Street Fighter 1 MR/Ken

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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.

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

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
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 2 3 3 - +7 2
  • Cancels to 5C, Specials, and Supers on hit or block.
Stand Light Kick
5B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 Mid 4 5 4 - +2 -3
  • Cancels to 5D, Specials, and Supers on hit or block.

The classic shoto light kick. Somewhat useful as an anti-air or to evade low pokes, but Shoryuken is a much better anti-air overall. Still, without the usual crouch fierce, this is one of Ken's better normal anti-airs alongside 5D.

Stand Heavy Punch
5C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
97 Mid 15 12 8 - +6 -3
  • Cancels to nothing
Stand Heavy Kick
5D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
87 Mid 13 7 13 - -5 -4
  • Cancels to nothing.

Crouching Normals

Crouch Light Punch
2A
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Mid 3 3 3 - +5 +3
  • Cancels to 2B, 2C, or 2D on hit or block.
Crouch Light Kick
2B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
23 Low 2 4 2 - +7 -3
  • Cancels to 2D, Specials, and Supers on hit or block.
Crouch Heavy Punch
2C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
62 Mid 6 6 6 - +10 +11
  • Cancels to Specials and Supers on hit and block.
Crouch Heavy Kick
2D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
78 Low 5 8 10 - KD -2
  • Cancels to Specials and Supers on hit or block

Jumping Normals

Jump Light Punch
j.A
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
27 High 2 Until Landing 2 - Varies Varies
  • 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.

Jump Light Kick
j.B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
24 High 2 Until Landing 2 - Varies Varies
  • 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.

Jump Heavy Punch
j.C
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 2 8 2 - Varies Varies
  • 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.

Jump Heavy Kick
j.D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
70 High 3 11 2 - Varies Varies
  • 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.

Taunt

Taunt
A+B
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
- - 1 - 30 - - -
  • Taunt builds 1 bar of meter instantly, regardless of if Ryu 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
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 3 10 2 - Varies Varies
  • 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.


Neutral Jump Heavy Kick
nj.D
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
90 High 4 7 2 - Varies Varies
  • 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.

Special Attacks

Hadouken
236A/C
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 65 Mid 6 Traveling 33 - 0 -4
C 75 Mid 6 Traveling 33 - 0 -4


Shoryuken
6236A/C
Version Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
A 40,40 Mid 1 19 23 - KD -17
C 40,40,40 Mid 1 25 30 - KD -27


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

Supers

Shoryureppa
236236P
Damage Guard Startup Active Recovery Cancels Adv on Hit Adv on Block
37,37,40,40 Mid 2 12(8)23 29 - KD -27


Shinryuken
236236K
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 - KD -34


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