Difference between revisions of "Super Street Fighter IV AE/Ken"

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{{SSFIVMoveListRow | Guren Senpukyaku | qcf qcf + 3k | armorbreak }}
 
{{SSFIVMoveListRow | Guren Senpukyaku | qcf qcf + 3k | armorbreak }}
 
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== AE ver. 2012 Changes ==
 +
 +
''Target Combo''
 +
 +
Expanded hitbox for second hit downward to facilitate connecting with crouching targets.
 +
Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.
 +
 +
 +
''EX Shoryuken''
 +
 +
Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).
 +
 +
 +
''Crouching Heavy Kick''
 +
 +
Total frame count unchanged, but startup altered from 7F to 8F.
 +
 +
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''Far Standing Heavy Kick''
 +
 +
Changed startup from 12F to 11F.
 +
Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.
 +
 +
 +
''Thunder Kick''
 +
 +
Overall length of feint move changed from 27F to 24F.
  
  

Revision as of 01:42, 16 December 2011

Super Street Fighter IV AESSFIVAE.png
Super Street Fighter IV AE#CharactersSuper Street Fighter IV AE/Controls and TerminologySuper Street Fighter IV AE/Basic ElementsSuper Street Fighter IV AE/Universal AbilitiesSuper Street Fighter IV AE/Game SystemsSSFIVAEHeaderButtons.png


Ken

SSFIV-Ken Face.jpg

Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle.


In a nutshell

Ken is the polar opposite of Ryu. While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto. Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game. He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you. His greatest strenght, however, is also his greatest weakness. If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health. For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.


Moves

Unique Attacks

Name
Command
Notes
Inazuma Kick
B.png + Mk.png
High.png
Forward Step Kick
F.png + Mk.png
Thunder Kick
F.png + Hk.png
(hold Hk.png to feint)
Target Combo
close Mp.png ---.png Hp.png

Throws

Name
Command
Notes
Shoulder Throw
F.png or N.png + Lp.png + Lk.png
Throw.png
Hell Wheel
B.png + Lp.png + Lk.png
Throw.png

Special Moves

Name
Command
Notes
Hadoken
Qcf.png + P.png
Ex.png
Shoryuken
Dp.png + P.png
Ex.png
Tatsumaki Senpukyaku
Qcb.png + K.png
Ex.png Armorbreak.png
Airborne Tatsumaki Senpukyaku
(in air) Qcb.png + K.png
High.png Ex.png

Super Combo

Name
Command
Notes
Shoryureppa
Qcf.png Qcf.png + P.png

Ultra Combos

Name
Command
Notes
Shinryuken
Qcf.png Qcf.png + 3p.png
Armorbreak.png
Guren Senpukyaku
Qcf.png Qcf.png + 3k.png
Armorbreak.png


AE ver. 2012 Changes

Target Combo

Expanded hitbox for second hit downward to facilitate connecting with crouching targets. Increased startup of near standing medium punch from 8F to 20F to allow a delay when canceling into a Target Combo.


EX Shoryuken

Changed damage from 70 + 30 + 30 + 50 (180 total) to 80 + 30 + 30 + 60 (200 total).


Crouching Heavy Kick

Total frame count unchanged, but startup altered from 7F to 8F.


Far Standing Heavy Kick

Changed startup from 12F to 11F. Shortened attack recovery by 4F, giving a +1F advantage on a hit and a -3F (dis)advantage when blocked.


Thunder Kick

Overall length of feint move changed from 27F to 24F.


AE Changes

  • Less recovery time on Crouching Medium Punch. He can now combo Crouching Medium Punch into Crouching Medium Kick.
  • Improved the hit box for Crouching Light Punch.
  • Target Combo hit box (Medium Punch into Hard Punch) improved.
  • Light Punch Shoryuken has 2 extra frames of recovery, but now does 120 damage. It did 100 damage in SSF4.
  • EX Fireball can juggle twice in the air, so now you can get full juggle off a Light Punch Shoryuken into EX Fireball.
  • EX Air Hurricane Kick can now be blocked high or low. Used to be that it had to be blocked high.
  • Is considered to be mid-air right after the invincibility frames of his backdash ends.


The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 30 50 20 ch/sp/su 4 2 5 +4 +7
Close Strong.gif HL 60 100 40 sp/su 6 3 18 -7 -2
Close Fierce.gif HL 90 150 60 sp/su 6 3 19 -4 +1
Close Short.gif HL 30 50 20 ch/sp/su 6 2 7 +2 +5
Close Forward.gif HL 70 100 40 sp/su 8 3 12 -1 +7
Close Roundhouse.gif HL 110 200 60 sp/su 8 3 21 -6 -2
Far Jab.gif HL 20 50 20 ch/sp/su 4 2 5 +4 +7
Far Strong.gif HL 70 100 40 su 7 5 5 +4 +7
Far Fierce.gif HL 100 200 60 - 11 3 16 -1 +3
Far Short.gif HL 40 50 20 - 4 3 7 +1 +4
Far Forward.gif HL 80 100 40 - 7 3 13 -2 +1
Far Roundhouse.gif HL 130 200 60 - 12 3 21 -6 -2
crouch Jab.gif HL 30 50 20 ch/sp/su 3 3 6 +2 +5
crouch Strong.gif HL 60 100 40 sp/su 5 5 8 +1 +4
crouch Fierce.gif HL 100 200 60 sp/su 5 5 22 -9 -4
crouch Short.gif L 20 50 20 ch/sp/su 3 4 7 0 +3
crouch Forward.gif L 60 100 40 sp/su 4 2 16 -4 -1
crouch Roundhouse.gif L 100 100 60 - 7 3 22 -7 -
Jump up Jab.gif H 50 50 20 - 7 9 - - -
Jump up Strong.gif H 80 100 40 - 5 4 - - -
Jump up Fierce.gif H 100 200 60 - 7 4 - - -
Jump up Short.gif H 40 50 20 - 7 10 - - -
Jump up Forward.gif H 80 100 40 - 6 7 - - -
Jump up Roundhouse.gif H 100 200 60 - 6 2 - - -
Jump forward Jab.gif H 40 50 20 - 7 8 - - -
Jump forward Strong.gif H 70 100 40 - 5 6 - - -
Jump forward Fierce.gif H 100 200 60 - 5 4 - - -
Jump forward Short.gif H 50 50 20 - 5 7 - - -
Jump forward Forward.gif H 80 100 40 - 6 4 - - -
Jump forward Roundhouse.gif H 100 200 60 - 5 7 - - -
Left.gif+Forward.gif H 80 100 40 - 15 2 17 -5 -2
Right.gif+Forward.gif HL 60 100 40 - 11 5 11 -2 +1
Right.gif+Roundhouse.gif H 120 150 60 - 21 2 20 -4 -1
Target Combo 1 HL 70 50 30 sp/su 6 3 24 -9 -4
Focus Attack LVL 1 HL 60 100 20 - 22 2 42 -28 -28
Focus attack LVL 2 HL 90 150 40 - 17+13 2 42 -22 -
Focus attack LVL 3 - 150 200 60 - 68 2 42 - -
Forward Throw 0.92 120 80 40 - 3 2 20 - -
Back throw 0.92 130 80 40 - 3 2 20 - -
Hadoken HL 60 100 10/20 su 14 - 47 -7 -3
Hadoken EX.gif HL 50*40 50*50 -250/0 su 14 - 43 0 +3
Shoryuken Jab.gif HL 120[80] 100 30/40 su 3 11 18+8 -20 -
Shoryuken Strong.gif HL 90*60 125*75 30/30*16 su 4 3*11 25+14 -29 -
Shoryuken Fierce.gif HL 70*40*30 100*50*50 30/30*10*10 su 3 2*2*12 30+9 -30 -
Shoryuken EX.gif HL 70*30*30*50 100*25*25*80 -250/0 su 4 2*2*2*6 45+9 -41 -
Hurricane Kick Short.gif HL 60*50*50 70*50*50 20/20*10*10 su 6 1(4)2(6)2 11+6 -6 -2
Hurricane Kick Forward.gif HL 60*30x3 50*40x3 20/20*10x3 su 6 2(5)2(5)1(5)2(5)2 14+9 -4 0
Hurricane Kick Roundhouse.gif HL 60*30x4 50*40x4 20/20*10x4 su 6 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2 12+12 -5 -1
Hurricane Kick EX.gif HL 50*40x4 50x5 -250/0 su 6 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1 9+14 -3 +1
Hurricane Kick Short.gif (air) HL 50 50 10/30 - 8 2x4 10 - -
Hurricane Kick Forward.gif (air) HL 60 50 10/30 - 7 1x5 10 - -
Hurricane Kick Roundhouse.gif (air) HL 70 50 10/30 - 7 1x5 10 - -
Hurricane Kick EX.gif (air) H 40 50 -250/0 - 6 1x6*2 - - -
Super Combo HL 40x3*50*100x2 0 -1000/0 - 1+1 2*1*8(20)1*3*7 31+12 -29 -
Ultra Combo 1 HL 60*30x9[500] 0 0/0 - 0+10 2*2*5x7*1 32+50 -94 -
Ultra Combo 2 HL 75*17x9*23*225 0 0/0 - 0+7 2(5)93 8+42 -40 -
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes


Notes: