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Ken Ultra Street Fighter 4 Moves, Combos, Strategy Guide

Guide last updated on
June 2, 2014 at 9:11 p.m. PDT

Ken Ultra Street Fighter 4 Character Guide

Character Overview
Ken is one of the best "jack of all trades" characters in SF4. He has strong reversals, deadly knockdown tactics and one of the longest-ranged kara throws in the game. While characters that have lots of effective tools take a while to master, Ken is definitely worth the practice.

Ken's weaknesses are his walk speed, the lack of range on his Focus Attack and his extremely poor backdash. His Ultras are either weak in combos or tough to land. These weaknesses are not very substantial, but they're enough to be a hindrance.

+ Has a strong anti-air game.
+ Reversal game is reliable with a shoryuken that cannot be safe jumped naturally.
+ Combos carry opponent to the corner quickly.
+ Can combo into sweep for a knockdown game.
+ A great crossup game along with an overhead.
+ Can build meter quickly with all of his special moves.
+ Incredible range on his kara throw.

- Fireball has slower than average recovery.
- Slow anti-projectile attacks.
- Walkspeed is slower than average.
- Short range on a very slow backdash.
- Can't rely on Ultra combos as tools.

Notable Normal Moves and Unique Attacks

Inazuma Kick
A quick but low-damage overhead attack from Ken. Leaves you at frame disadvantage on hit, meaning that you'll have to be careful not to get counter-hit out of a followup attack.

Step Kick
One of Ken's best normal moves. This poke is safe when blocked at mid range and pushes Ken into attack range. Since Ken recovers so quickly he can counter opponents with a Shoryuken FADC or bait them with a backdash into a sweep.

You won't want to overdo it with this move, because a well-timed Focus Attack or neutral jump attack will hit you if you're predictable.

Step Kick also serves as the "trigger" for Ken's kara throw. Simply activate this move and press the throw buttons slightly afterwards to cancel the animation and get insane throw range.

Thunder Kick (Hold for feint)
This move has Ken take a big step forward for a slow overhead attack that does a nice amount of damage. Generally only a good move to use once or twice a game if you're sure your opponent won't react.

You can hold the kick button used to activate this move to have Ken step forward with a feint. Still a bit slow, but if it's really unexpected you can use it as a surprise attack to get into throw or dragon punch range.

Crouching Medium Kick
A safe and quick low poke for Ken. Cancelable into special moves and useful in forcing the opponent to crouch block.

Close Standing Hard Kick
Ken's most damaging cancelable normal. Good for meterless punishes.
Jumping Light or Medium Kick
Ken's crossup attacks. Light Kick is more ambiguous but does less hitstun.

Neutral Jump Medium Kick
Ken's best air-to-ground counter for opponents who rush him on the ground recklessly.
Target Combos
Target Combo 1
The only time you'll ever really land Ken's Target Combo is in a close-range punish situation... and usually the standing Light Punch link into crouching Hard Punch is a better substitute for this Target Combo.

Because Ken doesn't have easy links into his Target Combo and it has a tendency to whiff on certain crouching hitstun animations, it's not used very often.
Special Moves
Hadouken (Fireball)


Ken's fireball is fairly straightforward. You can use it to pester opponents, but beware using it at mid range as its not at all hard to punish its recovery. The Light version travels the slowest, and is the most tedious for an opponent to avoid.

Fireballs are effective for building meter at long range or for extending FADC combos with Ken. However, fireballs are unsafe if blocked at short range by the opponent, so check your range before you let a fireball loose.

Also keep note that Ken's fireball startup speed is slightly slower than the average, making his blockstrings with fireballs a little less tight than other characters. Remember this when canceling into fireballs at mid range.

EX Version: A double-hitting fireball that doesn't knock down. The only use for this is for stronger FADC combos, chip damage or to challenge Focus Attacks at mid range. It's also safe on block at short range unlike the regular version.

Shoryuken (Dragon Punch)


Ken's signature dragon punch attack is very powerful and all three versions of the move have a large usefulness factor.
  • Light: Has enough invincibility to act as a quick counter. If you don't have two or more bars of EX, then this is the best reversal or counter if you know a move is coming. The fast recovery can really come into play and make this move tough to punish if you are sure it will be unexpected by the opponent. Only a good anti-air if you see an obvious jump coming.

  • Medium: The best anti-air Shoryuken because it has the most invincibility out of the normal versions. It also does more damage than the other regular DPs as well. You cannot use this version as a ground counter though because it is very likely that the second hit will whiff, leaving you wide open.

  • Hard: This version shares similarities to the Light version. It's not a good anti-air option because the hitbox positioning will often cause it to trade. It's a great grounded counter though if you have the meter to FADC since you can cancel up to the second hit in case it is blocked.

    Another strong feature of the Hard Shoryuken is its wide range with its ability to catch backdashes. This means you can use it in chip KOs if you're sure the opponent won't be able to counter it otherwise.
If you try to use the Light or Hard Dragon Punch as a normal (late) anti-air, they will more than likely trade or get outright beaten. Even though you can follow up traded dragon punches with a quick aerial EX Hurricane Kick it's still best to rely on the Medium version just to ensure that you don't lose out on damage trades when anti-airing.

EX Version: EX Shoryuken is a packaged version of all the best parts of Ken's dragon punches. It has a huge chunk of startup invincibility, does the most damage, hits four times and doesn't fail to juggle opponents when it hits on the ground.

Despite these fantastic qualities, EX Shoryuken is only really good if you want to spend meter on a "guarantee" that your dragon punch will not get beaten or that your opponent will get knocked out in the next combo.

Tatsumaki Senpukyaku (Hurricane Kick)
A. Light
A. Medium
A. Hard


Ken's Hurricane Kick is Ken's second primary combo ender next to his Shoryuken should he be out of range for a dragon punch. On hit, it leaves the opponent standing. On block, all versions of the move are unsafe. Only the first hit of this move can hit crouching opponents, so you'll want to force your opponents to stand up mid-combo if you want to land this move.

The Light version has fast whiff recovery, so it will allow you to sneak in for a throw. The Medium version leaves you and your opponent at completely even frames on hit, while the Hard version leaves you at very slight frame disadvantage on hit. Keep this in mind when fighting grapplers.

Against opponents without zero or one-frame moves (such as Zangief's Ultra 1), the Hard Hurricane Kick is the best one to combo into. It builds the most meter, does the most damage and shoves the opponent the farthest to the corner.

Once Ken lifts both of his legs off the ground, his lower body is invulnerable to projectiles and certain low attacks. The regular Hurricane Kick is a really slow anti-projectile option though. Also, you can use this move to "corpse hop" the opponent after you've knocked them down, which can throw off the charges of charge characters.

The regular aerial Hurricane Kick is good for changing your jump-in trajectory. Activate it at the right time, and you can sail behind opponents or fall in front of them faster. While it's slight difficult to combo from this move if it lands, it offers a lot of safety on block provided that you land far enough away.

EX Version: EX Hurricane Kick is Ken's most damaging combo ender. It also pushes the opponent the farthest towards the corner. It's the safest version on block, travels the fastest and leaves you at frame advantage on hit unlike the normal versions. Definitely worth your time to combo into.

EX Aerial Hurricane Kick is one of Ken's most important moves, so you must absolutely not forget you have it. It helps Ken with approaches, and it has great priority in air-to-air fights. As you descend on the opponent with this move, you can cross up or land in front (very ambiguous) and since this move recovers on the ground instantaneously, you can pull off some big combos.

You can also use this aerial version to escape corners. Simply activate it at the early stage of your jump and Ken will fly so far away that he'll float for almost a full in-game second.

Super and Ultra Moves

Super — Shoryureppa

Surprisingly, this move's overall invincibility on activation is very short. Also, the angle of the Super's movement makes it a very poor anti-air option.

This Super is one you should just generally avoid unless you are trying to look flashy. Ken can get far more damage and safe options off of his FADC tricks.

Ultra 1 — Shinryuken
Ultra 1


Ken's Ultra 1 is a solid Ultra. He can combo into it fairly easily off of Shoryuken FADC or EX Hadouken FADC and it's a fully invincible anti-air attack. Despite the appearance of Shinryuken, the startup is fairly slow, meaning you'll have to activate this very early on in the opponent's jump if you want a chance to hit them out of the air.

Ken's Shoryuken -> FADC into Ultra 1 doesn't yield much damage, but if you land the Hard Shoryuken as a counter-hit before the FADC you'll get the full animation for a heavy amount of damage. You can also land the full animation if you FADC from the very first hit onwards of Hard Shoryuken on aerial opponents only.

Ultra 2 — Guren Senpukyaku
Ultra 2


This Ultra is fully invincible on startup and projectile invincible for the rest of the move. If you can make a good read on a projectile throw, it is possible to dash up, activate this Ultra and go through quickly enough in time for a punish.

Comboing into this Ultra has different requirements than Ultra 1. For starters, in order to land this move in combos the opponent has to be standing. Also, Ultra 2 starts up faster than Ultra 1, meaning that you can now use a regular Hadouken instead of EX in an FADC combo. This requirement makes it less combo-friendly than Ultra 1, but not by much.

Generally, you'll only want to pick this Ultra if you're in a matchup where you need to make long-range punishes.

Important note: Not every possible combo is listed here. Instead, you'll find the most common and helpful combos that you should know. There are many variations to these as well.

cr.LK, cr.LP, Link cr.LP xx H Shoryuken
6 Hits
172 Damage
A bread and butter combo that works on all characters. To make this combo easy, do the first two hits quickly, then delay the last Light Punch for as long as possible before you perform the quick cancel.

cr.LP, st.LP, Link cr.MK xx H Hurricane Kick
7 Hits
192 Damage
A standard hit confirm if you are landing a quick punish combo on a standing opponent.

cr.LP, Link cr.HP xx EX Hurricane Kick
7 Hits
298 Damage
If you want to land big damage on crouching opponents, force them to stand with this combo. Be wary that the link shown above is a one-frame link.

cr.LP, cr.LP, Link cr.MK xx EX Hadouken
5 Hits
171 Damage
This is a very easy combo that works on crouching and standing opponents. Usually reserved for crouchers.

st.HK xx H Hurricane Kick
5 Hits
230 Damage
Ken's standing Hard Kick is slow, but it's a great tool to reach opponents for a mid-range punish.

j.HK, Target Combo xx H Shoryuken
6 Hits
314 Damage
Easy and big damage off of a jump-in.

st.LP, Link cr.HP xx Hadouken xx FA, Dash forward, cr.MP xx H Shoryuken
7 Hits
304 Damage
You can take a lot of liberties with this combo, but it shows the power of FADC combos for Ken.

H Shoryuken xx FA, dash forward, Ultra 1
10 Hits
302 Damage
The basic Ultra 1 combo. Since the second hit of H Shoryuken is the only FADCable portion of the move that juggles, that is where you must Focus Attack Cancel from.

cr.MK xx Hadouken xx FA, dash forward, Ultra 2
15 Hits
456 Damage
Only works on standing opponents.

cr.LP, cr.LP, st.LP, Link cr.HK
4 Hits
146 Damage
Ken's combo into sweep. Very effective, as Ken has a fantastic knockdown game.

Shoryuken xx FA, dash forward, EX Aerial Hurricane Kick, juggle Ultra 1
13 Hits
417 Damage
A meter-consuming damage option for Ken to finish off the opponent. Only works in the corner.
Ken General Strategy
Ken is a powerful mid-range character that depends mostly on tricks to get into his even stronger short-range game. You'll want to mixup your approaches from the ground and air with Focus -> dash in, Step Kick, Kara Throw and Aerial Hurricane Kicks.

Outside of those options though Ken can function perfectly well without taking too many risks by playing a standard shoto game of fireball throwing, poking and whiff punishing at mid-range. Try not to recklessly approach opponents at mid range since Ken doesn't have too many high priority normals to "shove" his way into the opponent's zone.

Ken's knockdown game is extremely strong since his kara throw has such good range (out of the range of crouch techs), not to mention his EX Aerial Hurricane Kick can be made very hard to block on wakeup (and you can combo afterwards!). Don't overlook Ken's okizeme when performing combos and go for knockdowns if you want to perform multiple mixups.

Other Resources and Credit
You can find more information about playing Ken on the Central Character Discussion Thread on the forums.
Contributions to this guide by Nyoronoru.


sectionz said on March 11, 2010 at 1:28 p.m.

any tips for fighting against blanka wit ken?

MB56 said on March 13, 2010 at 4:29 a.m.

For blanka I like to do alot of hadokens when im at a very far range and when im in mid range i do alot of to hadokens. If u see him doin electric sweep. do foward mk a lot to get close and poke. Always block low unless you see the overhead rolling thing coming at u because blanka can always throw out the long range punch sweep thingo.

ayo33 said on March 23, 2010 at 6:10 p.m.

they shoulda gave ken his air throw nd air hadouken frm the alpha series. and wat happend to the effin crazy kicks???!!??? theres still sum time to add this capcom!!!

Firegod said on March 29, 2010 at 9:24 p.m.

I Second ayo33, the promised that ken would get a new move, and the Fed him over.

I want crazy kicks as well!!!!!!!!!!!!

DoomRenegade88 said on March 31, 2010 at 5:59 p.m.

ive seen ken used efficiently. as you go higher in the ranks in championship and im not referring to "G3" Here, you see different tactics. around the end of G2 and and beginning of G1 you see people who know him in and out. sure shoryuken can literally just spam out of nowhere, but who tells the player to just rush in and take it. and everyone has some sort of move with priority. if you ask me. Im kinda glad sagat is getting nerfed. too much if you ask me. also remember. look for people with better skill in player matches. its all experience in this game.

BEST said on April 8, 2010 at 11:49 a.m.

dude g1 kens are still scrubs. only a select few are decent. Why dont u try an SG Ken

supershinbison said on April 25, 2010 at 7:50 p.m.

dude you talk a bunch of crap. just stfu and play. i hate watching your arrogant ass go on every character page and talk that trash. if you are good then just stfu. im begging to think you are a scrub cuz you parade around about how much gp you have when you know gp doesn't mean jack. there are many pro and good players who could care less about gp. so for someone as "good" as you parading around about your gp claiming to be the "best" is simply proof that you are not the best. you give ken players a bad name.

SquallSaga said on April 27, 2010 at 3:12 p.m.

As I posted in the news section, here's my trouble and questions about Ken and Super Street Fighter 4:

I've played it for couple of days, and of course I love it. But Ryu can still link his first ultra with DP, and since I'm a Ken player since SFII, I was looking for his new ultra that could supossedly link with DP focus cancel, BUT YOU CANNOT !! Did someone how to link his second ultra ? Except with an ex fireball cancel focus... Ken doesn't seem stronger from what I've seen so far. And with the new characters and the ups for the other ones, it'll be hard to compete :-S

Shinebox said on April 28, 2010 at 1:54 a.m.

You simply can't link his Ultra II to a DP > FADC. You will need to use Ultra I for that, keep in mind although it does 321 damage in both versions of SFIV it's far from being terrible. Damage was reduced for several characters across the board for example: Ryu DP > FADC Ultra I is now 398 (down from 440) So leaving this at 321 is actually a buff for Ken. Then there is also the chance of getting a counter hit which is a big bonus now.

TopT said on May 7, 2010 at 12:49 a.m.

@ 297
I don't really use Ken but I swore I saw someone do a cross-up EX Hurricane Kick and then combo into U2 when I was playing online (with Fuerte). It was pretty intense. I don't think it needs to be a cross-up either.

Nelaelu said on May 14, 2010 at 10:05 p.m.

SquallSaga #297

Ken's ultra2 is great, but you need to be one hell of a player to use it well.

You're right, DP into u2 doesn't work. You can still connect it if you're fast and get partial damage, but it's not worth it. You will only get 180-250 damage from it. It's not that great on counter hit either. Counter hit allows you to connect with the first kick (therefore you don't need to do the ultra immediately), but highest damage I was able to get was 304 (and it was character specific).

I was also disappointed that DP into u2 doesn't work, but keep your mind open: they didn't want to make another ultra that you could do after an uppercut. read more...

Nelaelu said on May 14, 2010 at 10:08 p.m.


Set ups for Ken's ultra 2 (Guren Senpukyaku) are:

1. EX air tatsu
2. Jumping HP/HK
3. Hadouken FADC
4. LP
5. MK

Nelaelu said on May 14, 2010 at 11:02 p.m.

1. EX air tatsu

You can use it as a cross-up and non cross-up. Cross-up is usually more useful because it changes the angle of your jump and deceives the enemy.

EX air tatsu (especially as cross up) is a great set up. It's very difficult to block, timing and range are lenient, and only one EX bar is required.

The only problem is its difficulty to hit confirm. It just doesn't give you enough time to respond to it and you might end up guessing at times. Watching your enemy's movements might help. Once you see the enemy slightly moving towards you (or missing a move, lol!) you might deduct that he won't block and give yourself enough time to hit confirm it.

Some bigger characters get hit twice with the EX air tatsu (It's more difficult to get 2 hits for the cross up version). That useually gives you enough time to hit confirm and removes worries about guessing with the ultra. Just be careful cause 2 hits as cross-up push the enemy further from you and make the distance for connecting it more strict (funny, but sometimes the ultra connects after 2 hits even when you miss the first hit of ultra2 - that just proves how lenient the timing for that set up is...)

Side note: It's possible to get 3 hits from the EX air tatsu on game's biggest characters. That gives you even more time to hit confirm and increases the damage to over 500! It's very unlikely to happen, but it's a cool little detail to know (forgive me for this, lol!).

It's possible to use regular air tatsu as a set up but the timing is way more strict and possibility of hitting a standing enemy (especially as a cross-up) pretty low. If you really want to try it use LK tatsu as cross-up and immediately follow with the ultra.

Nelaelu said on May 15, 2010 at 12:05 a.m.

2. Jumping HK/HP

It's nothing new that you can connect with an ultra after a jumping HK/HP. Many ultras can do it and Ken's Ultra1 can do it as well. However, there is a slight difference between Ken's Guren Senpukyaku and other ultras in that matter.

Ken's ultra 2 has only 6 frames of start up (while Shinryuken has 9 and some other non-grabbing ultras even more). That allows you to hit the enemy early/high and still connect with Guren Senpukyaku. It basically gives you enough time to hit confirm from the jumping HK/HP into ultra. It's still not easy to react to it, but advantages from learning it are undeniable.

It allows to use ultra 2 without wasting meter, worrying about being late (which was often the case with Shinryuken), and offers good range (almost entire range of Ken's jumping HK).

With ultra2 trying to jump over a projectile might still be risky, but way more rewarding if you make a good call. You can get full ultra without FADC.

Another great trick that works great in conjunction with cross-up EX air tatsu is using HK/HP as a FAKE cross-up. Lets say you score a knockdown and try to find a way to land your ultra. Get close to the opponent so he thinks that you gonna attempt a cross-up, but do it in a way that you still hit him from the front(HP might be slightly better here cause you can connect it from shorter distance from the enemy) and have your ultra ready. Try to hit the enemy high/early to give yourself more time to respond to what the enemy does.

Side note: Practicing in the training mode with the blocking option set to random might improve player's hit confirming for that set up.

Nelaelu said on May 15, 2010 at 1:49 a.m.

3. Hadouken FADC

While Shinryuken could be used after FADC Shoryuken, Guren Senpukyaku can be used after FADC Hadouken. It's Ken's most versatile set up for ultra 2.

It's an awesome way of landing ultra 2 and the only reason why it's not listed as no.1 is it's timing and difficulty. First of all, you will need some decent amount of practice to use it at all (it's harder to pull off then FADC Shoryuken for ultra 1) and also the time window for it is way narrower then for ultra 1 after Shoryuken.

Timing for Hadouken FADC ultra 2 is strict. To connect it, you need to immediately dash after Hadouken and execute the ultra right when the dash is over.

Mastering that set up can make particular Ken player really dangerous allowing him to land full ultra anywhere on the screen after basic attacks like croching mk or target combo.

Examples of combos that can be used in an actual match (generally anything that can be linked with Hadouken can be further FADCed into ultra 2):

I. Crouching LK - crouching LP - crouching MK - Hadouken - FADC - Guren Senpukyaku
(Not easy, but how dangerous... just land a crouching LK and get full ultra! Some players might prefer to use another crouching LP instead of crouching LK (makes it bit easier).

II. Jumping MK - target combo (MP,HP)- Hadouken - FADC - Guren Senpukyaku
(Target combo might be tricky to land on some characters)

III. LK air tatsu as cross up - crouching MK - Hadouken - FADC - Guren Senpukyaku
(I love that combo! If you do it well LK tatsu will deceive the enemy into believing that you're not doing a cross-up. You can use EX air tatsu for even better results, but then you will need to sacrifice 3 EX bars)

IV. Jumping HK - standing HK - Hadouken - FADC - Guren Senpukyaku
(The strongest one, but somehow seems limited. Not as great for confirming as other ones and also if you expect to land a jumping HK you could just follow it with ultra 2 without FADC)

Those are just examples to give you an idea of what you can do with ultra 2. Be creative and find out what works best for you...

Side Note: Using Ex Hadouken instead of Regular Hadouken might give you slightly better damage and minimally more lenient timing, but it usually doesn't outweigh the cost of using another EX bar for the combo. Also, sometimes second hit of EX Hadouken pushes the enemy further from you (it might push him out of your range)

Nelaelu said on May 15, 2010 at 2:34 a.m.

4. Standing LP (close and far)

It's pretty unbelievable, but due to Guren Senpukyaku's fast start up you can link both versions (far/close) of his standing LP into ultra.

It's a cool-looking set up. You can hit some low or high jabs and then after a final standing LP get the full ultra! It's meterless, easy to confirm and very easy to do... oh WAIT! (laugh)

It's not easy at all - the timing is very strict (it wouldn't make much sense to make something like that too easy, wouldn't it?).

There's one more problem with that set up. It doesn't deal consistently with crouching opponents. Generally far standing LP hits the crouchers and close standing LP doesn't. It might be tricky though to confirm with the far one from correct range. There are also some character specific issues that you might run into...

I don't expect players to rely on that set up too much, but if you find someone who uses it consistently in actual matches let me know!

Nelaelu said on May 15, 2010 at 2:50 a.m.

5. Close Standing MK

A 1 frame link, need more? It's cool that something like that is possible (due to Guren's fast 6 frame start up), but forget about having any actual use of it. I would still want to see someone pulling it off in a match though... at least once!

Nelaelu said on May 15, 2010 at 3:24 a.m.

Anti-projectile property

Ultra 2 is invincible to projectile attacks throughout the entire duration of the ultra; therefore it might be used to punish fireballs from mid to close range.

However, it shouldn't be used from whole screen range (it isn't as good of an anti-projectile ultra as Chun-Li's Hosenka or Bison's Psycho Punisher). Also, remember about projectiles with short recovery time (like Guile's Sonic Boom) - they are very difficult to punish (I'm sorry for some obvious stuff).

Don't block projectile ultras (like Chun-Li's Kikosho) if they are meant to chip you to death. Ultra 2 takes care of them!

Nelaelu said on May 15, 2010 at 3:55 p.m.

Ultra 1 (Shinryuken) vs Ultra 2 (Guren Senpukyaku)

Ken isn't a character with one ultra being clearly better than the other.

True that Shinryuken comparing to other ultras in vanilla SF4 was limited and its Shoryuken FADC would usually connect for not more than 300-320 damage (which was a small reward for entirely burning your ultra meter and half of the super). Often it was just better to end a combo or punish with EX Shoryuken (which itself would deal 240 dmg)

However, as Shinebox #298 pointed out, "Damage (in SSF4) was reduced (...) across the board for example: Ryu DP > FADC Ultra I is now 398 (down from 440 (more like 476)) So leaving this at 321 is actually a buff for Ken. Then there is also a chance of getting a counter hit which is a big bonus now."

321 doesn't sound that bad anymore and getting a counter hit rewards you with 540 dmg (which is more then Sagat's, Ryu's, and most other character's set ups now). Also, keep in mind possibility of using Shinryuken after the super combo or Shoryuken>EX air tatsu (for getting big damage). Add its usual priority and anti-air property and ultra 1 doesn't look that bad in SSF4!

Nelaelu said on May 15, 2010 at 8:26 p.m.

Shinryuken still has couple od downsides that include very narrow range, terrible recovery, and limited set up/punishment options.

True that Shoryuken FADC is an easy, veratile, and safe set up, but that's basically it for ultra 1. EX air tatsu is very tricky to land because you might run into range and timing issues (adding the usual problem with hit confirming it) and jumping HK/HP needs to be done very late which basically kills your chance for confirming it.

Guren Senpukyaku is more veratile, but also more demanding in terms of execution skills. You can't just blast your uppercut (hoping for a counterhit) and then easily FADC into ultra. It seems more appropriate for advanced (and dedicated) players that will learn the timings and precise usage for the ultra. If someone doesn't want to struggle with timing issues Shinryuken seems a better and more straight-forward choice.

Shinryuken allows you to deal greater damage, but Ultra 2 is quite damaging too and is more likely to fully connect.

Guren Senpukyaku is safer when completly missed and recovers better. Both are still punishable when blocked.

Qorn said on May 17, 2010 at 10:56 a.m.

I think that dan can eat ken with a side of bacon and eggs so whatever happens just imagine the sound of ken dying.

SquallSaga said on May 17, 2010 at 4:12 p.m.

@Nelaelu : Thanks for all the time and efforts you put into explaining all those things ! Thanks a lot. I knew all the way to connect the second ultra, except for the MK and the LP. I'll try that, see how I can manage to pull that off. Regarding the other ways, as you mentioned, the biggest problem is that you have to guess before landing U2. And that's what makes the difference with other character who feel "safe" to use when you wanna connect your ultra. It is true that the Hadoken FADC allows you to put it in a combo before, but the timing itself of hadoken > FADC is really tricky, so you may land your combo, for example while crounching LP, MP, MK, Hadoken FADC U2, but if your timing or the distrance between you and your opponent is a little bit off, you'll land it for nothing and get punished.
Anyway, I'll try and train with Ken, 'cause I just always played him since SF II, and I guess you're a big fan too, and it's really nice to talk with you about it ;)

Patrick said on May 18, 2010 at 6:54 a.m.

Aslo posted this on SRK because they have way more people on that site...though i much prefer the layout of eventhubs. Anyway...

Ok, I have several questions and thank you in advance to whoever takes up the task of helping me along:

First of all. Am I a Noob? On the one hand I probably only win about 1/4 of my online matches, can't focus attack cancel into ultra to save my life (more on that in the next question), and seem to get dominated pretty easily by serious players. On the other hand, I have loved Street fighter since SF2 in the arcades and would actually lose sleep at night in anticipation of the Super Nintendo release. Took a really long break from video games while I was in college and got back into them a couple years ago only to find that the competition is rediculously good now at street fighter... So just because I'm not an expert w/ over 3000 pp online does that make me a noob?

Next question: Can't pull off Ken's trial 16 bc I'm not getting the FADC-Ultra in time. I can do everything but the ultra. Is there a short cut motion or do you really need to input forward, forward, double fireball motion, 3xpunches, all in the span of like one thousanth of a second?! Uhhh.. Can someone explain how this is humanly possible.

Next Question: When I am able to pull off an online win, i get hatemail. What's that all about? Are most online players jerks or is it just my luck?

Last Question: That kara throw that ken's supposedly able to do...i'm beginning to wonder if it's possible, i tried a million times, i input forward and mk to do his stepping kick and then almost immediately i throw, i've tried it so fast and he just finishes the kick every time! I found that if you hold HK down with forward he'll do a fake kick, is this the real way to do kara throw in SSF4? If so it'd be nice to have that cleared up?! Also why the f do they call it a Kara throw??? Thanks guys...

Patrick said on May 18, 2010 at 6:56 a.m.

Oh, i played the original SF in the arcade back in the day as well. So any 15 yr old who calls me a noob just cause they have faster reflexes and practice more than me...i'm like...really?

Nelaelu said on May 18, 2010 at 8:18 a.m.

@SquallSaga #311

Thanks a lot!! It's so nice to see that someone appreciates my work!

That guessing game with Ken was sometimes driving me INSANE... but I got little bit better now. I get timing for Hadouken FADC pretty consistently and if I play strong opponents I use that as my primary set up. The range isn't really that tricky I think. If you're worried about it get rid off one of the jabs (lets say jumping MK - crouching LP - crouching MK - Hadouken FADC - ultra2). It's still very confirmable... (I'm mostly worried about the timing when I use Hadouken FADC).

I haven't stopped using Ex tatsu and jumping HK/HP though. I like using Ex tatsu early in the round (especially if I manage to get ultra before my enemy... preferably through Focus Attacks). At least if I guess incorrectly I can't be punished with anything significant (If I connect I can get nice advantage for that round though!). Also that set up is so easy to do (you can even pull it off in a very laggy match, lol!) and so deciving for the enemy (i'm talking about the cross up version).

I'm getting better at confirming jumping HP/HK into ultra2. I can't of course use ultra everytime I connect HP/HK, but I'm already pretty succesful on enemy's wake up. Especially if I made him aware of my cross up set up earlier (then he's forced to guess).

Honestly, I don't even try those other set ups (LP, MK) in actual matches. Maybe someone with INSANE execution skills will be able to use the LP one consistently, but definitely not me (laugh). I would say the timing for LP is at least 2 times more strict than for Hadouken FADC! I don't even wanna mention the MK set up - I have huge troubles getting it even in the training mode, lol!!

I've played Ken since SF2 too!! (SF2 Champion Edition to be exact). Thanks again my friend and good luck!!

Nelaelu said on May 18, 2010 at 9:30 a.m.

@Patrick #312

1. I wouldn't worry about the "noob issue" at all. Some players just picked it up cause they need an excuse for losing some easy matches. Alternatively, some use it because of their superiority complex.

Street Fighter needs people like YOU (or at least someone you described). First of all, it would be really sad if only nerds played SF (I feel like offending myself there). It's great that someone become so amazing at the game, but SF needs also players that just learn basics and have fun playing with friends (or online)! It's all about having fun, isn't it? Also, nobody can become a great player right away. It's a process/journey... I have a friend who learned how to play SF about 3 years ago. He was pretty bad for a long time, but gradually he was getting better and better (and now he gives me some hard time, lol!).

2. Regarding the Trial no.16: Sorry, I don't know about any shortcuts. You gotta do it pretty early + watch the opponent so he doesn't get out of your range. Some of Ken's FADC are tricky (same with his Super then Ultra in the corner). You just gotta work on some of that stuff patiently... it doesn't come all by itself like in some other games!

3. Like everywhere else you can find many a$$holes online (many suffer from the same problems as described in no.1) It's even easier for them to write sh1t online cause they don't need to face you in person (cowards!!). Fortunately, there are also some friendly players online who stay respectful no matter what the outcome of the match is.

4. Kara Throw: You gotta do it practically AT THE SAME TIME. Try pressing forward MK, LP, LK all at once first - you should be able to get it couple of times. Then try to press MK SLIGHTLY earlier (but just a fraction of a second earlier) to get better at it. Kara throw makes Ken glitch forwards therefore extending his grabbing range. It's not much, but it makes huge difference!! Btw it might be a pain on a regular controller... (also, once you start using it online expect to get more hatemail than ever before, lol!)

I remember reading somewhere why those are called kara (cancels), but I forgot... sorry!

Patrick said on May 18, 2010 at 11:38 a.m.

Thanks alot Nelaelu. It's good to see that there are some down-to-earth Street Fighter fans out there! I'm going to keep at it and I'll probably get the hang of the FADC ultra and the Kara throw eventually. Right now I've been focusing on playing patiently and trying not to be too aggressive. I can't land his ultra unless its as the apponent is jumping in at me. But i'm going to practice trying to do an ultra after a combo. I think if you can consistently land an ultra in a match, its a real advantage. so i'm working towards that. Thanks again for your help! Take care.

Patrick said on May 19, 2010 at 6:31 a.m.

Nelaelu. Just had a chance to read through some of your info on comboing into Ultra 2. Some very informative stuff there. Can't wait till I get some free time to practice some of that.

SquallSaga said on May 19, 2010 at 6:35 p.m.

Nelaelu :

No problem, I really enjoy seeing intersting Street Fighter players liking Ken as much as me and trying to pierce through his mysteries ;). Too bad there isn't a private way to give you my msn, I would have liked chatting with you !
Concerning Ken, yeah, it's a big BIG plus to be able to chain hadouken FADC, I'll keep training until I can masterize that ;)

@ Patrick : Don't worry, you'll see the more you play, the more you get better.Even though I'm supposed to be able to link SRK FADC Ultra, sometimes I just miss and get a Ex SRK instead. And even more now that I switched for an arcade stick (it's been almost 2 months now), and when I'm on the left of the screen, gosh I have trouble for the Ultra O_o.
Anyway, for your questions, I'd answer the same as Nalaelu. Don't worry about the insults, I didn't get any for at least my last 30 matches. And for the Kara throw, yeah, put your fingers on MK, LK and LP. As soon as you begin to do your forward MK, press all the three buttons. With time you'll get the exact timing ;). Keep the training !

Nelaelu said on May 19, 2010 at 9:25 p.m.

SquallSaga #318

I have a question. You said you switched to an arcade stick. Could you tell me: do arcade sticks really help with accuracy? How different is playing with Ken on it? Are arcade sticks more durable?

I've been using MadCatz SF pads since the release of SF4 (i couldn't stand the regular xbox controller for more then a day). They are OK, but couple of things really annoys me about them. First of all, I already broke 2 of them, so they DON'T seem very durable (unless it's just my playing style, lol!).

Secondly, Ken's kara throw is tricky as hell to execute on them. I have to use my thumb for all 3 buttons which doesn't seem that accurate. I can still get it most of the time, but maybe on arcade stick it wouldn't be such pain! Some with some other trickier moves and combos...

Kickx3 and Punchx3 buttons (especially punchx3) don't seem that easy to access. I got used to them, but do u think they are more accessible on arcade sticks?

Are there any sticks you would recommend?

Patrick said on May 20, 2010 at 9:18 a.m.

Well got Hori RAP3 and it's a really good product. It's apperently easy to switch out buttons on it too if you ever want to replace them. I say get a stick, you sound like a really awesome player, so it will probably take you to an even higher level!

Patrick said on May 20, 2010 at 11:22 a.m.

Well got=Well I got

Ragnarok said on May 21, 2010 at 3:14 a.m.

Seriously need some help here... How do you do ken's crossover HP?been trying for some quite some time but no result till now

Patrick said on May 21, 2010 at 11:40 a.m.

It's very difficult to space it correctly. Not something you can expect to land as regularly or easily as his MK crossup. I've done it in practice mode, but not in a match yet.

Nelaelu said on May 21, 2010 at 2:36 p.m.

Patrick #323

Exactly, the jumping HP isn't something that you can do consistently as a regular cross up. However, it allows you to do "fake" cross ups.

Thanks for your advice on sticks Patrick!! I'm more and more convinced I should get one!

Ragnarok said on May 21, 2010 at 8:43 p.m.


Ya i totally agree with you. I knew that Crossup HP is not something which you can keep doing unless you have totally master the spacing. But you know Crossup MK is too predictable... And i trust that you know sometimes during a match if you manage to do something which the opponent nv see it coming, it can totally change the match into your favour..

Nelaelu said on May 22, 2010 at 3:29 p.m.

Ragnarok #325

That's why you gotta mix things up. Sometimes attack low, sometimes use overhead, sometimes cross up, sometimes fake cross up, sometimes just come to the opponent and (kara) throw.
When you use jumping MK don't make it an obvious cross up. Use it in a way that the enemy can't be sure which way to block...
If you wanna use something really tricky to block use ex air tatsu. It changes the angle of your jump so use it from further distance than regular cross up. Than you can get a nice combo or ultra going... (LK tatsu is pretty good too, MK and HK tatsus are tricky to land)

SquallSaga said on May 22, 2010 at 4:18 p.m.

@ Nelaelu :

Well, other than the things I said earlier that I couldn't do very easily, the bad aspects for the stick at the beginning is how slower the manip' for the shoryuken is, and for the ultra you can't just do the manip a lot a fast hoping to get it that way, you have to time a lot more your moves. But so yes, it is way better than pad after a while. You're more pricise, and then you can play on stick for you whole life, and so the sopport you play on (playstation, 360...) doesn't matter anymore. And yeah, the kara throw is A LOT easier to do with the stick, and the 3 buttons too are easier to get, of course. With the pad, I had to choose on one button either 3xK or 3xP, , but you don't have this problem with the stick. Same for throw and focus, you can use the six buttons in any way you whish. And yeah, except if I throw my stick from the window, it is made FOR players, so you can't break it, really. It would have a long time ago with me if it could ;). The one I have is the Hori one. It cost me about 200 swiss francs, so around the same amount of US dollar.
Hope I could answer, don't hesitate to ask if you have other questions ;)

Nelaelu said on May 26, 2010 at 2:16 p.m.

@SquallSaga #327

Thanks for your answer regarding the sticks!! I'm pretty convinced now that I'm gonna get one. I still need to do more research to know which brand to buy. If I have any new questions I will let you know... thanks!!

SquallSaga said on May 28, 2010 at 10:04 p.m.

No problem. Let me know how it worked out for you ;)

Ragnarok said on June 1, 2010 at 8:40 a.m.

Haha manage to counter a hadouken in the arcade by using ex- air tatsu combo into ultra whoa the feeling is so sweet ^^

Nelaelu said on June 7, 2010 at 3:28 p.m.

Ragnarok #330

I usually use ex air tatsu as cross up (then ultra), but regular air tatsu works too. It has better range then regular jumping HK so you can surprise your opponent. Non cross up version is also more likely to hit twice and you don't need to worry about correct range. Cross up version is usually more deciving though...

Once I was fighting a tough Guile and in the final round I was left with 0 life... he still had around 40%. I managed to get him with one of my block strings, then did an ex air tatsu cross up into ultra2.... and victory was mine!!

Super_Shoto_Fighter_4 said on June 8, 2010 at 12:29 p.m.


Just started playing Ken (My 1st shoto). The cross up tatsu to Ultra is very helpful as I was struggling a bit to pull off the FADC into Ultra 2.

Cheers :)

Nelaelu said on June 9, 2010 at 9:39 p.m.

Super_Shoto_Fighter_4 #332

Yeah, cross up tatsu into ultra2 is very easy to hit. Its only problem is its difficulty to hit confirm (you may end up completly guessing at times). Hadouken FADC takes time to learn, but it's easily hit confirmable. Good luck!

Drippy_Nozzle said on June 10, 2010 at 12:56 a.m.

I definately recommend switching to a stick. ALL motions for ALL characters are easier, even for trickier ones like C.vipers super jump cancel to ultra 1. It takes some time to train your fingers to the buttons (I found) but when you try the stick its easy to feel how precise you can make every motion (no need for shortcut motions EVER).
I started with a madcatz SE fightstick (not a great choice) but I have now modded it with sanwa parts, the total cost for the SE stick and the sanwa bits no more than about £70 so this could be a cheap alternative to an expensive pre-made sanwa stick?

Also a general note, I see you guys like the hadoken, focus cancel to ultra set up; This can also be done without dash cancelling the focus attack, if you use an EX hadoken, you can hit with a level 2 focus and the opponent will crumple, giving you loads of time to hit an ultra or follow on with another combo. Hope this helps!

Drippy_Nozzle said on June 10, 2010 at 1:01 a.m.

Oh yeah! Check out Vesperarcade youtube channel. He has posted great informative guides about switching to stick and what the benefits are from a specifically street fighter perspective. He also has video guides for how to step your game up.

Nelaelu said on June 16, 2010 at 3:19 a.m.

Drippy_Nozzle #334

Thank you very much!! I ordered the Madcatz TE stick. They had a great deal for $90 at Dell (it is posted here at EH). Almost everyone told me that sticks are better (THANKS FOR YOUR ADVICE GUYS!!)... and I made up my mind. Actually, I had NO other choice cause my last fightpad recently broke (I had 3 of them). They were decent to play, but the worst thing was their poor durability. You could get maybe 6 months of regular playing and then you had to get another one (or replace the rubber buttons inside... which are not easy to get seperatly).

About the set ups: Ex hadouken into lv2 focus seems difficult as hell! I know about it (shiznit! I didn't inculde it in my Ultra2 big review, lol!). I think dashing after EX hadouken and then ultra2 has easier timing and deals more damage though...

I think EX hadouken FADC is the safest set up for ultra2. The timing is only slightly better than for the regular Hadouken, but it makes quite of a difference. You won't be late... unless you really mess up! It takes one more ex bar, but if you have it available (and you're sure it will connect) use it. I didn't recommend using ex hadouken FADC in my review (comments 300-309), but I changed my mind.

Drippy_Nozzle said on June 16, 2010 at 12:33 p.m.

Glad to see you took the plunge- and looks like you got an excellent deal. Your game can only improve for it in the long run.

I agree, the FADC from EX hadoken is definately the best set up; I have been mucking around in training and the timing for it is really nice, so it can easily be worked in with your bread and butter game. j.MK, c.LK, c.LP, c.MK, EX hadoken, FADC ultra 2 or something like that.

Drippy_Nozzle said on June 29, 2010 at 7:14 a.m.

For those of you "flashy fighters" out there, a couple of mega flashy FADC combo's. They are of seriously limited use due to difficulty, and burn through EX meter, but if your execution is up to it they look stunning when performed;
j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.MK, HP Hadoken
(7 Hits - 2 EX bars)

^Open with the cross up j.MK or j.HK from far, or from a grounded c.LK for decent damage. The second HP Hadoken can also be replaced with EX Hadoken or EX Tatsumaki Senpukyaku to increase damage / flashyness. Suprisingly easy to land the second c.MK.

j.MK/j.HK, c.LK, c.HP, HP Shoryuken FADC, EX Air Tatsumaki Senpukyaku
(9 Hits - 3 EX bars)

^I could get 9 hits consistently but you can get more or less depening on when the Tatsumaki Senpukyaku connects. FADC on the second hit of the HP Shoryuken. If the opponent is in the corner you can juggle them at the end with Shinryuken (Ultra 1). This looks REALLY flashy if you get it right.

j.MK/j.HK, c.LP, c.HP, HP Shoryuken FADC, HP Shoryuken FADC, Shinryuken (Ultra 1)
(15 Hits - 4 EX bars)

^FADC the first HP Shoryuken immediately, the second on the second hit to juggle with Shinryuken. Lots of flames going on so it looks awesome.

j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LK, c.HP, HP Shoryuken FADC, Shinryuken (Ultra 1)
(17 Hits - 4 EX bars)

j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LK, c.LP, c.MK, HP Hadoken FADC, Guren Senpukyaku (Ultra 2)
(21 Hits - 4 EX bars)

These last 2 are really rather tricky, but they (obviously) look the best. Have fun trying these out.

Drippy_Nozzle said on June 29, 2010 at 7:41 a.m.

Ooops, sorry, despite scanning through before posting I made 2 little mistakes;
the second combo above should say-

j.MK/j.HK, c.LP, c.HP, HP Shoryuken FADC, EX Air Tatsumaki Senpukyaku

and the fourth should be-

j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LP, c.HP, HP Shoryuken FADC, Shinryuken (Ultra 1)

Sorry about that.

SquallSaga said on July 12, 2010 at 7:10 p.m.

Thanks a lot Drippy_Nozzle ! I'm glad to see passionate Ken players like me. Your combos look amazing, the day I'll be able to pull that off in real matches, I'll be really happy.

For the time being, I end up a lot with the EX tatsu in my combos, and I just wanted to know WHAT you'd recommand after that ? It's really only guessing, but I feel at disadvantage : If I do a Shoryuken, then he wins if he does a shoryuken (Sagat beat me) or block. I win if he tries the throw. If I throw, I'll eat the Shoryuken, and if I do nothing or try to jab really quickly (and that's really unerving), I'll get throwed out. So I have AT LEAST 50% chance to get punished after I succeeded one of my combo. Someone with a solution ?

Nelaelu said on July 14, 2010 at 3:06 p.m.


Using option select d-LK+LP might be the best choice. I haven't really started using it yet (I'm trying to master the stick right now!), but if done correctly you will jab LK, but at the same time if the enemy attempts a throw you will tech it. With option select you only need to worry about uppercuts...

I'm not sure about all of this so anyone feel free to correct me

Ex tatsu leaves you with +1 frame (HK tatsu is -1 and MK tatsu 0), so you should be in a good position after connecting it. Ex tatsu is a great combo ender. It deals nice damage and has great range.

However, some people prefer HP Shoryuken as a combo ender. Using HP Shoryuken allows you to save meter for FADC and other stuff. It also knocks down the enemy, so you can start your offensive game over again (+works on crouching opponents). The main problem with it is that when you drop a link it leaves you completly vulnerable (ex tatsu is safer).

Ex tatsu is still very useful even when you don't use it in combos. It's the most damaging punishment if only 1 stock/bar is available (sHK-ex Tatsu does 320damg, add jHK and it rises to 376).

Nelaelu said on July 14, 2010 at 5:04 p.m.


About the stick:

I've been using Madcatz TE stick for couple of weeks now and I know one thing for sure: I'm NOT going back to a pad FOR SURE!

What I love about it is how comfortable using ex moves is. I HATED how on a pad you had to use additional buttons in the back of the pad. I could do some combos with lets say HP Hadouken easily, but would have troubles using ex hadouken instead! Now I can just press two punches/kicks instead of one and it works... and feels SO MUCH better!

Also, all charge and half/whole circle moves are WAAAAY easier to do. I don't need them for Ken, but whenever I feel like messing around with someone else I know that they will be there...

I still have troubles doing some combos, but I feel like I'm making progress and soon my execution on a stick will surpass my execution a pad...

THANKS AGAIN SquallSaga, Drippy_Nozzle, and OTHERS for your advice!!

BEST said on July 17, 2010 at 9:03 p.m.

I have one of the best Ken on xbox live.....I pretty much know how to do everything and know matchups very well. U guys talk like u know alot so let me see how much u know?????? gamertag..........B3stofthebest..........

forsaga said on July 18, 2010 at 9:57 p.m.

I saw some people said that Ken's kara throw only works with forward+MK and LP+LK, but I tried it with forward+HK and LP+LK, it also works. Ken did leap forward and grabs like forward+MK, can someone verify this? Thank you :)

Drippy_Nozzle said on July 19, 2010 at 10:22 a.m.

I totally agree with nelaelu on option selecting after the ex tatsu against opponents who have a decent uppercut.

If you have meter to burn you could end with a HP shoryuken, allow 2 hits and then focus cancel on block, this can often lead to a throw set-up if you FADC forward after failing to connect the shoryuken. A dash back should put you well out of harms way. When in doubt after a tatsu combo, block, and be prepared to tech.

Nelaelu said on July 21, 2010 at 8:11 a.m.


That's CORRECT. You can do kara throw with f-HK, but it seems it has slightly worse reach than f-MK, therefore everyone uses f-MK.

Ken can also perform other kara moves, for instance kara hadouken, shoryuken, and focus attack. Nobody talks about them cause they aren't as useful/safe as kara throw. A good player can probably make some use of them though... (if not kara hadouken is a cool show off move, lol!)


Nelaelu said on July 23, 2010 at 8:08 p.m.

Hey guys, do you know that Ken has 2 VERSIONS of ex airborne tatsu-maki?? I wasn't aware of that as a pad player, but now that I switched to a stick I was able to figure it out!

First I started getting the 2nd version on accident (and get mad cause it would throw me off), but now (thanks to the "show imput" option in traininig) I can see the difference between them.

To get the second version you need to press two kicks IN FAST SUCCESSION instead of pressing them at the same time (or using Kick x3 etc.) It's kinda like Ken's kara throw where you press fMK slightly sooner than LK+LP.

Second version of ex airborne tatsu makes Ken stay longer in the air, travel in a straight line, and slope more gently. Because of that you can pretty easily get 2 HITS on smaller and 3 hits on bigger characters! That lets you hit confirm for ultra (especially Guren Senpukyaku) MORE EASILY!

Getting correct spacing might be tricky though and you CAN'T use it as a cross up... but still, I though it was worth mentioning here.

Please let me now if you know anything about that 2nd version (which I call for now KARA AIR TORNADO, lol!) or if tried messing with it... CHEERS!!

SF4junkie said on August 17, 2010 at 3:10 a.m.

Anyone play random vs random?

PSN: OoDemonSeedoO
XBL: GotDemonSeed

SeQuarnD said on September 17, 2010 at 11:48 p.m.

i have a psn: seysay
i'm a Ken player send a mess. in the inbox of psn if you want to play im not that good but i still need help.

TheShotokan said on September 29, 2010 at 7:49 p.m.

(This user was banned.)

kenmasterssfii said on November 17, 2010 at 8:22 p.m.

Ken is like MC Hammer... =u= "can't touch this" XP

THawk said on February 1, 2011 at 12:22 a.m.

@350 your going eat those words come AE buddy.

PwnDizzle0 said on June 14, 2011 at 10:15 a.m.

KEN is 2 BEAST!!!!' better than akuma and ryu

NZBison said on June 24, 2011 at 1 a.m.

Ken beats everyone in ssf4
and ssf4 ae

NZBison said on June 26, 2011 at 8:44 p.m.

Ken beats everyone in ssf4 ae

kentsos said on July 20, 2011 at 7:20 a.m.

hello guys

new here,just started this game,and loving it
i downloaded some of ken's combo,and found something very interesting,and can't figure out how to do
i see in a combo which have ken doing a H shoryuken
then seem to stop it and continue with another H then another means 3 H shoryukens in a row
another demo shows a H shoryuken then a air Tatsumaki Senpuu-Kyaku
how do you do that ? is very nice to be able to do so...
hope someone can help...

thanks amillion

KarmicPJ_Junior said on August 10, 2011 at 7:41 p.m.

@ #356

Well, you do the H Shoryuken, and right after it hits you press Focus Attack and you press forth twice to cancel it. Its called Focus Attack Dash Cancel or FADC. This motion has to be done very fast. it will take you some time to get used to it. once you master that you can do great combos. Oh, and it also takes 2 bars of your super meter.

SuperStraightFighter said on August 20, 2011 at 5:18 a.m.

how do you punish his into cycle? it seems to have a lot of priority that I cant even land a jab in between, btw his lp dp recovery is extremely fast that sometime I find it hard to punish with a sweep.

MaximilianoSRK said on September 1, 2011 at 10 a.m.

Will this ever be updated for AE?

jaihen1979 said on September 14, 2011 at 12:37 p.m.


Don't think so. A good Gief player will read that and can punish that easy with Ultra #2. Gief, w/ meter, is a big problem for Ken. IMO

hitmanr92 said on September 24, 2011 at 10:12 a.m.

Correction to the Guide:

Opponents CAN in fact safe jump on Ken. Only Light and hard shoryukens start in 3 frames, and both are not good Anti-Air options, so its likely that ken will trade/get beaten. Ken's Anti-air shoryukens viz. MP shoryuken and EX shoryuken both have 4 frame startup. So they cannot beat safe jumps.

KenxFei said on December 24, 2011 at 9:40 a.m.

so I'm fighting my cousin today and he is really good with akuma and i usually use ken or fei long against him does anybody have any good combos,breaks that i can use against akuma anything will be appriciated

kazey77 said on January 29, 2012 at 5:40 p.m.
Vapors said on March 13, 2012 at 3:01 p.m.

@ sections spamming crouching light punch counters the rolling attack DO NOT use hadokens, cause at mid range it can be countered easily with a knockdown by blanka's crouching fierce or EX rolling attack DO NOT jump in too much cause the jump up rolling attack counters that too. u need to mix kens tick throw and crossups to win against top tier blanka users. also try to predict blankasd ultra one wake up counter by jumping back and blocking high then countering with kens ultra 1 always make sure to use ultra one against blanka

Vapors said on March 13, 2012 at 3:02 p.m.

@ sectionz spamming crouching light punch counters the rolling attack DO NOT use hadokens, cause at mid range it can be countered easily with a knockdown by blanka's crouching fierce or EX rolling attack DO NOT jump in too much cause the jump up rolling attack counters that too. u need to mix kens tick throw and crossups to win against top tier blanka users. also try to predict blankasd ultra one wake up counter by jumping back and blocking high then countering with kens ultra 1 always make sure to use ultra one against blanka

Neros said on April 24, 2012 at 9:42 p.m.


Ken's air ex tatsu is not hard to land. There's a small but pretty effective set up. Just forward throw (you must be in mid-screen or a least not completely in the corner) back dash and immediately jump forward and as you're coming down, do that EX tatsu. It is a cross up and a VERY sneaky one. The awesome thing about it is that once you jump after the back dash you can choose between crossing them up with an ex tatsu or just hit them from the front with a normal attack since the jump in looks pretty obvious.

I use this set-up all the time and after my opponents start figuring it out, i then hit them with a normal move instead of cross up ex tatsu

playa2playa said on May 18, 2013 at 8:15 p.m.

what do the "xx" and "link" mean in the above combos

SennenGenjin said on October 14, 2013 at 1:23 p.m.

I cant stand Ken. Theres not a character with such cheap powerful moves in the game. He is an absolute joke of a character. You get close he Shyroukens you get close and attack he blocks and shyroukens you. You stay far away he hadoukens you. Hes an absolute joke. His moves are so powerful and yet so easy to pull off. Even my 8 year old cousin could probably just pick him up and master him withing a day. Hes never in a disadvatage situation. He looks like hes got a road killed big bird on his head aswell. Im a Honda playing and I was trapped in the corner getting overloaded with hadoukens. I tried to attack but keptgetting shyroukened. He won the 1st round. Then the 2nd round I would of killed him in 1 more hit. Then he landes his super easy ultra combo on me (I was in a mid ex headbutt) then I got up after it and he finished me with a cheap hadouken
Worst character in the game. Im sick of him to be honest. Hes an excuse for people who arent good with other characters to use him

Somavania said on February 13, 2014 at 4:28 a.m.

You are speaking as if Ken is top tier, I am not trying to sound mean here but you really need to check what game your playing because that doesnt sound like Ken from ssf4ae, First of all if he keeps on hitting you with *Shoryuken's at close range block or use safe block strings or even bait them. his hadoken has horrible recovery so you can pretty much jump over and punish it or if you're a Honda player ultra 1 will rip straight trough it or you can even Ex sumo splash it. You can focus dash through it and grab. There's so many ways to beat it I really don't know how you're struggling with medium range hadokens. Ken is a fun character to play but come on, he's not top tier


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