Introduction
Ken now travels the world again in the hopes that Ryu can challenge him again for another fight, but wonders if he's now making the right choices in life by doing so.
|
Pros |
Cons |
- Great set of normals and a decent fireball
- Unique kick normals do heavy guard crush damage and have great speed/range/safety
- Medium DP has a huge amount of horizontal range on startup. Much larger than the other shotos
- Punch grab has a lot of corner carry
- Kick grab sets up juggles in the corner
- Hard to keep cornered due to roll and air tatsu trajectory
- Great cross-up loop that's difficult to block
- Fantastic air mobility with air tatsus. Can combo into DP on hit
- Great meter build like the other shotos with tatsu spam. Ground tatsu recovers slightly slower, so not quite as good as Ryu/Akuma's.
- Recent developments have made him more of a complete V-ISM character
- Has an infinite on P1 side
|
- Lacks reliable customs outside of the corner, instead relying on tricky strings and corner push strats
- Customs do relatively mediocre damage mid-screen and require Ken to be close to start them.
- Hadou rave is more difficult to setup/execute (requires constant kara cancels) and does less guard damage than Ryu's
- Is missing the hopkick Ryu and Akuma have access to
- Fireball doesn't knock down like Ryu or Akuma's
- Ground tatsu is unsafe on hit against many characters
- Cannot cancel into roll like he could in A2
- One of the hardest infinites to execute consistently
|
Colors
First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM
Moves List
Ground Normals
Standing
Damage |
7 |
|
Stun |
2
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
5/6/21
|
Block Stun |
-7
|
Hit Stun/Counter Hit |
-6/-2
|
Damage |
13 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
6/6/21
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/-3
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
6/6/27
|
Block Stun |
-10
|
Hit Stun/Counter Hit |
-9/Launch
|
Damage |
18 |
|
Stun |
20/8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/10,7/XV 15,10
|
Frame Count |
4/5/27
|
Block Stun |
-9
|
Hit Stun/Counter Hit |
-8/Launch
|
- Close/Far Standing Short:
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
6/4/10
|
Block Stun |
+0
|
Hit Stun/Counter Hit |
+1/+6
|
Damage |
12 |
|
Stun |
14/4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
13/6/12
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+6
|
Damage |
6+4 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
Yes(first hit only)
|
Super Cancel |
Yes (both hits)
|
Meter on whiff/hit |
1/1x2
|
Frame Count |
6/2/3/6
|
Block Stun |
-5
|
Hit Stun/Counter Hit |
-4/+0
|
Damage |
16 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
13/4/27
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/Launch
|
- Close Standing Roundhouse:
Damage |
14 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
7/4/12
|
Block Stun |
+7
|
Hit Stun/Counter Hit |
+8/Launch
|
Crouching
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
3/4/8
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+8
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
5/6/11
|
Block Stun |
+2
|
Hit Stun/Counter Hit |
+3/+7
|
Damage |
16 |
|
Stun |
14/8
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
6/2/29
|
Block Stun |
-8
|
Hit Stun/Counter Hit |
-7/Launch
|
Damage |
4 |
|
Stun |
2
|
Chain Cancel |
Yes
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
0/1
|
Frame Count |
4/4/7
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
+4/+9
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
Yes
|
Super Cancel |
Yes
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
5/3/15
|
Block Stun |
+1
|
Hit Stun/Counter Hit |
+2/+6
|
Damage |
15 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
5/6/31
|
Block Stun |
+14
|
Hit Stun/Counter Hit |
Knockdown/Launch
|
Air Normals
- Neutral/Diagonal Jump Jab:
Damage |
9 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/6
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
5/8/2
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
12 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
5/8/2
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
8/6/2
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
5/6/2
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
5/10/10
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
6 |
|
Stun |
2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
0/1
|
Frame Count |
7/10/2
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
11 |
|
Stun |
4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
4/6/12
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
8 |
|
Stun |
11/4
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/3/XV4
|
Frame Count |
7/7/13
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
12/6/11
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
- Diagonal Jump Roundhouse:
Damage |
14 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/4/XV6
|
Frame Count |
6/6/10
|
Block Stun |
N/A
|
Hit Stun/Counter Hit |
N/A
|
Command Normals
- Overhead:
+
Damage |
8+6 |
|
Stun |
2x2
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/1x2
|
Frame Count |
33/3/6/9
|
Block Stun |
+4
|
Hit Stun/Counter Hit |
+5/?
|
Standard two hit overhead.
- Step Kick:
+
Damage |
17 |
|
Stun |
8
|
Chain Cancel |
No
|
Special Cancel |
No
|
Super Cancel |
No
|
Meter on whiff/hit |
1/6/XV9
|
Frame Count |
24/2/19
|
Block Stun |
+3
|
Hit Stun/Counter Hit |
Knockdown/Launch
|
Special Moves
Hadoken/Fireball : QCF + Punch
Shoryuken/Dragon Punch : F,D,DF + Punch
Tatsu/Hurricane Kick : QCB + Kick (also in air)
Zenpou Tenshin/Roll : QCB + Punch
Super Combos
Shoryu Reppa : QCF x 2 + Punch (X/A)
Shinryuken : QCF x 2 + Kick (A Only)
Shippu Jinraikyaku : QCB x 2 + Kick (A only, Level 3 super)
The Basics
Which Ism?
A-Ism
Solid with good supers, but far outclassed by his V-ISM options these days.
V-Ism
By far his best ISM in modern Alpha 3. He has access to reasonably reliable mid-screen customs along with corner hadou rave and unblockable strings.
Paired with his infinite and his amazing meter build, it's difficult to argue for any other ISM. Also gets some good proximity normals.
X-Ism