Ken is much more than a Ryu clone in Street Fight 5. Master all his moves.
Street Fighter 5: Ken moves list
While Ken has access to fireballs like Ryu, where he differs from his sparring partner, especially in Street Fighter V, is in his ability to ‘rush down’ opponents – get in their face and force them to take evasive action or take massive damage. His potential lies in this, and his V-Skill and V-Trigger are built to assist with this style of play.
V-Skill: Quick Step (MP, MK Simultaneously)
Ken dashes forwards in a short run. Moves can then be executed directly out of this dash – even a throw, which is an ideal nasty surprise for your opponent. The perfect pressure tool.
V-Trigger: Heat Rush (HP, HK Simultaneously when V-Trigger Gauge is full)
Ken dashes forwards here too, but after coming out of the dash he’s imbued with fire. His moves are significantly buffed, with his Light Punch uppercut incredibly hard to punish and his Spinning Kick now more deadly, among others. This lasts until the V-Trigger Gauge depletes.
Hadouken (Quarter Circle Forward + Punch)
Ken tosses a fireball from his bare hands. The speed of the fireball is influenced by the punch button you choose – LP slowest, up from there. An EX fireball is the fastest of all, and more powerful, while the V-Trigger version has changed properties.
Shoryuken (Z-Motion + Punch / Forward, Down, Forward + Punch)
Ken uppercuts – an ideal anti-air. The height & strength of the uppercut is influenced by the button used, with LP being the shortest and least damaging and HP the highest and most painful. Stronger uppercuts leave you more open to attack if missed or blocked, so be careful. There is an EX version of this move, and the V-Trigger version changes properties.
Many beginners find the Shoryuken motion difficult to pull off. The easiest way to do it is to press forwards and then quickly pull down and perform a fireball motion, complete with the punch at the end. So long as you do this in one slick move, a Shoryuken should come out. Practice! It gets easier over time.
Tatsumaki Senpukyaku (Quarter Circle Backwards + Kick)
Ken spins in a circle and travels across the screen. This move passes through projectiles like Fireballs if timed correctly. It can also be done in the air. An EX version is available, but does not travel, instead spinning in place to do more damage.
Critical Art (Super) – Guren Enjinkyaku (Quarter Circle Forwards x2 + Kick)
Ken dashes forwards with a speedy kick. If it catches, it kicks into a full animation move which does a significant amount of damage.
Target Combos: HP, HK and MP, HP, HK
These two sequences of button presses will, with the correct timing, always string together. The latter, MP, HP, HK, always ends in knocking the opponent down, and is a good way to take control of the situation once you get a hit in.
These moves are ‘normal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties. Try them in training mode to see what they’re useful for!
- Thunder Kick (Forward, Hold Hard Kick)
- Inazuma Kick (Back + Medium Kick)
- Chin Buster (Back + Medium Punch)
- Chin Buster 2nd (Back + Medium Punch > Hard Punch)
- Lion Breaker (Medium Kick > Hard Kick)