60E Ken
Street Fighter (1987 - Arcade)
Just like Ryu, Ken is naturally a character that requires great technical mastery. However, despite his echo character status, Ken is far from being a simple clone and there are many differences between them. Indeed, compared to Ryu, Ken is faster, hit much more and benefits of endless combos !
Characteristics
Strengths
- Many combos
- Big pressure on shield
- Ledgetrapping
- Excellent combo game
- Good anti air and killmoves
Weaknesses
- Needs a lot of training
- Weak offstage
- Exploitable strengths
- Sensitive to multihits
- Lacks range
Matchups
Favourable
Unfavourable
Stages
Favourable
- Low blastzone useful to kill with a Shoryu
- Everything is covered in a ledgetrap situation on Kalos
Unfavourable
- Ledgetrap bothered
Skills
Pro Tips
Features
Ryu and Ken have several interesting features. First of all they will always face their opponent, which prevents them from being crossed up, and is also pretty dangerous to cover any options in a ledgetrap situation. Another particularity is that both characters can vary the intensity of their specials by longer or shorter pressing the attack buttons or by performing quarter circles and key combinations directly from Street Fighter. It requires more things to learn than for the other characters and you have to pay more attention to their inputs even under pressure.
Best moves
DOWN TILT
It is one of the fastest moves of the characters and it allows him to combo the opponent. It's an attack that can easily put pressure on your opponent, knowing that the Down Tilt can be mashed to guarantee a true combo !
GROS JAB
This move can be done by holding the Jab. The attack deals a lot of percentages, doesn't eject the opponent that far and can be canceled with a special attack, making it a very good combo tool ! This attack is more interesting for Ken who has more options at his disposal after this move. Besides, if we connect this attack with a shoryuken, this last one will be much more powerful.
SHORYUKEN
Even if it can be realized by pressing Up and B we will mostly retain the true Shoryuken (→ ↓ ↘ + A). It is the best kill move of the two characters even if they have different properties. Ken's one hurts less in terms of pure power, but it has more range and it allows to punish jumps and to kill in the air because the third hit kills.
TATSUMAKI
His tatsumaki, which can be done in two different ways and can be more or less strong by pressing the button for a longer or shorter time, serves as an approach technique. It also allows him to extend a combo. A useful technique for moving around which can be very useful because it suffers from almost no lag.
CRESCENT KICK
This attack can be done by performing a quarter circle in this direction (→ ↘ ↓ + attack). This is an attack that Ryu does not have and which can be more or less strong. It's an attack that can be placed in a lot of combos and that offers a lot of creativity to the character.
NEUTRAL AIR
Ken's Neutral Air is better than Ryu's one because he is faster and has less lag. This is Ken's main approach technique and he can do anything after a Neutral Air !