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Street Fighter Alpha/Ken
+"Combo to fierce dp"
+Roll is unthrowable and very good for pressure
+St.mk Moves him forward making Dp combos Easy
+shoto normals are Very strong
+Crouch.MK Does 6 Stun instead of 1 like other shotos
-Fireball will never knock down And Due to startup does not combo from as far out as Akuma/ryu But it does the most Damage Of the 3
Almost all of kens moves are cloned from the other shotos but there are exceptions
Zenpou Tenshin/Roll - qcb + punch
Something to fierce dp.The most powerful regular combo in the game. Kens dp also has a HUGE random factor to. Many combos can very quite drastically. A combo might do 50% one time, then the next 65%. In general aim for something,(after a jump in/cross up)duck kX2, stand mk/duck k, stand mp/ or duck k, duck hp/to fierce dp. The latter can literally do about 80% on akuma depending on the random factor of the game. And in general combo to fierce dp is a safe bet to always at least do 50% on everyone in the cast. Remember that stand mk moves you foward, making combos much more lax. This combo also does good dizzy, however ken is not in a great position to punish if the opponent rolls so be on your toes.
-C.Lkx2,C.mk,Hp hado because of kens buffed stun on crouch mk he can punish crouch slighty harder
-C.lkx2,S.Mk,Lvl 3 shoryu reppa Simple confirm that does Tons of damage and since ken will get plenty of meter rolling its not that unrealistic
Combo to fierce dp. Its the most powerful combo in the game.
Duck fierce, jab roll repeat. Duck fierce has tremendous priority and although not a true combo most characters do not have a attack that is fast enough to beat it. And if they do, the priority is not good enough to beat the duck fierce. Duck fierce will actually even out right beat "weaker" reversal moves(like guys hurricane kick)so your opponent is forced to throw to beat the trap, AC, or reversal(again assuming there reversal has enough priority to beat kens duck fierce in the first place). Note of course the problems with this being in the corner ken can roll through certain ACs etc. And for throwing, well roll is invulnerable to throws and if you are doing d/b fierce you will automatically tech throws. You get the idea. Very effective for what it is. Obviously there are other variations but this is a basic idea.