png + Mk.png
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
Aironly.png
Air Tatsumaki Senpu Kyaku
Qcb.png + Hk.png
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
Aironly.png

The Basics

Ken had a better Dragon Punch than Ryu but a weaker Hurricane Kick.

Advanced Strategy

Combos

Bread And Butter

  • cr.MK xx QCF+HP
  • j.HK, s.HP xx DP+HP (Touch of Death)


Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:


  • Vs. E. Honda:

Same as Ryu's strategy versus E. Honda: from about halfscreen away, throw slow fireballs, and sweep with cr.HK to hit with the very tip of the toe as Honda lands. You should be a little more careful chucking fireballs than with Ryu however, since Ken's fireball has more recovery time than Ryu's.


  • Vs. Guile:


  • Vs. Ken (self):


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief:



Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-a.png Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-r1.png
Stun 4
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +6/+5
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage 16 Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +10/+8
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage 26 Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-hp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -6
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage 8 Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-lk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun 4
Stun Timer 40
Chain Cancel No
Special Cancel No
Frame Advantage +3/+1
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage 16 Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage 22 Sf2hf-ken-hk-s1.png Sf2hf-ken-hk-a1.png Sf2hf-ken-hk-a2.png Sf2hf-ken-hk-r1.png Sf2hf-ken-hk-r2.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2hf-ken-mp-s1.png Sf2hf-ken-cllp-a.png Sf2hf-ken-mp-s1.png
Stun 4
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 1+2 4 5
  • Close Standing MP:
Damage 16 Sf2hf-ken-mp-s1.png Sf2hf-ken-clmp-s.png Sf2hf-ken-clmp-a.png Sf2hf-ken-clmp-r1.png Sf2hf-ken-clmp-r2.png Sf2hf-ken-clmp-s.png Sf2hf-ken-mp-s1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +2/+1
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage 26 Sf2hf-ken-clhp-s.png Sf2hf-ken-clhp-a1.png Sf2hf-ken-clhp-a2.png Sf2hf-ken-clhp-r.png Sf2hf-ken-mp-s1.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage 8 Sf2hf-ken-mp-s1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-cllk-a1.png Sf2hf-ken-cllk-r1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-mp-s1.png
Stun 4
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Frame Advantage +5
Frame Count 2 3 2 4 3 1
Simplified 1+5 2 5


  • Close Standing MK:
Damage 16 Sf2hf-ken-clmk-s1.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-a.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-s1.png Sf2hf-ken-mk-r1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +6/+4
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9
  • Close Standing HK:
Damage 24,6 Sf2hf-ken-mp-s1.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-clhk-a1.png Sf2hf-ken-clhk-a2.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-mp-s1.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage +8/+7
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage 6 Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-a.png Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-r1.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 2 4 4 1
Simplified 2 4 5
  • Crouching MP:
Damage 14 Sf2hf-ken-crmp-s1.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-a.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-s1.png Sf2hf-ken-crlp-r1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10/+8
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Crouching HP:
Damage 22 Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-a1.png Sf2hf-ken-crhp-a2.png Sf2hf-ken-crhp-r1.png Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-r2.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel Yes,No
Frame Advantage -11
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23
  • Crouching LK:
Damage 6 Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlk-a.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun 4
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6/+5
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage 14 Sf2hf-ken-crlk-s1.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crmk-a.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun 8
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6/+4
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage 22 Sf2hf-ken-crhk-s1.png Sf2hf-ken-crhk-a.png Sf2hf-ken-crhk-r1.png Sf2hf-ken-crhk-r2.png Sf2hf-ken-crhk-r3.png
Stun 14
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage KD/+2
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2hf-ken-njlp-s1.png Sf2hf-ken-njlp-a.png
Stun 4
Stun Timer 40
Frame Count 2
  • Diagonal Jumping LP:
Damage 8 Sf2hf-ken-njlp-s1.png Sf2hf-ken-djlp-a.png
Stun 4
Stun Timer 40
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage 16 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 8
Stun Timer 50
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Neutral Jumping HP:
Damage 24 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-njhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 14
Stun Timer 60
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage 22 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-djhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 14
Stun Timer 60
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage 10 Sf2hf-ken-njlk-s1.png Sf2hf-ken-njlk-a.png Sf2hf-ken-jmp-r1.png
Stun 4
Stun Timer 40
Frame Count 3 40
  • Diagonal Jumping LK:
Damage 8 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djlk-s2.png Sf2hf-ken-djlk-a.png
Stun 4
Stun Timer 40
Frame Count 2 3
Simplified 5
  • Neutral Jumping MK:
Damage 16 Sf2hf-ken-njlk-s1.png Sf2hf-ken-njmk-a.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 8
Stun Timer 50
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage 16 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djmk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 8
Stun Timer 50
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage 24 Sf2hf-ken-njhk-s1.png Sf2hf-ken-njhk-a1.png Sf2hf-ken-njhk-a2.png Sf2hf-ken-njhk-r1.png Sf2hf-ken-njhk-r2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png
Stun 14
Stun Timer 60
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage 22 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djhk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 14
Stun Timer 60
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage 20+(4*n) Sf2hf-ken-throw.png
Duration 130
Stun 5~11
Stun Timer 60
Range (from axis) 64
Range advantage 35

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2hf-ken-hdk-s1.png Sf2hf-ken-hdk-s2.png Sf2hf-ken-hdk-s3.png Sf2hf-ken-hdk-s4.png
Frame Count 2 7 2 1

Active:

LP version:

Sf2hf-ken-hdk-lp-a1.png Sf2hf-ken-hdk-lp-a2.png Sf2hf-ken-hdk-lp-a3.png Sf2hf-ken-hdk-lp-a4.png
Frame Count 1 2 3 3..
Simplified 40

MP version:

Sf2hf-ken-hdk-mp-a1.png Sf2hf-ken-hdk-mp-a2.png Sf2hf-ken-hdk-mp-a3.png Sf2hf-ken-hdk-mp-a4.png
Frame Count 1 2 3 3..
Simplified 40


HP version:

Sf2hf-ken-hdk-hp-a1.png Sf2hf-ken-hdk-hp-a2.png Sf2hf-ken-hdk-hp-a3.png Sf2hf-ken-hdk-hp-a4.png
Frame Count 1 2 3 3..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Sf2hf-ken-srk-s1.png Sf2hf-ken-srk-a1.png Sf2hf-ken-srk-a2.png Sf2hf-ken-srk-r1.png Sf2hf-ken-srk-r2.png Sf2hf-ken-srk-r3.png
Jab 4 4 14 6 11 5
Strong 4 4 22 6 14 5
Fierce 4 4 26 6 21 5
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Sf2hf-ken-tsk-s1.png Sf2hf-ken-tsk-s2.png Sf2hf-ken-tsk-s3.png
Frame Count 4 4 3


Active:

Sf2hf-ken-tsk-a1.png Sf2hf-ken-tsk-m1.png Sf2hf-ken-tsk-a2.png Sf2hf-ken-tsk-m2.png
Frame Count 3 3 3 3

Recovery:

Sf2hf-ken-tsk-r1.png Sf2hf-ken-tsk-r2.png Sf2hf-ken-tsk-r3.png Sf2hf-ken-tsk-r4.png
Frame Count 4 4 4 0


  • Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick

Active:

File:Sf2hf-ken-atsk-a1.png File:Sf2hf-ken-atsk-m1.png File:Sf2hf-ken-atsk-a2.png File:Sf2hf-ken-atsk-m2.png
Frame Count 3 3 3 3


Recovery:

File:Sf2hf-ken-atsk-r1.png File:Sf2hf-ken-atsk-r2.png File:Sf2hf-ken-atsk-r3.png File:Sf2hf-ken-atsk-r4.png
Frame Count 4 4 4 4 0

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-ken-bwd.png File:Sf2hf-ken-cllp-r3.png Sf2hf-ken-fwd.png Sf2hf-ken-cr-n.png
  • Standing reel:
Sf2hf-ken-reel1.png Sf2hf-ken-reel2.png Sf2hf-ken-reel3.png Sf2hf-ken-reel4.png
  • Standing gut reel:
Sf2hf-ken-gutreel1.png Sf2hf-ken-gutreel2.png Sf2hf-ken-gutreel3.png Sf2hf-ken-gutreel4.png
  • Crouching reel:
Sf2hf-ken-creel1.png Sf2hf-ken-creel2.png Sf2hf-ken-creel3.png
  • Dizzy:
Sf2hf-ken-dizzy1.png Sf2hf-ken-dizzy2.png Sf2hf-ken-dizzy3.png