Ken joins the battle as Ryu’s Echo Fighter! Their differences are carried over from the original game: Ken’s Hadoken is shaped differently, his strong Shoryuken has flames, and he moves a bit faster. He has two final smashes: Shinryuken and Shippu Jinraikyaku.
Neutral Attack: Quick jab, combos into triple-hit of jab + body blow + left hook. Body blow portion can be canceled in favor of a better move, depending on the situation. Long-hold results in Inazuma Kick, a downward leg chop.
Forward Tilt: Midsection kick. Quick, but almost solely for grounded attackers. Point-blank attack results in midsection elbow strike instead. Long-hold results in strong punch.
Up Tilt: Elbow strike that launches foes up. Slower and closer than Neutral Attack. Long-press for upward punch with launch.
Down Tilt: Low kick. Very quick and chainable. Long-hold results in farther reaching kick that pops enemies skyward.
Dash Attack: Flying kick that launches foes away.
Forward Smash: Spinning roundhouse, but highly vulnerable.
Up Smash: Anti-air uppercut, very strong, but unable to be canceled.
Down Smash: Low sweeping kick plus knockback.
Floor Attack (Front):
Floor Attack (Back):
Floor Attack (Trip):
Neutral aerial: Quick, medium kick. Moderate reach, good against air and ground foes. Requires good timing to be effective. Can often deliver multiple kicks in a single jump.
Forward aerial: Kick best for striking while descending,
Back aerial: Rear roundhouse with jump. Deals the most aerial damage, but needs good timing to be ffective.
Up aerial: Crane kick, basic "field goal" kick. Very fast for aerial combat.
Down aerial: Descent coupled with fist strike resulting in knock-down. Grants bouncing foes if they're struck while on the ground.
Grabs and Throws
Forward Throw: Low damage forward throw.
Back Throw: Tumbling backward throw, dealing most significant throw damage (without combo).