Ken Masters (Street Fighter)

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 KEN MASTERS 

Franchise: Street Fighter (Capcom) The fierce and fiery world warrior, Ken Masters!

Super Moves
Shoryureppa

A fiery rush of shoryukens!

==== Full Power Shoryureppa   ==== A full power rush of fiery shoryukens!

==== Shinryuken   ==== A rising tower of fire. Does more damage if you rapidly press the Kick buttons during the attack! This attack produces a small vortex effect that draws opponents toward you.

==== Full Power Shinryuken   ==== A full power rising tower of fire. Does more damage if you rapidly press the Kick buttons during the attack! This attack produces a small vortex effect that draws opponents toward you.

==== Shippujinraikyaku    or ==== A barrage of intense kicks. The highest damaging Super Move that Ken has! But beware, it can only fully connect if the opponent is on the ground!

Special Moves
==== Hadouken  or  ==== An energy projectile that travels forward.

==== Hadouken [EX]   ==== An energy projectile that travels forward. Much faster the non-EX and hits twice. The two hits allows it to go through weaker projectiles.

==== Shoryuken  or  ==== A rising uppercut. Light version is best for anti-air use. Heavy is best for damage and combos.

==== Shoryuken [EX]    ==== High damage and hits. Much better range and speed than non-EX version.

==== Tatsumakisenpukyaku  or ==== A forward moving spinning kick move. It leaves the ground so it can go over some projectiles and low hitting moves. The knee at the beginning can hit if you are close enough.

==== Tatsumakisenpukyaku [EX]   ==== A spinning kick move that moves upward and forward. On a successful hit, the opponent will be spiked to the ground. This move causes a Hard Knockdown.

==== Airborne Tatsumakisenpukyaku  or  ==== A spinning kick move that follows the jump momentum.

==== Airborne Tatsumakisenpukyaku [EX]   ==== A fiery kick that interrupts your jump momentum and dives down toward the ground. A successful hit bounces the enemy upward and allows Ken to jump immediately.

==== Kamabarai Geri ==== A forward kick that hits twice. The Kick button can be held down to cancel into Inazuma Kakato Wari. > Inazuma Kakato Wari Kasai Hold 

> Natotoshi Geri  (Special / Super Cancellable)

> Oosotomawashi Geri 

==== Natotoshi Geri ==== A short range high kick. > Inazuma Kakato Wari Kasai Hold 

==== Oosotomawashi Geri  ==== A high kick that causes a knockdown. > Inazuma Kakato Wari Kasai Hold 

Kurubushi Geri Input Icon Down Left 3x.pngInput Icon Heavy Kick 3x.png
A low profile long range kick. Special Move cancellable.

Shiden Kakto Otoshi Input Icon Right 3x.pngInput Icon Heavy Kick 3x.png
A forward hitting step kick. Causes a knockdown.

Inazuma Kakato Wari Input Icon Right 3x.pngInput Icon Light Kick 3x.png
An overhead kick. Breaks the guard of crouching opponents.

Power Max Mode Moves
==== Kamabarai Geri Kasai  ==== An enhanced version of Kamabarai Geri. > Inazuma Kakato Wari Kasai Hold 

> Natotoshi Geri Kasai  (Special / Super Cancellable)

> Oosotomawashi Geri Kasai 

====Natotoshi Geri Kasai ==== An enhanced version of Natotoshi Geri. > Inazuma Kakato Wari Kasai Hold 

====Oosotomawashi Geri Kasai ==== An enhanced version of Kamabarai Geri. > Inazuma Kakato Wari Kasai Hold 

Inazuma Kakato Wari Kasai Input Icon Right 3x.pngInput Icon Light Kick 3x.png
An enhanced version of Inazuma Kakato Wari. This move is safe on block.

Armored Shiden Kakto Otoshi Input Icon Right 3x.pngInput Icon Heavy Kick 3x.png
An enhanced version of Shiden Kakto Otoshi that has one hit of Super Armor.

Development
Ken was added to the game in version 0.2. As he and Ryu share similarities it was expected that development of Ken would go quicker and smoother. During development several changes to the initial design were made, and Ken started to take on a more unique feel. It was decided to include Street Fighter V's heavy grounded Tatsumaki, and include a jump cancel after hit on the airborne Tatsumaki EX."It took some time to think about what ability to grant Ken in Power Max Mode. I decided it should focus on Ken's 'Crazy Kicks' as they had not made a prominent appearance in quite a long time. It adds safety to the Inazuma kick (overhead) as well as enough hit and block stun to connect as a string when cancelled from the 'Crazy Kicks'. I wanted to give Ken both a fresh and classic feel at the same time. Along with that and the jump cancel from the Airborne Tatsumaki EX, there is plenty of advanced tech to unravel with this version of Ken. - Marc D. Wyz"