This is something that even advanced players had trouble with. N.Ken was almost uncontrollable in ST due to footsies being hampered by the F,DF,D Crazy Kick, as well as unwanted, negative-edged Crazy Kicks coming out in all sorts of situations. The simplified motions are a very welcome change. Overhead (QCF hold down any Kick or tap any Kick twice): was previously any Crazy Kick motion and hold down any Kick or tap any Kick twice. Roundhouse Crazy Kick (QCF Roundhouse): was previously HCF Kick Short Crazy Kick (QCF Short): was previously F,DF,D Kickįorward Crazy Kick (QCF Forward): was previously QCF Kick It now goes slightly farther, but doesn't seem to make much difference since all Air Tatsus are tough to predict due to their capability to alter jump trajectories. It now also does about half as much dizzy as in ST. It's also much tougher to react to due to its speed. It now goes farther and faster, giving it more uses as a suprise attack and to cover ground to get close to the opponent. It's now more practical to follow it up with a Jab Shoryuken or a throw after passing through a Sonic Boom, Yoga Fire or Low Tiger Shot. It now has slightly less range, making it more similar to Ryu's Short Tatsu, though it's not quite as fast as that. It still hits on the 1st frame, but it has no additional invincibility beyond what it had in ST. Technically, it does more damage than ST due to hitting airborne opponents for 3 hits (ST Ken only hits airborne opponents once), but in reality, it's not that much more damage than a Jab or Strong Shoryuken. It also always juggles against airborne and grounded opponents for a total of 3 hits. It also always knocks down, where in ST it wouldn't knockdown on the 1st or 2nd hits. It now has a wider arc, giving Ken more horizontal range than in ST (almost twice as much). It's also a 1-hit knockdown attack, where in ST it was a 2-hit attack that did not knockdown on the 1st hit. It is now completely invincible for all of its hitting frames (all the way up). His other throws are unchanged, and now have the benefit of being more useful due to their throw range being greater than the Knee Bash. This doesn't seem to make that much of a difference on Ken's Knee Bash loops, as they are still very effective and very deadly. The range of the Knee Bash is now slightly less than it was in ST, and the first hit of the Knee Bash does less damage. Ken may not be top tier, but he is one of the most difficult characters to deal with when used intelligently. The Strong Shoryuken has complete invincibility for all of its hitting frames and the Fierce Shoryuken hits on the 1st frame making it risky to safe-jump, as well as being able to juggle with the Super Attack. He also has the best Dragon Punch in the game, which is superior to Ryu's Shoryuken in that his Jab Shoryuken rises faster, has a bigger hitbox and is safer on block due to its faster recovery. But Ken can use the fast recovery and slow speed of his Hadokens to rush down the opponent by following up meaty Jab Hadokens with Shoryuken/throw/sweep mixup games. Ken can also zone very effectively in certain matchups, but is not as strong as Ryu in the zoning game due to the longer startup and slower speed of his Hadokens. Using his faster walk speed, he can threaten Knee Bash loops, use psychic Jab Shoryukens that are very safe, Overhead Crazy Kicks, massively damaging combos and hit-confirmable Super combos (cr Short x 2, Super). Ken is a very solid, strong character, and plays somewhat similar to Ryu except that he's much better suited to rushing down the opponent. However, since receiving many tiny buffs in HDR and just one nerf (Knee Bash range), he is widely considered to be at least top of mid tier. Ken is usually considered to be a mid-tier character by most players in ST.