60E Ken

First appearance :
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 !

Caracteristics

 

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

  • icône de donkey-kong
Combo food
  • icône de sheik
  • icône de little-mac
Better on the ground
  • icône de ike
Easy to parry

Unfavourable

  • icône de palutena
  • icône de harmonie-et-luma
  • icône de ness
Multihits
  • icône de snake
  • icône de yoshi
Escape from combos
  • icône de pikachu
  • icône de pichu
Hard to hit  

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

coup spécial de Ken coup spécial de Ken

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 !

  • Contextual Options

    Quick Moves

    Safe on Shield

    OOS Options

    Weak Down Tilt, Jab

    Weak Up Tilt, Weak Melee Forward Tilt

    Up Air, Down Smash, Shoryuken

    Neutral Air

    Back Air

    Forward Air

    Up B

    Up Air

    Up Smash, Neutral Air

     

    Before leaving

    Last tips

    Become a true Masters

    Both Ken and Ryu have attacks that can be performed in different ways. Even if it takes a lot of practice, you will have to learn how to use these true inputs to do more damage or to eject your opponent. So you'll have to roll up your sleeves first and have in mind all the possible combinations.

    Joe Lewis and Carl Lewis are different

    One of the mistakes to avoid when leading Ken or Ryu is to go offstage and to get too close with Neutral Airs and big jumps. These are characters who excel when you react to your opponent's moves and you should not constantly try to attack your opponent, but rather learn how to master the perfect dodge.

    Close to his family

    Many players tend to want to take their opponent off stage as soon as they have the opportunity. However, it is better to avoid with Ken and Ryu because the slightest mistake can be fatal to you, as their recovery is rather exploitable. You should rather prepare yourself to ledegtrap and to wisely wait on stage to punish the opponent. Don't forget that always facing your opponent can be very useful in this situation.

    In a nutshell

    They are both very complicated to play, too complex and technical for many. So, being able to play them and to master them will give you a great pride. After each victory, you will know that you have deserved it and that it is thanks to a long training that you have been able to play these characters and to win with them. Indeed, managing to perform a 60% combo after a precise sequence of inputs offers a great moment of pleasure. These two characters are made for players who love challenges and difficulties. Knowing that they will give it ten times to the courageous players who have dared to venture themselves into the infinite corridors of Ryu and Ken Master’s combos and sequences !

    Going furhter

    For more informations and to progress faster

    Thanking ...