Street Fighter 2: Hyper Fighting/Ken: Difference between revisions

From SuperCombo Wiki
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| colspan="2"  ||align="center" | [[File:Sf2hf-ken-hdk-s1.png]] || align="center" | [[File:Sf2hf-ken-hdk-s2.png]] ||  align="center" | [[File:Sf2hf-ken-hdk-s3.png]] ||  align="center" | [[File:Sf2hf-ken-hdk-s4.png]] ||   
| colspan="2"  ||align="center" | [[File:Sf2hf-ken-hdk-s1.png]] || align="center" | [[File:Sf2hf-ken-hdk-s2.png]] ||  align="center" | [[File:Sf2hf-ken-hdk-s3.png]] ||  align="center" | [[File:Sf2hf-ken-hdk-s4.png]] ||   
|-  
|-  
| align="center" colspan="2" | Frame Count || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 ||  
| align="center" colspan="2" | Frame Count || align="center" | 2 || align="center" | 7 || align="center" | 2 || align="center" | 1
|}
|}


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| ||align="center" | [[File:Sf2hf-ken-hdk-lp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a4.png]]
| ||align="center" | [[File:Sf2hf-ken-hdk-lp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-lp-a4.png]]
|-  
|-  
| align="center" colspan="2" | Frame Count || align="center" bgcolor="blue" | || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 ||
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 3 || align="center" | 3..
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4" | 40
|}
|}


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| ||align="center" | [[File:Sf2hf-ken-hdk-mp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a4.png]]
| ||align="center" | [[File:Sf2hf-ken-hdk-mp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-mp-a4.png]]
|-  
|-  
| align="center" colspan="2" | Frame Count || align="center" bgcolor="blue" | ||
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 3 || align="center" | 3..
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4"  | 40
|}
|}


HP version:
HP version:
Line 740: Line 745:
| ||align="center" | [[File:Sf2hf-ken-hdk-hp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a4.png]]
| ||align="center" | [[File:Sf2hf-ken-hdk-hp-a1.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a2.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a3.png]] || align="center" | [[File:Sf2hf-ken-hdk-hp-a4.png]]
|-  
|-  
| align="center" colspan="2" | Frame Count || align="center" bgcolor="blue" | || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 ||
| align="center" colspan="2" | Frame Count || align="center" | 1 || align="center" | 2 || align="center" | 3 || align="center" | 3..
|}  
|-
| align="center" colspan="2" | Simplified || align="center" colspan="4" | 40
|}
 




Line 750: Line 758:
| ||align="center" | [[File:Sf2hf-ken-srk-s1.png]] || align="center" | [[File:Sf2hf-ken-srk-a1.png]] ||  align="center" | [[File:Sf2hf-ken-srk-a2.png]] ||  align="center" | [[File:Sf2hf-ken-srk-r1.png]] ||  align="center" | [[File:Sf2hf-ken-srk-r2.png]] ||    align="center" | [[File:Sf2hf-ken-srk-r3.png]]     
| ||align="center" | [[File:Sf2hf-ken-srk-s1.png]] || align="center" | [[File:Sf2hf-ken-srk-a1.png]] ||  align="center" | [[File:Sf2hf-ken-srk-a2.png]] ||  align="center" | [[File:Sf2hf-ken-srk-r1.png]] ||  align="center" | [[File:Sf2hf-ken-srk-r2.png]] ||    align="center" | [[File:Sf2hf-ken-srk-r3.png]]     
|-  
|-  
| Jab || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
| Jab || align="center" | 4 || align="center" | 4 || align="center" | 14 || align="center" | 6 || align="center" | 11 || align="center" | 5
|-
|-
| Strong || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
| Strong || align="center" | 4 || align="center" | 4 || align="center" | 22 || align="center" | 6 || align="center" | 14 || align="center" | 5
|-
|-
| Fierce || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25 || align="center" bgcolor="blue" | 25
| Fierce || align="center" | 4 || align="center" | 4 || align="center" | 26 || align="center" | 6 || align="center" | 21 || align="center" | 5
|}
|}


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| ||align="center" | [[File:Sf2hf-ken-tsk-s1.png]] || align="center" | [[File:Sf2hf-ken-tsk-s2.png]] || align="center" | [[File:Sf2hf-ken-tsk-s3.png]]
| ||align="center" | [[File:Sf2hf-ken-tsk-s1.png]] || align="center" | [[File:Sf2hf-ken-tsk-s2.png]] || align="center" | [[File:Sf2hf-ken-tsk-s3.png]]
|-  
|-  
| align="center" colspan="2" | Frame Count  ||align="center" bgcolor="blue" | 45 || align="center" | 6 || align="center" | 1
| align="center" colspan="2" | Frame Count  || align="center" | 4 || align="center" | 4 || align="center" | 3
|}
|}


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| ||align="center" | [[File:Sf2hf-ken-tsk-a1.png]] || align="center" | [[File:Sf2hf-ken-tsk-m1.png]] || align="center" | [[File:Sf2hf-ken-tsk-a2.png]] || align="center" | [[File:Sf2hf-ken-tsk-m2.png]]
| ||align="center" | [[File:Sf2hf-ken-tsk-a1.png]] || align="center" | [[File:Sf2hf-ken-tsk-m1.png]] || align="center" | [[File:Sf2hf-ken-tsk-a2.png]] || align="center" | [[File:Sf2hf-ken-tsk-m2.png]]
|-  
|-  
| align="center" colspan="2" | Frame Count  || align="center" bgcolor="blue" | 50 || align="center" | 6 || align="center" | 1
| align="center" colspan="2" | Frame Count  || align="center" | 3 || align="center" | 3 || align="center" | 3 || align="center" | 3
|}
|}


Recovery:
Recovery:
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| ||align="center" | [[File:Sf2hf-ken-tsk-r1.png]] || align="center" | [[File:Sf2hf-ken-tsk-r2.png]] || align="center" | [[File:Sf2hf-ken-tsk-r3.png]] || align="center" | [[File:Sf2hf-ken-tsk-r4.png]]  
| ||align="center" | [[File:Sf2hf-ken-tsk-r1.png]] || align="center" | [[File:Sf2hf-ken-tsk-r2.png]] || align="center" | [[File:Sf2hf-ken-tsk-r3.png]] || align="center" | [[File:Sf2hf-ken-tsk-r4.png]]  
|-  
|-  
| align="center" colspan="2" | Frame Count  || align="center" bgcolor="blue" | 56 || align="center" | 6 || align="center" | 1
| align="center" colspan="2" | Frame Count  || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" bgcolor="blue" | 0
|}
|}




*<b>Kuchuu Tatsumaki Senpuu Kyaku:</b> During Jump ↓↙← + Kick  
*<b>Kuchuu Tatsumaki Senpuu Kyaku:</b> During Jump ↓↙← + Kick  
Startup:
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
|- valign="bottom"
| align="center" | [[File:Sf2hf-ken-atsk-s1.png]] || align="center" | [[File:Sf2hf-ken-atsk-s2.png]] || align="center" | [[File:Sf2hf-ken-atsk-s3.png]]
|-
| align="center" bgcolor="blue" | 45 || align="center" | 6 || align="center" | 1
|-
| align="center" bgcolor="blue" | 45 || align="center" colspan="2" | 7
|}


Active:
Active:
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| align="center" | [[File:Sf2hf-ken-atsk-a1.png]] || align="center" | [[File:Sf2hf-ken-atsk-m1.png]] || align="center" | [[File:Sf2hf-ken-atsk-a2.png]] || align="center" | [[File:Sf2hf-ken-atsk-m2.png]]
| align="center" | [[File:Sf2hf-ken-atsk-a1.png]] || align="center" | [[File:Sf2hf-ken-atsk-m1.png]] || align="center" | [[File:Sf2hf-ken-atsk-a2.png]] || align="center" | [[File:Sf2hf-ken-atsk-m2.png]]
|-  
|-  
| align="center" bgcolor="blue" | 50 || align="center" | 6 || align="center" | 1
| align="center" colspan="2" | Frame Count  || align="center" | 3 || align="center" | 3 || align="center" | 3 || align="center" | 3
|-
| align="center" bgcolor="blue" | 50 || align="center" colspan="2" | 7
|}
|}


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| align="center" | [[File:Sf2hf-ken-atsk-r1.png]] || align="center" | [[File:Sf2hf-ken-atsk-r2.png]] || align="center" | [[File:Sf2hf-ken-atsk-r3.png]] || align="center" | [[File:Sf2hf-ken-atsk-r4.png]]  
| align="center" | [[File:Sf2hf-ken-atsk-r1.png]] || align="center" | [[File:Sf2hf-ken-atsk-r2.png]] || align="center" | [[File:Sf2hf-ken-atsk-r3.png]] || align="center" | [[File:Sf2hf-ken-atsk-r4.png]]  
|-  
|-  
| align="center" bgcolor="blue" | 56 || align="center" | 6 || align="center" | 1
| align="center" colspan="2" | Frame Count  || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" | 4 || align="center" bgcolor="blue" | 0
|-
| align="center" bgcolor="blue" | 56 || align="center" colspan="2" | 7
|}
|}



Revision as of 13:56, 4 March 2016

Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ken

Sf2hf-ken-portrait.gif

Shoryuken! A millionaire (by birthright, not effort) playboy with bleached hair (but not eyebrows - representing his 3/4ths Japanese heritage), Ken gets the Money, the Glory, and the Girl. He trained with his rival and friend, Ryu, in a Japanese Dojo under the tutelage of Gouken, a very powerful martial artist who famously went on to simply wake up from being dead. Ken favours a flashy, gung-ho fighting style over the more stoic and traditional Ryu.

In a nutshell

While certainly an overall poorer character than Ryu in SF2HF, Ken is not far behind. In some matchups his slower fireballs and wider arcing Dragon Punch can actually be helpful, and his very doable 'Touch of Death' combos mean one solid hit can always spell an opponent's doom.


Character Specific Information

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Ken-hp.gif Ken-old1.gif

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
{{#motion: lp }}
6
-
4
40
6
3
11*
+6/+4
{{#motion: }}
Standing Medium Punch
{{#motion: mp }}
16
8
60
7
2
7*
+5/+8
{{#motion: }}
Standing Hard Punch
{{#motion: hp }}
26
14
80
7
10
18*
-7/-6
{{#motion: }}
Standing Light Kick
{{#motion: lk }}
8
-
4
40
8
4
7*
+2/+4
{{#motion: }}
Standing Medium Kick
{{#motion: mk }}
16
8
60
8
4
7*
+1/+2
{{#motion: }}
Standing Hard Kick
{{#motion: hk }}
22
14
80
8
11
21*
-9/-8
{{#motion: }}
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
{{#motion: (near opponent) lp }}
6
-
4
40
6
2
9*
+3/+4
{{#motion: }}
Close Medium Punch
{{#motion: (near opponent) mp }}
16
8
60
4
4
3*
+12/+13
{{#motion: specialcancel }}
Close Hard Punch
{{#motion: (near opponent) hp }}
26
8
60
4
4
3*
+12/+13
{{#motion: specialcancel }}
Close Light Kick
{{#motion: (near opponent) lk }}
8
-
4
40
15
4
13*
+6/-2
{{#motion: }}
Close Medium Kick
{{#motion: (near opponent) mk }}
16
8,8
60,60
13
6
13*
+8/+9
{{#motion: }}
Close Hard Kick
{{#motion: (near opponent) hk }}
24,6
8
60
8
4
7*
+1/+2
{{#motion: }}
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
{{#motion: d + lp }}
6
-
4
40
10
3
7*
+4/+5
{{#motion: low }}
Crouching Medium Punch
{{#motion: d + mp }}
14
8
60
8
3
17*
-1/+0
{{#motion: }}
Crouching Hard Punch
{{#motion: d + hp }}
22
14
80
9
6
18*
-1/+0
{{#motion: }}
Crouching Light Kick
{{#motion: d + lk }}
6
-
4
40
6
4
7*
+3/+4
{{#motion: low }}
Crouching Medium Kick
{{#motion: d + mk }}
14
8
60
6
4
7*
+8/+9
{{#motion: low }}
Crouching Hard Kick
{{#motion: d + hk }}
22
8
130
9
4
18*
+1/+2
{{#motion: low knockdown }}
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
{{#motion: u + lp }}
10
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Punch
{{#motion: u + mp }}
16
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Punch
{{#motion: u + hp }}
24
14
60
1*
3*
-
{{#motion: high }}
Neutral Jump Light Kick
{{#motion: u + lk }}
10
4
40
6
20
-
{{#motion: high }}
Neutral Jump Medium Kick
{{#motion: u + mk }}
16
8
50
6
12
-
{{#motion: high }}
Neutral Jump Hard Kick
{{#motion: u + hk }}
24
14
60
6
6
-
{{#motion: high }}
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
{{#motion: ub / uf + lp }}
8
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Punch
{{#motion: ub / uf + mp }}
16
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Punch
{{#motion: ub / uf + hp }}
22
14
60
6
6
-
{{#motion: high }}
Diagonal Jump Light Kick
{{#motion: ub / uf + lk }}
8
4
40
6
20
-
{{#motion: high }}
Diagonal Jump Medium Kick
{{#motion: ub / uf + mk }}
16
8
50
6
12
-
{{#motion: high }}
Diagonal Jump Hard Kick
{{#motion: ub / uf + hk }}
22
14
60
6
6
-
{{#motion: high }}

Unique Moves

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Seoi Nage
{{#motion: b / f + mp or hp }}
32
-
10
99
-
-
-
-
{{#motion: throw }}
Tsukami Nage
{{#motion: b / f + mk or hk }}
32
-
14
80
-
-
-
-
{{#motion: throw }}

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Hadoken
{{#motion: qcf + lp }}
12
 ?
 ?
 ?
14
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + mp }}
14
 ?
 ?
 ?
14
 ?
37
 ?
{{#motion: }}
Hadoken
{{#motion: qcf + hp }}
16
 ?
 ?
 ?
14
 ?
37
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + lp }}
32
 ?
 ?
 ?
1
18
17/20/27 + 6
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + mp }}
32
 ?
 ?
 ?
1
26
17/20/27 + 6
 ?
{{#motion: }}
Shoryuken
{{#motion: dp + hp }}
32,16
 ?
 ?
 ?
1
30
17/20/27 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
{{#motion: }}
Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
10
 ?
 ?
 ?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
 ?
{{#motion: }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + lk }}
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + mk }}
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}
Air Tatsumaki Senpu Kyaku
{{#motion: qcb + hk }}
10
 ?
 ?
 ?
3
 ?
13/14/15 + 6
 ?
{{#motion: Aironly }}

Hitboxes

Standing Normals

  • Standing LP:
Damage ? Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-a.png Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-hp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage ? Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-lk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage ? Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage ? Sf2hf-ken-hk-s1.png Sf2hf-ken-hk-a1.png Sf2hf-ken-hk-a2.png Sf2hf-ken-hk-r1.png Sf2hf-ken-hk-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-cllp-a.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1+2 4 5
  • Close Standing MP:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-clmp-s.png Sf2hf-ken-clmp-a.png Sf2hf-ken-clmp-r1.png Sf2hf-ken-clmp-r2.png Sf2hf-ken-clmp-s.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage ? Sf2hf-ken-clhp-s.png Sf2hf-ken-clhp-a1.png Sf2hf-ken-clhp-a2.png Sf2hf-ken-clhp-r.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-cllk-a1.png Sf2hf-ken-cllk-r1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 2 4 3 1
Simplified 1+5 2 5


  • Close Standing MK:
Damage ? Sf2hf-ken-clmk-s1.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-a.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-s1.png Sf2hf-ken-mk-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9


  • Close Standing HK:
Damage ? Sf2hf-ken-mp-s1.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-clhk-a1.png Sf2hf-ken-clhk-a2.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-mp-s1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage ? Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-a.png Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 1
Simplified 2 4 5
  • Crouching MP:
Damage ? Sf2hf-ken-crmp-s1.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-a.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-s1.png Sf2hf-ken-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7


  • Crouching HP:
Damage ? Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-a1.png Sf2hf-ken-crhp-a2.png Sf2hf-ken-crhp-r1.png Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23


  • Crouching LK:
Damage ? Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlk-a.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage ? Sf2hf-ken-crlk-s1.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crmk-a.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage ? Sf2hf-ken-crhk-s1.png Sf2hf-ken-crhk-a.png Sf2hf-ken-crhk-r1.png Sf2hf-ken-crhk-r2.png Sf2hf-ken-crhk-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage ? Sf2hf-ken-njlp-s1.png Sf2hf-ken-njlp-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2
  • Diagonal Jumping LP:
Damage ? Sf2hf-ken-njlp-s1.png Sf2hf-ken-djlp-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage ? Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 20 4 4 4
Simplified 4 20


  • Neutral Jumping HP:
Damage ? Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-njhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage ? Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-djhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage ? Sf2hf-ken-njlk-s1.png Sf2hf-ken-njlk-a.png Sf2hf-ken-jmp-r1.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 3 40
  • Diagonal Jumping LK:
Damage ? Sf2hf-ken-djlk-s1.png Sf2hf-ken-djlk-s2.png Sf2hf-ken-djlk-a.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3
Simplified 5


  • Neutral Jumping MK:
Damage ? Sf2hf-ken-njlk-s1.png Sf2hf-ken-njmk-a.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage ? Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djmk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage ? Sf2hf-ken-njhk-s1.png Sf2hf-ken-njhk-a1.png Sf2hf-ken-njhk-a2.png Sf2hf-ken-njhk-r1.png Sf2hf-ken-njhk-r2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage ? Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djhk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun ?
Stun Timer ?
Chain Cancel No
Special Cancel ?
Frame Advantage ?
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage 20+(4*n) Sf2hf-ken-throw.png
Duration 130
Stun 5~11
Stun Timer 60
Range (from axis) 64
Range advantage 35

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

colspan="2" Sf2hf-ken-hdk-s1.png Sf2hf-ken-hdk-s2.png Sf2hf-ken-hdk-s3.png Sf2hf-ken-hdk-s4.png
Frame Count 2 7 2 1

Active:

LP version:

Sf2hf-ken-hdk-lp-a1.png Sf2hf-ken-hdk-lp-a2.png Sf2hf-ken-hdk-lp-a3.png Sf2hf-ken-hdk-lp-a4.png
Frame Count 1 2 3 3..
Simplified 40

MP version:

Sf2hf-ken-hdk-mp-a1.png Sf2hf-ken-hdk-mp-a2.png Sf2hf-ken-hdk-mp-a3.png Sf2hf-ken-hdk-mp-a4.png
Frame Count 1 2 3 3..
Simplified 40


HP version:

Sf2hf-ken-hdk-hp-a1.png Sf2hf-ken-hdk-hp-a2.png Sf2hf-ken-hdk-hp-a3.png Sf2hf-ken-hdk-hp-a4.png
Frame Count 1 2 3 3..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Sf2hf-ken-srk-s1.png Sf2hf-ken-srk-a1.png Sf2hf-ken-srk-a2.png Sf2hf-ken-srk-r1.png Sf2hf-ken-srk-r2.png Sf2hf-ken-srk-r3.png
Jab 4 4 14 6 11 5
Strong 4 4 22 6 14 5
Fierce 4 4 26 6 21 5
  • Tatsumaki Senpuu Kyaku: ↓↙← + Kick

Startup:

Sf2hf-ken-tsk-s1.png Sf2hf-ken-tsk-s2.png Sf2hf-ken-tsk-s3.png
Frame Count 4 4 3


Active:

Sf2hf-ken-tsk-a1.png Sf2hf-ken-tsk-m1.png Sf2hf-ken-tsk-a2.png Sf2hf-ken-tsk-m2.png
Frame Count 3 3 3 3

Recovery:

Sf2hf-ken-tsk-r1.png Sf2hf-ken-tsk-r2.png Sf2hf-ken-tsk-r3.png Sf2hf-ken-tsk-r4.png
Frame Count 4 4 4 0


  • Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick

Active:

File:Sf2hf-ken-atsk-a1.png File:Sf2hf-ken-atsk-m1.png File:Sf2hf-ken-atsk-a2.png File:Sf2hf-ken-atsk-m2.png
Frame Count 3 3 3 3


Recovery:

File:Sf2hf-ken-atsk-r1.png File:Sf2hf-ken-atsk-r2.png File:Sf2hf-ken-atsk-r3.png File:Sf2hf-ken-atsk-r4.png
Frame Count 4 4 4 4 0

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-ken-bwd.png File:Sf2hf-ken-cllp-r3.png Sf2hf-ken-fwd.png File:Sf2hf-ken-crlp-r3.png
  • Standing reel:
Sf2hf-ken-reel1.png Sf2hf-ken-reel2.png Sf2hf-ken-reel3.png Sf2hf-ken-reel4.png
  • Standing gut reel:
Sf2hf-ken-gutreel1.png Sf2hf-ken-gutreel2.png Sf2hf-ken-gutreel3.png Sf2hf-ken-gutreel4.png
  • Crouching reel:
Sf2hf-ken-creel1.png Sf2hf-ken-creel2.png Sf2hf-ken-creel3.png
  • Dizzy:
Sf2hf-ken-dizzy1.png Sf2hf-ken-dizzy2.png Sf2hf-ken-dizzy3.png File:Sf2hf-ken-dizzy4.png File:Sf2hf-ken-dizzy5.png

The Basics

Advanced Strategy

Combos

Bread And Butter

  • cr.MK xx QCF+HP
  • j.HK, s.HP xx DP+HP (Touch of Death)


Match-ups

  • Vs. Balrog (boxer):


  • Vs. Blanka:


  • Vs. Chun-Li:


  • Vs. Dhalsim:


  • Vs. E. Honda:

Same as Ryu's strategy versus E. Honda: from about halfscreen away, throw slow fireballs, and sweep with cr.HK to hit with the very tip of the toe as Honda lands. You should be a little more careful chucking fireballs than with Ryu however, since Ken's fireball has more recovery time than Ryu's.


  • Vs. Guile:


  • Vs. Ken (self):


  • Vs. M. Bison (dictator):


  • Vs. Ryu:


  • Vs. Sagat:


  • Vs. Vega (claw):


  • Vs. Zangief: