Last updated on July 29, 2009

(Can also be done in the air)
• Fireball (Hadoken) •
This won't travel a full-screen's distance, and the Hard version goes further than Light Punch. Probably a good idea to never use the Light Punch version.
When used in the air this comes in at a diagonally down-towards angle.
(Can also be done in the air)
• Dragon Punch (Shoryuken) •
Because you can do this in the air, you can actually use it as a jump in attack, but it's best used as an anti air move. The Hard Punch version has more range and does more damage.
(Can also be done in the air)
• Hurricane Kick (Tatsumaki Senpukyaku) •
Flies at a diagonally up-towards angle, so it can actually be used as an anti air move. Hits multiple times and is very fast. The Hard Kick version has more range and takes off more health.
• Roll (Zenpou Tenshin) •
Ken quickly rolls along the ground, very similar to his roll move in Street Fighter Alpha 2. If you use this from close range and your opponent isn't in the corner, you can get to their other side.
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• Hyper Dragon Punch (Shouryuu Reppa) •
Makes you glide forward doing a series of Dragon Punches.
(Mash Kicks)
• Vertical Hyper Dragon Punch (Shinryuu Ken) •
Ken travels straight up creating a giant column of light while he does his Dragon Punch. Mashing the Kick buttons will generate more hits and damage.
(Mash Kicks)
• Flaming Kicks (Shippuujinrai Kyaku) •
Ken does a bunch of kicks with his feet on fire and ends with a Hurricane Kick. Mashing the Kick buttons will give you additional hits and damage.
• Overhead Kick •
Hits twice, must be blocked high, but this move is a bit slower than it should be.
(When you're jumping)
• Straight Kick (Air Senpuu Kyaku) •
(In the air)
• Knee into High Kick •
Instead of Ken's usual follow up after pressing Light Kick, holding Up and pressing Light Kick after the initial hit causes him to do a High Kick.
| Type | Partner Assist | Variable Counter | Variable Combination | |
| A | Anti-air Type | (H) Dragon Punch | (H) Dragon Punch | Vertical Hyper Dragon Punch |
| B | Projectile Type | (H) Fireball | (H) Fireball | Hyper Dragon Punch |
| Y | Expansion Type | (H) Hurricane Kick | (H) Hurricane Kick | Hyper Dragon Punch |
Posted by xZyle on July 30, 2009 at 3:16 p.m. #1
When ken and another character does a Advancing Ground super, such as Juggernaut's HeadCrush, whether Ken starts his Shippuujinrai Kyaku first or second, he wins. The Invincibilty on start up begins when he goes to reel back his kick making this super very good for both countering supers and surprising them. Shouryuu Reppa is your best Counter Super as it travels fast on the ground and it has added invincibilty on start up. His Shinryuu-Ken Has the most invincibility of any of his supers and one of the largest invincibilties of any super. This super goes right through Hailstorm or Air Hyper Viper Beam as long as you see fire surrounding him. On the way down, he is vulnerable but if you're lucky enough to have an opponent that trys to combo into their launcher using a Jab or Short, instead of being normally stunned, you will be juggled backward allowing their launcher to miss.
Posted by ITS ME AGAIN!!! on August 9, 2009 at 6:05 p.m. #2
ken has some e-z set ups.
Jump in lk,lk,lp,down+hp,superjump,lp,lk,lp,(HP)dragon punch.
Posted by Roch on August 29, 2009 at 6:18 p.m. #3
I don't think doing anything outside of his Hurricane Kick after an air combo is worth it. It does stupid amount of damage.
Posted by Valter on October 7, 2009 at 10:54 a.m. #4
Ken and Captain Commando have incredible anti-air priority on their assists.
Posted by d bag mcgee on December 26, 2009 at 6:04 p.m. #5
i love ken as one of my anti assist i do so serious combos
also if any spider man lovers are out there can someone give me some combo tips with him i usually use him as my lead since im no good with magneto
Posted by frank on January 12, 2010 at 2:17 p.m. #6
Can you tell me how to do can fadc
Posted by hero on January 20, 2010 at 7:29 p.m. #7
lmao fadc heh thats so sf4 who plays that j/k
Posted by finest on March 5, 2010 at 3:43 a.m. #8
How do u do punch kick combos or even in da air ?? For m vs c 1 was easy just box n X at the same time but part 2 is differant
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