SF5 > Ken
Ken Street Fighter 5: Arcade Edition artwork

Ken Street Fighter 5: Arcade Edition moves, tips and combos

Overview

Stamina: 1,000Stun: 1,000 Tier Ranking: 23rd
Popularity: 7th SF5 Tiers
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Tips for Ken

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Helpful/Unrated (15)
Unhelpful (0)
Karasu64 posted July 21, 2015

I believe his Critical Art is called "Guren Enjinkyaku" not "Guren Senpuukyaky."
Also, what is Cammy's "Delta Drive" entry doing here?

+6
Rating
NurseLee posted February 25, 2016

If you want to play more of a rush down style character who can be a bit flashy, well Ken master can be the character for you. So yes he can play very similar as Ryu but unlike Ryu’s fireballs, Ken’s fire ball game is definitely weaker. Do not engage projectile wars. But, Ken is way more agile than Ryu so, getting into position or out will be ease for Ken.

He has more tools than Ryu and his damage is most likely higher too. However Ken probably will have to take more effort during matches because of unsafe tools yet, Ken really has some strong high risk and reward punishes; such as, Crush counter hit setups combos and he can full screen punish jump ins with ex-tatsu. Overall I feel that if players loves to play that rush down style in your face game, Perhaps Ken can be your go to character.

-Pros-

Damage output is High or even higher because of V-trigger; HOT FIRE!

V-trigger allows him to become a monster; all moves are BUFF and completely change some frame data!

Like Ryu, he has strong Anti-air options, wake up. Again though it can be very risky.

His Air Tatsu can cross up and can be combo able. If ken is in V-trigger, it has better hit advantage.

Good target- combos

Good set of overhead attacks

Very Strong Punish game from all ranges.

Chin Buster, the fastest standing medium punch in the game

Has more access to V-reversals

All of his Tatsu will now hit crouching opponents And causes knock downs.

-Cons-

It can be hard to utilize his V-skill and V-trigger; fact that it’s very risky and unsafe

Fire ball game is weak; only use this for just spacing or combo-extensions. Fire balls are Unsafe on hit and block

V-trigger gauge is 3 bars so it will take some time to build it up

Can be a bit technical

Probably requires good execution because of his high risk reward setups.

+4
Rating
Cpt_Shades posted February 20, 2016

Whilst the range of Ken's normals is generally rather terrible (especially his crouching forward, it's almost funny how bad it is), his hurricane kicks are great; fast, difficult to punish and with decent range. You can even pull off Akuma's light tatsu into heavy dragon punch (although it's pretty hard without V trigger), and in V trigger your heavy tatsu is nigh unstoppable and can be followed up with a heavy dragon punch. Oh, and one more thing: in V trigger Ken's light and medium tatsus basically turn you into a living projectile (you can nullify fireballs), so your approach tools make you quite scary for the opponent; don't be afraid to cut loose and go nuts with those spin kicks!

+2
Rating
Kijui posted July 20, 2015

His super is still known as the Guren Senpukyaku? ....Maybe its a placeholder?

+1
Rating
dakkotaz posted June 12, 2016

I don't get this. I have the strat guide with all the move inputs, practiced since the game came out, yet if I get touched once I get no hits off, stunned, and die. news with under 1000lp pull off 8 hit combos I still can't pull off on a practice dummy after months and months of practice. I hit the buttons exactly as they say, it doesn't go past 2 hits combos. I can't hit them any faster, and if I keep slowing down it eventually drops the combo. I have 5 top 50 SFIV accounts, played top of Q3, played two top Eq2 guilds. I've played the top of every game I've touched, but this game is weird.

naama123 posted May 18, 2016

you can make a very weird combo by doing cr. mp, st. lk xx heavy or ex shoryuken. warning, the timing between cr. mp and st. lk is very strict

StanleyCKC posted March 22, 2016

Hey guys here's some basic ken stuff
There's a lot of other great resources if you want more
There are many many ways to follow up and activate kens vtrigger cancel but I only listed a few here to keep things simple.
I have not included any CA combos as I feel like ken gains a lot of mileage off EX usage such as Ex Air Tatsu or canceling into Ex Shoryu which in Non Vtrigger mode gives much more damage.

This combo has great range as stand mk followed by stand hk hits from very far but be careful as it is not safe close up and it will whiff on crouching opponents.

St.MK, St.HK xx Hard Shoryu
Dmg 226
Stun 310
--------------------------------
This is probably kens most used confirm but if the opponent is blocking make sure you drop the combo after Bk + MP because the follow up is very unsafe. This combo also requires you to be pretty close to your opponent.

Cr.Mp, Bk + MP, HP xx Hard Tatsu
Dmg 251
Stun 376
--------------------------------
This combo should generally be used as a punish or paired up with a cross up. If you can land a cross up on your opponent and hit this combo a few times the round will be over before you know it. Its great for blowing people up with bad anti air defense. You can cancel this with a normal hard shoryu however your damage output lowers dramatically.

Cr.HP xx Light Tatsu xx Ex Shoryu
Dmg 273
Stun 400
--------------------------------
Heres some basic Vtrigger cancels you can do the latter having a bit more range but a tad less damage.

Cr.Mp, Bk + MP, HP xx Hard Shoryu xx Vtrigger Cancel xx [wait a bit] Ex Tatsu
Dmg 285
Stun 371

St.MK, St.HK xx Hard Shoryu xx Vtrigger Cancel xx [wait a bit] Ex Tatsu
Dmg 270
Stun 350
--------------------------------
I like to use stand HK and try to confirm into max damage vtrigger combos. These hit hard and net you tons of damage but make sure your hitting stand hk at max range as it is unsafe. The second combo on here is probably kens hardest hitting non CA corner combo.

St.HK xx Vtrigger Cancel xx Cr.Hp xx Light Tatsu xx Hard Shoryu
Dmg 321
Stun 466

St.HK xx Vtrigger Cancel xx Cr.Hp xx Ex Fireball xx Light Shoryu xx Hard Shoryu
Dmg 398
Stun 575
--------------------------------
That's all for now guys. Remember, ken has so many ways to combo with his vtrigger and even vskill with many opportunities to do resets and tricky crossunders.This is just the beginning!

RisingWarrior posted March 10, 2016

Ken is now considered to be a rush down character and is now vastly different compared to Ryu. While Ryu is a defensive type character, Ken is a character that is all about being in your face and pressuring you with his dragon punch and his hurricane kicks. His dragon punches are still reminiscent of SFIV, however they should never be used as a wake up attack due to them not sharing the same invincibility frames as they did in SFIV. Using his dragon punch as a wake up attack is just asking to get punished so it is a good idea to avoid using it. Ken's hurricane kick is much better than it's SFIV version due to it's many uses. He even has Akuma's LK.tatsuxxLP,MP,or HP.DP, but it is rather difficult to pull it off without his V-trigger. Speaking of his V-trigger it is not only a good combo extender but it also increases his damage for all of his specials, but it is deemed unsafe due to how Ken takes a forward dash when he activates it. Ken has good pros but he also has his cons such as his bad reach with some of his normals and his high risk high reward style. Ken is a relatively stylish character with a demand for good execution to be used effectively and once you get past the cons that Ken has and develop a strategy around them you can be a deadly player to others.

tford posted March 4, 2016

HERE'S A BUNCH A COMBO'S FOR KEN

CR.MP,S.LK XX DP.HP
B.MP,S.HP XX QCB.HK
CR.MP,B.MP,S.HP XX DP.HP
CR.HP XX QCB.LK,DP.HP
CR.MP,B.MP,S.HP XX QCB.MK,DP.2P
CR.HP XX QCB.MK,DP.2P
CR.MP,S.LK XX DP.HP XX QCF2.K
CR.MP,B.MP,S.HP XX QCB.MK,QCF2.K
CR.HP XX QCB.MK,QCF2.K
CR.MP,B.MP,S.HP XX VTRIGGER, DP.LP,DP,HP
CR.HP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.LK,DP.HP
CR.HP XX QCF.LP,DASH,DP.HP
CR.HP XX VSKILL,QCB.LK,DP.HP
CR.HP XX VSKILL,QCB.MK,DP.2P
CR.HP XX VSKILL,QCB.MK,QCF2.K
S.HP XX VSKILL,B.MP,S.HP XX QCB.HK
S.HP XX VSKILL,B.MP XX QCB.MK,DP.2P
S.HP XX VSKILL,B.MP XX QCB.MK,QCF2.K
S.HP XX VSKILL,B.MP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.HK
S.HP XX VSKILL,B.MP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.LK,DP.HP
S.HP XX VSKILL,B.MP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.MK,DP.2P
S.HP XX VSKILL,B.MP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.MK,QCF2.K
S.HK,VSKILL,DP.HP
S.HK,VSKILL,QCB.MK,DP.2P
EX AIR TATSU,DASH,DP.HP
EX AIR TATSU,DASH,QCB.LK,DP.HP
EX AIR TATSU,DASH,QCB.MK,DP.2P
(CORNER)CR.HP XX QCF.HP XX VTRIGGER,CR.HP XX DP.LP,DP.HP
(CORNER VTRIGGER ACTIVE)CR.MP,B.MP,S.HP XX DP.LP,DP.HP
(VTRIGGER ACTIVE)EX AIR TATSU (MID RANGE HIT)CR.MP XX QCB.MK
(VTRIGGER ACTIVE)EX AIR TATSU (CLOSE HIT)CR.HP XX QCB.HK
(VTRIGGER ACTIVE)EX AIR TATSU (CLOSE HIT)CR.HP XX QCB.MK,DP.2P
(FAR)QCB.HK,S.LP,B.MP,S.HP XX QCB.HK
(FAR)QCB.HK,S.LP,B.MP XX QCB.MK,DP.2P
(FAR)QCB.HK,S.LP,B.MP XX QCB.MK,QCF2.K
(FAR)QCB.HK,S.LP,B.MP XX QCF.HP XX VTRIGGER,B.MP XX QCB.LK,DP.HP
(FAR)QCB.HK,S.LP,B.MP XX QCF.HP XX VTRIGGER,CR.HP XX QCB.MK,DP.2P

MEETHEGROUCH posted February 21, 2016

Word to Capcom: Fix Animation for Jumping H Punch.

Cpt_Shades posted February 20, 2016

If you're having trouble with execution, try jump-in roundhouse, lion breaker target combo (MK into HK), and cancel that into EX tatsu (heavy dragon punch also works if you have no meter). This is an easy to pull off bread and butter which surprisingly does a lot of damage.

tacticalcraptical posted February 18, 2016

It seems like the special moves ought to be broken down a bit more. The uses for LK Tatsu is worlds different than the uses for a HK Tatsu.

ferguga posted November 14, 2015

If Ken gets both hits on his LK hurricane kicks, he can get a L, M, H, or EX dragon punch after.

sora3960 posted August 18, 2015

He has another TC. S.mk S.hk

BLACK_PHOENIX3 posted July 20, 2015

well...what else would it be...apart from how it starts the move looks the same as in ultra...I mean...obviously there are some changes, but go back and look





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