Throws
Forward throw
- Good for keeping the corner
- Decent damage
- Bad Oki (can't get a meaty back+MK)
Neutral throw
- Mash throw
- Good damage when your opponent is bad at mashing (and you can mash pretty well yourself)
- Otherwise mediocre damage
- Best Oki, you can do most of your options except taunt
Back throw
- Great corner carry
- No Oki if you throw them full screen (unless they miss the quickrise)
Standing Normals
LP
- Useful for stuffing dashes, part of some Shoryu confirms
- Multiple LPs is good against jump-in parry
MP
- Far:
- Great confirm to super
- Plus on hit or block
- Decent anti-air or anti UOH or hop-kicks
- Close
- Part of your target combo
- Plus
- Best punish option on many occasions because of double DP
- Lots of mixups - see Oki
HP
- Far:
- Decent anti-air, better against some characters, notably Dudley
- Wins trades against mediums and lights
- Close:
- Good as an anti-air when you buffer in a late special vs parries
- Starts your best punish combos
- Useful on oki
LK
MK
- Decent anti-air / UOH / hop-kick
- Pretty good range and pretty fast
- Punishable on block, but also parry bait
HK
- Great spacing tool
- (Mostly) safe
- Does a lot of damage, especially after taunt
- High-parry only
Crouching Normals
LP
- Part of some Shoryu confirms
- Multiple LPs is good against jump-in parry
- Chains into other lights
- Your crouch tech button
MP
- Great super confirm! (learn this one first)
- Lots of mix-ups - see Oki
- Good "priority": the hitbox comes out before the hurtbox, so stuffs a lot of moves
- That's why it's sometimes called emperor punch
- Very plus
- Best normal to whiff when building meter
- High and low parry though
HP
- Situational anti-air
- Also has a hitbox low to the ground in front of Ken
- Can stuff some attacks pretty well, mostly good against Dudley/Urien/Oro/Hugo when you buffer super behind it
LK
- Main low confirm into super and DP
- Good for tick throws
- Slightly plus
MK
- Best poke
- Whiff punish tool
- Occasionally good as a meaty
- Only unsafe vs certain supers, and even then it's hard and risky to punish
- Great for DED OS
HK
- Ken's sweep, knocks down
- VERY unsafe - make sure your opponent gets hit if you try using this
- Less unsafe at max range
- Best normal for punishing far away, i.e.: Urien anti-air fireball
Command Normals
Towards MK
- Not very good, punishable on block by some chars
- Not worth using
Back MK
- 2 hit overhead that confirms to super, good oki tool
- The confirm is a 1 frame link, but it gets way easier if you piano it
- Some player can react to this nearly every time
- Can get red parried
Towards HK
- Very slow overhead, completely reactable
- Links to super on crouching hit (1 frame link)
- You can hold it for a feint
- Not worth using
- Not worth using the feint either for that matter