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STA Ranbat Season 4 Standings

1) LPN – 27 pts
2) Hoodaman – 23 pts
3) SBA.Harrison – 19 pts
4) Kineda – 13 pts
5) Hargi – 11 pts
6) One Time Hero – 5 pts
6) UyuuPop – 5 pts


1) IGL.HonzoGonzo – 34 pts
1) [STA]WindZero – 34 pts

2) CrispyTacoz – 12 pts
3) Jeffy – 6 pts
3) Cesar – 6 pts
3) [STA]Alex – 6 pt
4) RHF Druid – 5 pts
5) Heroic – 4 pt
5) Robert – 4 pts


1) LPN – 23 pts
2) [STA]Willpower – 10 pts
2) iLLiterate – 10 pts
3) BadIntent – 8 pts
4) Jsze – 7 pts
5) JudoTrip – 5 pts
6) Haunts – 4 pts


1) BBZ – 40 pts
2) Fixel – 24 pts
3) Hellpocketz – 16 pt
4) El Gallo Negro – 7 pts
5) N4US – 6 pt
6) Charizard – 5 pts
6) Haunts – 5 pts


1) Leezy – 40 pts
2) Phil – 19 pts
3) LionX – 12 pts
4) Dave Tran – 7 pts
4) Shinobi – 7 pts
5) Crackfiend – 5 pts
5) Josh – 5 pts
6) Mr. Warzard – 4 pts
6) GH – 4 pts
6) ChocoThunda – 4 pts

SSFIV GUIDES
Sunday
May172009

001. KEN - INTRO & STRATEGY - STREET FIGHTER II TURBO HD REMIX

Always Ryu's rival, Ken is another flavor of the Shotokan World Warrior. While Ryu's strength lies in the Fireball, Ken has always had a thing for the Dragon Punch, with a sense of style and finesse to boot!

Sunday
May172009

002. KEN - NORMAL MOVES - STREET FIGHTER II TURBO HD REMIX

COMMAND NORMALS

KNEE BASH THROW

BACK/TOWARDS + MK

  • The damage of the first hit has been lowered and the range of the throw was decreased slightly since Super Turbo to negate abuse of repeatable throw loops.
  • After the throw, you have various mixup options:
  1. Walk under your opponent (or not), then low attack into a combo
  2. Walk under your opponent (or not), Shoryuken for another knockdown
  3. Walk under your opponent(or not), tick throw with cr. LK, cr. LK into another Knee Bash to repeat the loop. Take note that your opponent can counter-throw in HD Remix to negate this tactic.
  4. You can safe jump with j. LP instead for the tick throw.
Sunday
May172009

003. KEN - SPECIAL MOVES - STREET FIGHTER II TURBO HD REMIX

HADOUKEN (FIREBALL)
QUARTER CIRCLE FORWARD + PUNCH

SHORYUKEN (DRAGON PUNCH)FORWARD, DOWN, DOWN FORWARD + PUNCH

  • LP: Safest version.
  • MP: Most invulnerability
  • HP: Widest arc, and sets the opponent on fire!

TATSUMAKI SENPUUKYAKU (HURRICANE KICK)
QUARTER CIRCLE BACK + KICK

  • Can be done in air.
  • First hit on ground hits crouching opponents.
  • LK: Length shortened since Super Turbo.
  • MK:Length increased since Super Turbo.
  • HK: Travels farther and faster since Super Turbo.

CRAZY KICKS
QUARTER CIRCLE FORWARD + KICK

  • LK: Outside Crescent Kick. Good for hitting when very close.
  • MK: High Round Kick. Good for hitting at about a character space away.
  • HK: Heel Kick. Decent far anti-air, or can combo with st./cr. HP, HK Crazy Kick.
  • Each Crazy Kick can be cancelled into an Overhead Axe Kick by holding the kick button or pressing it again during the move.

SUPER

SHORYU-REPPA
QUARTER CIRCLE FORWARD X2 + PUNCH

Sunday
May172009

004. KEN - COMBOS - STREET FIGHTER II TURBO HD REMIX

Combos

 

Combo Videos

Ken Combo Video by Q80Warlock

Sunday
May172009

005. KEN - MATCH UPS - STREET FIGHTER II TURBO HD REMIX