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m (Description)
m (Description: http://strategywiki.org/wiki/Street_Fighter_II/Characters/Ken Ken always had those unique roundhouse kick normals; they were the most apparent in SF2, SFA/Z and CVS2)
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==Description==
 
==Description==
Ken moves forward and delivers a low roundhouse kick, two high ones, and another low one, and follows up with a knee hit. He then launches into a vertical [[Tatsumaki Senpukyaku]] if his knee hit succeeds. In ''Capcom vs. SNK'' and ''SNK vs. Capcom: SVC Chaos'', Ken attempts to perform one low and one high kick, then performs a high-out kick and an [[Inazuma Kick]], then hits with his knee, changes to his other knee and performs the Tatsumaki Senpuukyaku.
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Ken moves forward and delivers a low roundhouse kick (his Kama Barai Geri), two high ones (Nata Otoshi Geri), and another low one (Kama Barai Geri again), and follows up with a knee hit. He then launches into a vertical [[Tatsumaki Senpukyaku]] if his knee hit succeeds. In ''Capcom vs. SNK'' and ''SNK vs. Capcom: SVC Chaos'', Ken does his Kama Barai Geri to his Nata Otoshi Geri, then performs a high-out kick (Oosoto Mawashi Geri) and an [[Inazuma Kick]], then hits with his knee, changes to his other knee and performs the Tatsumaki Senpuukyaku.
   
In ''Street Fighter X Tekken'', the Tatsumaki Senpuukyaku portion takes on electrical effects as a reference to the move's actual translation.
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In ''Street Fighter X Tekken'', the whole attack takes on electrical effects as a reference to the move's actual translation.
   
 
==Tactics==
 
==Tactics==
The ''Street Fighter III'' version has the advantage of being able to follow up a missed first attempt immediately with another one. If the opponent blocks and attempts to punish the first one, they may find themselves on the receiving end of the second; this maintains a level of deterrent and makes the attack safer to use than it would otherwise be, as the opponent will be afraid to attempt to counterattack.<ref>http://www.eventhubs.com/guides/2009/may/11/ken-street-fighter-3-third-strike-character-guide/</ref>
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Due to how easy it can be to connect with a close range, it is a viable combo tool. However, due to Ken rising upward during the final portion of the attack, it can be easily punished. Due to his first attack aiming rather low, it's not wise to do this during a juggle, since it might knock the opponent out of the way from the rest of the attack unless done in the corner.
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The ''Street Fighter III'' version has the advantage of being able to follow up a missed first attempt immediately with another one, which adds even more to the advantages it had before. If the opponent blocks and attempts to punish the first one, they may find themselves on the receiving end of the second; this maintains a level of deterrent and makes the attack safer to use than it would otherwise be, as the opponent will be afraid to attempt to counterattack.<ref>http://www.eventhubs.com/guides/2009/may/11/ken-street-fighter-3-third-strike-character-guide/</ref> Not to mention it loses its supposed "Level 3 Super" nature, having a Super meter that is one of the more practical ones to manage out of Ken's Super Arts.
   
 
==Gallery==
 
==Gallery==

Revision as of 07:32, October 29, 2015

The Shippu Jinraikyaku (疾風迅雷脚, Shippuu Jinraikyaku, "Hurricane Swift Thunder Leg") is one of Ken's special attacks. It was first introduced as one of his Super Combos in the Street Fighter Alpha series.

In Marvel vs. Capcom, Complete Change Ryu can use this move in Ken Mode.

Description

Ken moves forward and delivers a low roundhouse kick (his Kama Barai Geri), two high ones (Nata Otoshi Geri), and another low one (Kama Barai Geri again), and follows up with a knee hit. He then launches into a vertical Tatsumaki Senpukyaku if his knee hit succeeds. In Capcom vs. SNK and SNK vs. Capcom: SVC Chaos, Ken does his Kama Barai Geri to his Nata Otoshi Geri, then performs a high-out kick (Oosoto Mawashi Geri) and an Inazuma Kick, then hits with his knee, changes to his other knee and performs the Tatsumaki Senpuukyaku.

In Street Fighter X Tekken, the whole attack takes on electrical effects as a reference to the move's actual translation.

Tactics

Due to how easy it can be to connect with a close range, it is a viable combo tool. However, due to Ken rising upward during the final portion of the attack, it can be easily punished. Due to his first attack aiming rather low, it's not wise to do this during a juggle, since it might knock the opponent out of the way from the rest of the attack unless done in the corner.

The Street Fighter III version has the advantage of being able to follow up a missed first attempt immediately with another one, which adds even more to the advantages it had before. If the opponent blocks and attempts to punish the first one, they may find themselves on the receiving end of the second; this maintains a level of deterrent and makes the attack safer to use than it would otherwise be, as the opponent will be afraid to attempt to counterattack.[1] Not to mention it loses its supposed "Level 3 Super" nature, having a Super meter that is one of the more practical ones to manage out of Ken's Super Arts.

Gallery

Sprites

Kens kick comboKen-gem-superShippuJinraikyakuKen-ts-supermiss

Videos

Ken Shippu Jinraikyaku SFXT

Ken Shippu Jinraikyaku SFXT

Shippu Jinraikyaku trial in Street Fighter X Tekken.

References

  1. http://www.eventhubs.com/guides/2009/may/11/ken-street-fighter-3-third-strike-character-guide/
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