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Street Fighter IV Shoto Characters: Ryu and KenGameplay Differences Between Capcom's Karate Masters in SF4The move tweaks between Capcom's original two shoto characters are more than cosmetic: Ryu's and Ken's play styles are fundamentally different.
Hadoken. Shoryuken. Tatsumaki Senpukyaku. A quarter of Street Fighter IV’s cast use the same basic moves, with most of them wearing the same karate gis, albeit with varying degrees of wear and tear. However, saying these “shoto” characters are identical is like saying all cars drive the same: They have the same basic structure, but each one handles differently. Nothing brings that closer to mind than the two characters that resemble each other the most: Ryu and Ken. Shoto Term OriginWhen Street Fighter II was released, Capcom USA referred to Ryu and Ken’s fighting style as shotokan karate. Since then “shoto” has stuck around as a community term describing characters who use a projectile, anti-air uppercut, and an advancing attack as their special moves. New players flock to these characters because each special has an obvious purpose: The Hadoken fireball keeps opponents at bay, the Tatsumaki Senpukayku hurricane kick advances while attacking, and the Shoryuken or Dragon Punch works against jumps. This well-rounded moveset usually bodes well in competitive play as well. As for Ryu and Ken themselves, in Street Fighter Ryu was the main character while Ken was a clone of him for verses play. However, in the Street Fighter II series and beyond the two characters developed different attack attributes. Basic Differences Between Ryu and KenWhile Street Fighter IV will be used as the model of this comparison, the differences between Ryu and Ken have been consistent. Hadoken - Ryu's fireball travels and recovers faster than Ken's. Shoryuken - There is a negligible difference in damage between the characters' uppercuts. Ken's MP and HP uppercuts hit multiple times at close range and leans towards offense. Hurricane Kick- Ryu's hurricane kick hits once for knockdown. Ken's version hits multiple times for more damage, but doesn't knockdown. Normals - Ryu's Forward + MP is a overhead punch that hits crouching opponents, while his Forward + HP is good for combos. Ken's Forward + MK has great range, while he has two overhead attacks in Back + MK and Forward + HK. Ken's close MP combos into close HP and is considered a Target Combo. Super Combo - Ryu's Shinku Hadoken is a projectile that can be used to get some safe chip damage or punish mistakes outside of combos. Ken's Shoryureppa is less versatile, but does more damage. Ultra Combo - Ryu's Metsu Hadoken does less damage than Ken's Shinryuken, which can take out almost half an opponent's life. However, Ryu has several ways of using Focus Cancels to combo into his Ultra for full damage, while Shinryuken does below-average damage if it doesn't connect at point-blank range. Ryu – The Fundamentals ShotoWhen played properly, Ryu controls the match without putting himself at risk. His Shoryuken is a reliable anti-air, and since many of his specials knock down opponents he can play it safe if needed. It’s his fireball game that stands out the most. Ryu recovers from his fireballs as fast as they travel, making them one of the best in the game. This also allows him to do a “fireball trap,” throwing slow LP fireballs at a cornered opponent, then using an HP fireball to lure him in. If Ryu is spaced properly, he can Shoryuken him back into the corner, resetting the trap. Fireballs aren't always the answer because of Focus Attacks and character-specific specials. Ryu also doesn't fit everyone's playstyle, but with a solid moveset he has all the tools a SF4 player needs. Ken – Close Range and RisksKen's differences are more than just a red gi and a fire effect on his Shoryuken, and it starts with his fireball. The slower projectile speed and recovery may not sound like much, but it's enough for better projectiles like Sagat's Tiger Shot to suffocate his distance game. Other projectile users have moves that boost their long-range game over the American, such as Dhalsim and Seth's stretch punches and teleports. To compensate he has powerful regular combos and an effective mid-range poke with his Forward+MK. Ken also benefits from a far-reaching kara throw, a technique that uses momentum from Forward+MK to increase his throw range and can apply to other commands too. If he can get in, Ken can alternate between this improved throw or a combo to slice through enemy life bars. A Ken player also has to be willing to take risks, such as comboing into his hurricane kick. It does great damage, but since the move doesn't knockdown both players have to guess on throwing or attacking right after. Close-range fights can be dangerous, and since combos and kara attacks are this shoto's selling point Ken can't mess up his execution. Think of Ken as an aggressive character with some long-range abilities than a Ryu clone with more uppercuts. Ryu vs. KenRyu and Ken are depicted as rivals, but game mechanics and character tweaks unbalances that storyline relationship. Ryu’s zoning abilities and versatility place him higher in the tier lists of some games, while others favor Ken’s mid-to-close range playstyle. However, ultimately it’s up to the player to decide which playstyle is best for them.
The copyright of the article Street Fighter IV Shoto Characters: Ryu and Ken in Action Games is owned by Chris Hoadley. Permission to republish Street Fighter IV Shoto Characters: Ryu and Ken in print or online must be granted by the author in writing.
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