Street Fighter 1 MR/Ken

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File:SF1MR Ken portrait.png
Ken's portrait art
File:SF1MR Ken colors.PNG
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.

Playstyle
Pros Cons
  • 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

{{3 Column Flex |content1=

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

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Stats & vitals

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

|content3= {{Content Box|header=Quick combo reference|content= Basic BNBs:

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


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