Street Fighter 1 MR/Ken: Difference between revisions

From Mizuumi Wiki
Jump to navigation Jump to search
No edit summary
No edit summary
Line 15: Line 15:


{{ProConTable|width=100
{{ProConTable|width=100
|intro=
|pros=
|pros=
*'''Reversals:''' Ken sports some amazing defensive reversals, from his immediately active Shoryuken to his lightning fast supers
*'''Reversals:''' Ken sports some amazing defensive reversals, from his immediately active Shoryuken to his lightning fast supers
Line 73: Line 72:
|cancel      = GA/SP/SU
|cancel      = GA/SP/SU
|advHit      = +7
|advHit      = +7
|advBlock    = 2
|advBlock    = +2
|description =
|description =
 
A fairly standard jab for mashing and pressure.
}}
}}
}}
}}
Line 115: Line 114:
|advBlock    = -3
|advBlock    = -3
|description =
|description =
 
A big punch with huge startup and high damage. If you block something super unsafe, this can be a good place to start your punish for max damage. Otherwise, not much use for it.
}}
}}
}}
}}
Line 136: Line 135:
|description =
|description =
* Air Unblockable
* Air Unblockable
 
A slower but far reaching air unblockable kick. Meant mostly for anti-airs, as it lacks a cancel and is punishable on grounded hit by some characters. As an anti-air, it's quite reliable if used a bit early, but the slow startup leaves it weak as a reaction anti-air.
}}
}}
}}
}}
Line 157: Line 156:
|advBlock    = +3
|advBlock    = +3
|description =
|description =
 
A useful 2A for pressure, linking, and punishing. Not much purpose outside of brawling, but it works wonders in those scramble situations.
 
}}
}}
}}
}}
Line 178: Line 176:
|advBlock    = -3
|advBlock    = -3
|description =
|description =
 
A simple low kick. One of Ken's more useful normals for poking, and seen often to cancel into 2D, Hadouken, or Shoryureppa. It hits low, but Ken lacks much overhead threat to mix it with. This is still solid after an empty jump for a surprise low, however.
}}
}}
}}
}}
Line 198: Line 196:
|advBlock    = +11
|advBlock    = +11
|description =
|description =
 
A slower and heavier version of 2A. Heavily plus on block and hit, and can be even more plus on a meaty, making it one of Ken's main normals to start offense and punishes with. It also is the only move that combos into Tatsu, making it key to max damage routes, though this requires a close connect.
}}
}}
}}
}}
Line 218: Line 216:
|advBlock    = -2
|advBlock    = -2
|description =
|description =
 
Kens main combo ender and a stellar neutral poke. Surprisingly low total duration, and safely cancels to fireball for a blockstring. Since none of Kens specials are necessarily combo friendly, you often end combos in this. Luckily, it's quite combo friendly, linking or cancelling from a majority of his other normals. The long range makes these links consistent and forgiving as well.
}}
}}
}}
}}
Line 239: Line 237:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* Very active and hits near his head.
Ken sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else.
Ken sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else.
}}
}}
Line 260: Line 257:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* Very active and hits below him, good for safejumps.
Ken sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character.  
Ken sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character.  
}}
}}
Line 281: Line 277:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* High damage air-to-air.
Ken punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however.
Ken punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however.
}}
}}
Line 302: Line 297:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* Long and low hitbox with good damage.
The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal.  
The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal.  
}}
}}
Line 324: Line 318:
|advBlock    = -
|advBlock    = -
|description =
|description =
* Taunt builds 1 bar of meter instantly, regardless of if Ryu is hit out of it or not, hence the 1 frame startup.
* Taunt builds 1 bar of meter instantly, regardless of if Ken is hit out of it or not, hence the 1 frame startup.
Ken's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space.
Ken's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space.
}}
}}
Line 347: Line 341:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* Sweeping hitbox to catch multiple angles.
A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups.
A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups.
}}
}}
Line 369: Line 362:
|advBlock    = Varies
|advBlock    = Varies
|description =
|description =
* Very high hitstun and pushback, comparable to a j.CD from the KOF series.
A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after.
A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after.
}}
}}
Line 406: Line 398:
|advBlock    = -4
|advBlock    = -4
|description =
|description =
 
* A version is slower, C version is much faster
The classic fireballs shared by the shotos in every Street Fighter game. Generally, Ken has worse Hadoukens than Ryu. In SF1MR, Kens Hadoukens are less of a downgrade and more of a sidegrade. They have worse frame advantage, making Ken less consistent at chipping, but they're faster overall making them slightly safer zoning tools in neutral. These compliment Kens amazing Shoryuken, making his zoning arguably close to Ryu, but the lack of Shinku Hadouken brings it back to worse.
}}
}}
}}
}}
Line 441: Line 434:
|advBlock    = -27
|advBlock    = -27
|description =
|description =
 
* Invincible on frames 1~12
Shoryukens are incredibly fast and damaging reversals and anti-airs, beating every other reversal in the game in terms of raw speed. The hitbox comes out on the first frame of the move, allowing it to blow through even 1 frame gaps and punish a ton of things within range. These are held back by a serious horizontal range issue. It's very easy to get a single hit and be unsafe, or even have it whiff entirely.
}}
}}
}}
}}
Line 477: Line 471:
|description =
|description =
* Off the ground frame 4
* Off the ground frame 4
 
Difficult to use but incredibly high reward combo tools. They only combo from a 2C, and that can be range reliant as well, making it rare to use them. On top of that, they hit 'much' higher in this game than in other SF titles, to the point where they whiff some characters standing. This severely limits their use as combo tools, and while 0 on block can be attractive, they whiff often on block as well. In the corner, these can lead to Kens high damage Shinryuken loops, and can TOD anyone, making them incredibly niche but massive reward.
}}
}}
}}
}}
Line 499: Line 493:
|advBlock    = -27
|advBlock    = -27
|description =
|description =
 
* Invincible on frames 1~15
A simple to use combo super that works in a majority of combos as an alternate ender. Not the highest damage super in the game, but the reliability of it helps to make it worth. It can get every hit on an air connect, making it reliable in juggles, and can even combo from a 2D.
}}
}}
}}
}}
Line 519: Line 514:
|advHit      = KD
|advHit      = KD
|advBlock    = -34
|advBlock    = -34
|description =  
|description =
* Invincible on frames 1~14
A massive damage anti-air and reversal super. The lightning fast startup and high damage can make this a very attractive metered alternative to Shoryuken, but it shares the same issue with horizontal range, and works in only a few combos. When in range however, it makes for a massive damage alternative, and can be a very worthwhile way to spend a bar, especially since Ken can easily taunt to regain the meter after a successful connect.
 
This is also an anywhere juggle, meaning it breaks normal juggle rules to allow for combos that aren't normally possible. The main application for this is Shinryuken loops: Ken can continuously loop Shinryuken in the corner as long as he has meter, racking up huge damage. This can be started from any Tatsu hit, allowing Ken to realistically TOD most of the cast in the right situation.
}}
}}
}}
}}

Revision as of 11:20, 15 September 2022

Ken's portrait art
Ken's default and P2 alternate color

Background

Ken is Ryu's best friend and training partner. Heir to the Master's family, Ken comes from a lot of wealth and power. He was rowdy and energetic throughout his youth, and loved to get into fights. To ensure his son didn't become too much of a hassle, his father sent him to train with an old friend named Gouken. There, he met Ryu, and the two became rivals as they learned to master the arts of shotokan karate.

Ken joins the Street Fighter tournament for the same reason as Ryu, hoping to fight highly skilled opponents from around the world.

Introduction

Ken is the second in the duo that the community commonly calls "shotos". In the original Street Fighter 1, Ken was simply a player 2 alt with no differences to Ryu. SF1MR adds minor differences, usually just small frame data changes. These aren't notable enough to radically change how the characters play in comparison to eachother, as they still share all of their moves, but they can weigh on your choice of which one to play in which matchup.

In comparison to Ryu, Ken is generally faster but lacks the same frame advantage. His 6236P Shoryuken is incredible, being active on the first frame and going incredibly high. These make amazing reversals and defensive tools, but still maintain the same high risk. His 214K Tatsumaki Senpukyaku is faster overall, and allows for some stronger corner combos, alongside only being 0 on block unlike Ryu's -3 version. Ken's 236P Hadouken fireball is a frame faster, but unfortunately is also a frame slower on recovery, and lacks the same frame advantage that Ryu has from his.

The two have a large difference in their supers. Ken has 236236P Shoryureppa, an easy to confirm combo ending super, and 236236K Shinryuken, a stellar anti-air/reversal super with some amazing combo potential in the corner with Ken's Shinryuken loops. Overall, Ken has better anti-airs and more potential damage, plus better defense. However, he lacks Ryu's stable zoning, powerful super, and better frame advantage.


Strengths Weaknesses
  • Reversals: Ken sports some amazing defensive reversals, from his immediately active Shoryuken to his lightning fast supers
  • Simple: Like Ryu, Ken is a fairly simple character to understand at a glance
  • Damage Potential: If Ken gets the right hit, he can clear a lot of health with a confirm to Shoryureppa, and in the corner any Tatsu or anti-air hit can lead into high damage Shinryuken loops
  • Frame Advantage: Ken struggles to push any plus on block moves, usually ending with a simple cancel to Hadouken for a small amount of plus frames that he can struggle to capitalize on. As a mixless character, this can make proper comebacks hard
  • Situational Damage: While Shinryuken loops and Shoryureppa confirms are damaging, they can't always be done. Shinryuken loops usually require hitting a Tatsu in the corner, a notoriously inconsistent special, and Shoryureppa can drop hits at range or after a 2D launch

Character Summary

Move List

Special Moves
236A/C - Hadouken: Zoning/Blockstring Ender
214B/D - Tatsumaki Senpukyaku: Combo Ender/Extender
6236A/C - Shoryuken: Anti-air/Reversal
Supers
236236P - Shoryureppa: Extremely high damage combo ender
236236K - Shinryuken: Reversal, anti-air, and corner combo super
Unique Attacks
nj.B, nj.D
Stats & Vitals

  • Attack Rating = 100
  • Armor Rating = 100
  • Forward Walk Speed = 2.5
  • Backward Walk Speed = -2.3
  • Taunt = 30f
Quick Combo Reference

Basic BNBs:

  • 2A > 2C, 2B > 2D
  • 2A > 2C > 214D
  • 2C, 2C, 2D

Normals

Standing Normals

Stand Light Punch
5A
SF1MR Ken 5A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 GA/SP/SU +7 +2

A fairly standard jab for mashing and pressure.

Stand Light Kick
5B
SF1MR Ken 5B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 4 GA/SP/SU +2 -3

The classic shoto light kick. Somewhat useful to evade low pokes, but not much use otherwise.

Stand Heavy Punch
5C
SF1MR Ken 5C.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 15 12 8 N/A +6 -3

A big punch with huge startup and high damage. If you block something super unsafe, this can be a good place to start your punish for max damage. Otherwise, not much use for it.

Stand Heavy Kick
5D
SF1MR Ken 5D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 13 7 13 N/A -5 -4
  • Air Unblockable

A slower but far reaching air unblockable kick. Meant mostly for anti-airs, as it lacks a cancel and is punishable on grounded hit by some characters. As an anti-air, it's quite reliable if used a bit early, but the slow startup leaves it weak as a reaction anti-air.

Crouching Normals

Crouch Light Punch
2A
SF1MR Ken 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 3 3 3 GA +5 +3

A useful 2A for pressure, linking, and punishing. Not much purpose outside of brawling, but it works wonders in those scramble situations.

Crouch Light Kick
2B
SF1MR Ken 2B.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 4 2 GA/SP/SU +7 -3

A simple low kick. One of Ken's more useful normals for poking, and seen often to cancel into 2D, Hadouken, or Shoryureppa. It hits low, but Ken lacks much overhead threat to mix it with. This is still solid after an empty jump for a surprise low, however.

Crouch Heavy Punch
2C
SF1MR Ken 2A.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 6 6 6 SP/SU +10 +11

A slower and heavier version of 2A. Heavily plus on block and hit, and can be even more plus on a meaty, making it one of Ken's main normals to start offense and punishes with. It also is the only move that combos into Tatsu, making it key to max damage routes, though this requires a close connect.

Crouch Heavy Kick
2D
SF1MR Ken 2D.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 8 10 SP/SU KD -2

Kens main combo ender and a stellar neutral poke. Surprisingly low total duration, and safely cancels to fireball for a blockstring. Since none of Kens specials are necessarily combo friendly, you often end combos in this. Luckily, it's quite combo friendly, linking or cancelling from a majority of his other normals. The long range makes these links consistent and forgiving as well.

Jumping Normals

Jump Light Punch
j.A
SF1MR Ken jA.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 N/A Varies Varies

Ken sticks out a fist that has a lingering hitbox till he lands. Can be an air interrupt, but not much else.

Jump Light Kick
j.B
SF1MR Ken jB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 N/A Varies Varies

Ken sticks out his leg and lets the hitbox linger for the full jump like j.A. More useful as a jump-in, especially since the long active frames can catch a lot of bad anti-airs. Jumping on top of a knocked down opponent with this can actually make a surprising mixup, or even a safejump depending on the character.

Jump Heavy Punch
j.C
SF1MR Ken jC.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 N/A Varies Varies

Ken punches out in front of him. Fairly high damage, but the hitbox is pretty high up, so you'll mostly stick to j.D as a heavy jump-in. Can snipe people air-to-air however.

Jump Heavy Kick
j.D
SF1MR Ken jB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 3 11 2 N/A Varies Varies

The main jump-in normal to use in most situations. Great forward range, fast startup, lots of active frames, and high damage and hitstun make it a very consistent normal.

Taunt

Taunt
A+B
SF1MR Ken Taunt.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Ken is hit out of it or not, hence the 1 frame startup.

Ken's taunt is fairly fast, allowing him to use it relatively safely in neutral or after any knockdown without giving up much space.

Unique Attacks

Neutral Jump Light Kick
nj.B
SF1MR Ken njB.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 3 10 2 N/A Varies Varies

A great neutral jump air-to-air with very high damage. Outside of air-to-air however, it doesn't have much use, as nj.D covers the high damage neutral jump starter role much better. However, in midscreen, it has less pushback than nj.D, allowing for higher damage followups.


Neutral Jump Heavy Kick
nj.D
SF1MR Ken njD.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 4 7 2 N/A Varies Varies

A spinning kick with massive hitstun and pushback. In the corner, this can connect and still allow for a 2C, 2C, 2D, making for a massive damage starter. It can also be a good air-to-air, but nj.B is a bit better thanks to the faster startup and higher active frames. In midscreen, pushback with this can be a bit too strong to get much more than a 2D after.

Special Attacks

Hadouken
236A/C
SF1MR Ken 236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 65 Mid 6 Traveling 33 N/A 0 -4
C 75 Mid 6 Traveling 33 N/A 0 -4
  • A version is slower, C version is much faster

The classic fireballs shared by the shotos in every Street Fighter game. Generally, Ken has worse Hadoukens than Ryu. In SF1MR, Kens Hadoukens are less of a downgrade and more of a sidegrade. They have worse frame advantage, making Ken less consistent at chipping, but they're faster overall making them slightly safer zoning tools in neutral. These compliment Kens amazing Shoryuken, making his zoning arguably close to Ryu, but the lack of Shinku Hadouken brings it back to worse.


Shoryuken
6236A/C
SF1MR Ken 6236P.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 40,40 Mid 1 19 23 N/A KD -17
C 40,40,40 Mid 1 25 30 N/A KD -27
  • Invincible on frames 1~12

Shoryukens are incredibly fast and damaging reversals and anti-airs, beating every other reversal in the game in terms of raw speed. The hitbox comes out on the first frame of the move, allowing it to blow through even 1 frame gaps and punish a ton of things within range. These are held back by a serious horizontal range issue. It's very easy to get a single hit and be unsafe, or even have it whiff entirely.


Tatsumaki Senpukyaku
214B/D
SF1MR Ken njD.PNG
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
B 40,30 Mid 17 4(7)4 19 N/A KD 0
D 40,40,40,30 Mid 17 4(7)4(7)4(7)4 18 N/A KD 0
  • Off the ground frame 4

Difficult to use but incredibly high reward combo tools. They only combo from a 2C, and that can be range reliant as well, making it rare to use them. On top of that, they hit 'much' higher in this game than in other SF titles, to the point where they whiff some characters standing. This severely limits their use as combo tools, and while 0 on block can be attractive, they whiff often on block as well. In the corner, these can lead to Kens high damage Shinryuken loops, and can TOD anyone, making them incredibly niche but massive reward.

Supers

Shoryureppa
236236P
SF1MR Ken 236236P.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
37,37,40,40 Mid 2 12(8)23 29 N/A KD -27
  • Invincible on frames 1~15

A simple to use combo super that works in a majority of combos as an alternate ender. Not the highest damage super in the game, but the reliability of it helps to make it worth. It can get every hit on an air connect, making it reliable in juggles, and can even combo from a 2D.


Shinryuken
236236K
SF1MR Ken 236236K.PNG
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
25,25,25,25,25,25,25,25,25 Mid 2 44 37 N/A KD -34
  • Invincible on frames 1~14

A massive damage anti-air and reversal super. The lightning fast startup and high damage can make this a very attractive metered alternative to Shoryuken, but it shares the same issue with horizontal range, and works in only a few combos. When in range however, it makes for a massive damage alternative, and can be a very worthwhile way to spend a bar, especially since Ken can easily taunt to regain the meter after a successful connect.

This is also an anywhere juggle, meaning it breaks normal juggle rules to allow for combos that aren't normally possible. The main application for this is Shinryuken loops: Ken can continuously loop Shinryuken in the corner as long as he has meter, racking up huge damage. This can be started from any Tatsu hit, allowing Ken to realistically TOD most of the cast in the right situation.


General
Controls
HUD
System
Glossary
FAQ
Characters
Ryu
Retsu
Lee
Joe
Birdie
Ken
Geki
Gen
Mike
Eagle
Cody
Adon
Sagat