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| Basic moves: |
| Hadoken: D, DF, F+any P (useable in air) Shoryuken: F, D, DF, F+any P (useable in air) Hurricance kick: D, DB, B+any K (useable in air) (rises on ground) |
| Supers: |
| Hyper kick combo: F, DF, D, DB, B+2 K Super Flame Shoryuken: B, DB, D, DF, F+2 K Super Shoryuken: D, DF, F+2 P |
| Combos: |
| 1 - D+QK, D+FP (Super jump) QP, QK, MP, MK, Fierce Shoryuken |
| Advanced combos: |
| (processing) |
| Strategy: |
| The speed element of the Shoryuken Trinity, Ken has gained more access to the full combo system this time around. Certain specials still connect better if you go thru the normal 1-2-3 steps. The Hyper kick special in particular is hard to connect unless you're in the corner. On the upside, you can add extra hits to it now. His Hurricane kick in the air is still a good way to evade or attack. Best assist: Anti-air (Shoryuken) While battling a large opponent: Close range attacks are your best advantage, if you are being rushed start trying to throw the big guys. Utilize your Shoryuken everytime they're in the air, and attack low when they're dashing. While battling a small opponent: It's easier to connect your Hyper kick combo super but you have to keep rushing your opponent. You gotta keep the game close cause you're bigger and harder to throw, but your projectiles are almost useless against small guys. While battling an average opponent: Ol' fashioned Street Fighter tactics are more useful than ever, be patient and look for openings. Your Shoryuken gives them an extra little bump so it's less likely to be countered when you connect, and If you get rushed, counter with your Super Flame Shoryuken. |
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