Published 15:58 IST, September 8th 2020
Street Fighter 5: Ken's Guren Enjinkyaku Combo and Complete Moves List
In Street Fighter 5, Ken's appearance and moves went through some major changes in the character's history. Here is a complete list of Ken combos to try out.
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Street Fighter 5 features a side-scrolling fighting gameplay system which is similar to previous games in this series. game also introduces "V-Gauge". Ken also received a new style makeover which makes him even stronger. Read below for a list of combos for Ken in Street Fighter 5.
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Street Fighter 5: Ken moves list
Ken is also able to use fireballs like Ryu, but he differs from his sparring partner, especially in Street Fighter V, with his ability to ‘rush down’ opponents – get in ir face and force m to take evasive action or take massive dam. 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 n be executed directly out of this dash – even a throw, which is an ideal nasty surprise for your opponent. It's perfect pressure tool.
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V-Trigger: Heat Rush (HP, HK Simultaneously when V-Trigger Gauge is full)
Ken dashes forwards here too, but after coming out of dash he’s imbued with fire. His moves are significantly buffed, with his Light Punch uppercut incredibly hard to punish and his Spinning Kick w more deadly, among ors. This lasts until V-Trigger Gauge depletes.
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Special Moves
Hadouken (Quarter Circle Forward + Punch)
Ken tosses a fireball from his bare hands. speed of fireball is influenced by punch button you choose – LP slowest, up from re. An EX fireball is fastest of all, and more powerful, while V-Trigger version has changed properties.
Shoryuken (Z-Motion + Punch / Forward, Down, Forward + Punch)
height & strength of uppercut is influenced by button used, with LP being shortest and least damaging and HP highest and most painful. Stronger uppercuts leave you more open to attack if missed or blocked, so be careful. A V-Trigger is re for this move along with an EX move.
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Press forwards and n quickly pull down and perform a fireball motion, complete with punch at end. So long as you do this in one slick move, a Shoryuken will come out.
Tatsumaki Senpukyaku (Quarter Circle Backwards + Kick)
Ken spins in a circle and travels across screen. This move passes through projectiles like Fireballs if timed correctly. An airborne variant is also available so it can be also performed in air.
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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 dam.
Target Combos: HP, HK and MP, HP, HK
se two sequences of button presses will, with correct timing, always string toger. latter, MP, HP, HK, always ends in kcking opponent down and is a good way to take control of situation once you get a hit in.
Unique Moves:
se moves are ‘rmal moves’, but are executed when pressing certain button combinations or sequences, and often have specific uses and properties.
- 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)
Im Credits: Street Fighter 5 / streetfighter website
Promo Im Credits: Capcom
15:58 IST, September 8th 2020