(→j.HK: updated description) |
m (→MPHP: typo) |
||
(35 intermediate revisions by the same user not shown) | |||
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|damage=3 | |damage=3 | ||
|stun=3 | |stun=3 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=2 | |damage=2 | ||
|stun=3 | |stun=3 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=17 | |damage=17 | ||
|stun=7 | |stun=7 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=H | |parry=H | ||
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|damage=16 | |damage=16 | ||
|stun=11 | |stun=11 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=H | |parry=H | ||
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* easy hit confirm | * easy hit confirm | ||
Very strong button that Ken will use a lot. In neutral, it will counterpoke all kinds of things. In offensive situations, Ken has many ways to setup frame traps into this button. If he's using SA3, which he should be, the hit confirm will rarely drop due to range. | |||
Startup is a little slow at 6f, so frame traps can be fairly loose and prone to mashing. There is also a little proximity ambiguity with cl.MP, which can lead to dropped hit confirms. Ken can mitigate this by always inputting target combo when he's expecting to hit far MP, and then hit-confirming appropriately. | Startup is a little slow at 6f, so frame traps can be fairly loose and prone to mashing. There is also a little proximity ambiguity with cl.MP, which can lead to dropped hit confirms. Ken can mitigate this by always inputting target combo when he's expecting to hit far MP, and then hit-confirming appropriately. | ||
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|damage=23 | |damage=23 | ||
|stun=15 | |stun=15 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=H | |parry=H | ||
Line 236: | Line 236: | ||
|damage=23 | |damage=23 | ||
|stun=13 | |stun=13 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=H | |parry=H | ||
Line 270: | Line 270: | ||
|damage=7 | |damage=7 | ||
|stun=3 | |stun=3 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 6 px kara | * 6 px kara option | ||
* situational anti-air | * situational anti-air | ||
* common down parry trap | * common down parry trap | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 6 px kara option | |||
* long range poke with disjoint active hitbox | * long range poke with disjoint active hitbox | ||
* vulnerable to jump-ins and whiff punishes | * vulnerable to jump-ins and whiff punishes | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 10 px kara | * 10 px kara option | ||
* situational mixup | * situational mixup | ||
* overhead hit-confirm | * overhead hit-confirm | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 6 px kara option | |||
Not typically used because it's too hard to hit people with the overhead from a range that will also combo into super. If Ken needs to hit the opponent with a mid or an overhead, he always has better options than this. | Not typically used because it's too hard to hit people with the overhead from a range that will also combo into super. If Ken needs to hit the opponent with a mid or an overhead, he always has better options than this. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Inazuma%20Kakato%20Wari%20(Long)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Inazuma%20Kakato%20Wari%20(Long)}} | ||
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|damage=14 | |damage=14 | ||
|stun=7 | |stun=7 | ||
|karaDistance=0 | |||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=21 | |damage=21 | ||
|stun=11 | |stun=11 | ||
|karaDistance=0 | |||
|guard=H | |guard=H | ||
|parry=H | |parry=H | ||
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|damage=3 | |damage=3 | ||
|stun=3 | |stun=3 | ||
|karaDistance=0 | |||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=16 | |damage=16 | ||
|stun=7 | |stun=7 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=23 | |damage=23 | ||
|stun=13 | |stun=13 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=HL | |guard=HL | ||
|parry=HL | |parry=HL | ||
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|damage=3 | |damage=3 | ||
|stun=3 | |stun=3 | ||
|karaDistance= | |karaDistance=0 | ||
|guard=L | |guard=L | ||
|parry=L | |parry=L | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 13 px kara | * 13 px kara option | ||
* Ken's farthest kara throw | * Ken's farthest kara throw | ||
* very difficult hit-confirm option, try using score / health / stun | * very difficult hit-confirm option, try using score / health / stun | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* 13 px kara | * 13 px kara option | ||
* longest range low poke and meterless knockdown | * longest range low poke and meterless knockdown | ||
* meterless whiff punish | * meterless whiff punish | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Not typically used, as neutral jump MK is 1f faster with a good hitbox. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP%20(Neutral)}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Not typically used. Jump MK has the same startup with a crossup hitbox. Jump HP is only 1f slower and has a better hitbox for most circumstances. Could have some niche uses in a post-parry situations or as a pre-emptive air-to-air. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
Not used too often, but it | Not used too often, but it does see some situational use in air-to-air situations when the opponent is above Ken. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HP%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HP%20(Neutral)}} | ||
}} | }} | ||
Line 1,085: | Line 1,092: | ||
* hit-confirmable | * hit-confirmable | ||
Usually the button Ken will use when he wants to get offense started with a close jump. Since it can hit crossup, it's a little harder for the opponent to block or anti-air. Doesn't always combo, but on-hit advantage is pretty generous. Deeper hits will combo into target combo for a lot of damage. The crossup hitbox also makes it very useful in okizeme situations, such as after an SA3 hit, adding another layer to Ken's left-right mixup. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK}} | ||
}} | }} | ||
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* "mixup" versus anti-air parry | * "mixup" versus anti-air parry | ||
Probably Ken's most used jump-in option. Jump HP is better in some ways, but jump HK has a good hitbox and just works. It's easy to hit confirm, and even if Ken hits the opponent in the forehead, he generally has enough advantage to combo directly into super or LP DP. Deeper hits can combo into target combo or even 2MK for big meterless damage. Because it has so much advantage | Probably Ken's most used jump-in option. Jump HP is better in some minor ways, but jump HK has a good hitbox and just works. It's easy to hit-confirm, and even if Ken hits the opponent in the forehead, he generally has enough advantage to combo directly into super or LP DP. Deeper hits can combo into target combo or even 2MK for big meterless damage. Because it has so much frame advantage, and almost always leads to a combo on hit, it's possible to mess with the opponent's anti-air parry timing by mixing between earliest and latest possible jump HK. It will rarely hit crossup, but without a specific setup, this is unreliable. Jump back HK also sees use as a pre-emptive, defensive anti-air, something that is particularly useful against Dudley. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK}} | ||
}} | }} | ||
Line 1,203: | Line 1,210: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * one of the best target combos in the game | ||
* | * very easy hit confirm with or without meter | ||
* | * confirms into DP meterless, although this can drop at extreme range | ||
* | * confirms into SA3 with meter | ||
Ken's target combo provides him with one of the easiest hit-confirms in the game. The range and high parry property synergize well with his frame traps and 2LK hit-confirms, forcing the opponent to guess if they want to parry out of his offense. It's safe on block at only -2, although push back does somewhat end Ken's "turn" offensively. | |||
If you find the super cancel difficult, you can ease the execution a bit by doing TC xx LP fireball xx SA3. This increases the amount of time you have to complete the super motion, although ideally you still want to confirm the target combo and avoid doing fireball on block. | |||
Because there is a little bit of proximity normal ambiguity between close MP and far MP, Ken can occasionally get target combo when he expects far MP. To deal with this he can just always input target combo when he wants to do a standing strong button, and then hit-confirm appropriately. | |||
Target combo provides Ken with an okay SGGK (parry-throw option select) by inputting parry -> cl.MP ~ LP+LK delay HP. If the opponent blocks, Ken will kara throw them, but if they push a button, Ken will parry followed by target combo, which can be hit-confirmed into DP or super. Because close strong has 0 kara range, Ken has to be very close to do this, so it is weaker than other SGGK options. This can also be useful to defend against some jump-ins. If done correctly, Ken can parry the jump in or tech an empty-jump throw. | |||
For some reason, Ken's target combo causes a 10f lockout on kara inputs upon recovery. This recovery can be canceled by tapping down or moving. | |||
}} | }} | ||
}} | }} | ||
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|description= | |description= | ||
* 24 throw range | * 24 throw range | ||
* | * mash for more hits | ||
* | * lots of frame advantage | ||
Theoretically does more damage than Ken's other throws, but the opponent is able to counter-mash to reduce damage. The main reason to use this is because the opponent is grounded for a lot longer than normal throw, so Ken gets way more frame advantage and better okizeme. This is particularly noticeable against Twelve, who recovers very quickly from forward throw. | |||
2MK and 4MK kara throws are also much easier to perform with neutral throw than forward throw. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Hizageri}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Hizageri}} | ||
}} | }} | ||
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|description= | |description= | ||
* 24 throw range | * 24 throw range | ||
* | * side-switches with the opponent | ||
* | * corner carry | ||
Back throw is really good around mid-stage, because it usually throws the opponent all the way to the corner. Ken actually recovers before the opponent hits the ground, so if this is going to kill them, Ken can sneak in a shoryu before they land to build a little bit of extra meter gain before the round ends. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jigoku%20Kuruma}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jigoku%20Kuruma}} | ||
}} | }} | ||
Line 1,316: | Line 1,336: | ||
|description= | |description= | ||
* 24 throw range | * 24 throw range | ||
Forward throw provides weaker okizeme than neutral throw, but usually nets more damage because it isn't mashable. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Seoi%20Nage}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Seoi%20Nage}} | ||
}} | }} | ||
Line 1,336: | Line 1,357: | ||
|active=8 | |active=8 | ||
|recovery=7 | |recovery=7 | ||
|onBlock=- | |onBlock=-5~-0 | ||
|onHit=- | |onHit=-0~+7 | ||
|onHitCrouch= | |onHitCrouch=1~+8 | ||
|damage=7 | |damage=7 | ||
|stun=3 | |stun=3 | ||
Line 1,351: | Line 1,372: | ||
|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * variety of confirms available on meaty | ||
While the overhead is universal, the frame data isn't. Ken's UOH actually has the fewest active frames of the 3 types. While it can be up to +8, which makes the super link very easy, that also gives the opponent a lot more time to react and block. Ideally Ken hits this around +3 or +4 to minimize reaction time. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Straight%20Hit}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Straight%20Hit}} | ||
}} | }} | ||
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* Increases damage for the next hit or combo by 31.3%. One taunt is the maximum. | * Increases damage for the next hit or combo by 31.3%. One taunt is the maximum. | ||
* Taunt bonus only applies to the next hit or combo. | * Taunt bonus only applies to the next hit or combo. | ||
* Taunt bonus does not stack. | |||
* If Ken does a combo, the bonus scales with the combo. It is not a flat 31.3% boost to the entire combo. | * If Ken does a combo, the bonus scales with the combo. It is not a flat 31.3% boost to the entire combo. | ||
* Ken loses the taunt bonus after the opponent gets hit, blocks an attack, parries an attack, or gets thrown. | * Ken loses the taunt bonus after the opponent gets hit, blocks an attack, parries an attack, or gets thrown. | ||
* Ken loses the taunt bonus if he is hit, unless his next attack is a reversal, in which case the reversal retains the taunt bonus. | * Ken loses the taunt bonus if he is hit, unless his next attack is a reversal, in which case the reversal retains the taunt bonus. | ||
* Ken retains the taunt bonus if he blocks an attack. | * Ken retains the taunt bonus if he blocks an attack. | ||
Ken's taunt hits twice, and each hit does 1 damage, so if he really wants to BM someone with taunt, he can try to kill them with this. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Taunt}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Taunt}} | ||
}} | }} | ||
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}} | }} | ||
<br> | <br> | ||
Ken's fireballs are unsafe near point blank, but become safer when they are spaced out. The sweet spot is a bit outside his normal poke range, where it's hard to consistently parry on reaction. Be aware of the opponent's meter, as some fast supers can be a threat even against well-spaced fireballs. The EX version is the most useful due to its knockdown and relative safety on block. Cancelling a normal into hadouken | Ken's fireballs are unsafe near point blank, but become safer when they are spaced out. The sweet spot is a bit outside his normal poke range, where it's hard to consistently parry on reaction. Be aware of the opponent's meter, as some fast supers can be a threat even against well-spaced fireballs. The EX version is the most useful due to its knockdown and relative safety on block. Cancelling a normal into hadouken allows more time for a hit confirm. Throwing a raw fireball xx SA3 can mess up the opponent's parry timing when going for a chip KO. | ||
}} | }} | ||
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* Sometimes used in optimized combos, notably in the corner against Chun Li | * Sometimes used in optimized combos, notably in the corner against Chun Li | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Shoryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Shoryuken}} | ||
The flaming HP dragon punch is one of the most iconic moves in Street Fighter. All of Ken's uppercuts feature extremely fast startup, some kind of invulnerability, great active hitboxes, and a lot of recovery frames. Even LP shoryuken is -17 on block, so attentive opponents should punish Ken extremely hard for a poorly chosen DP. | |||
Despite the similarities, each version has a unique place in Ken's kit. LP shoryuken is the fastest meterless version, as well the key to Ken's high meterless damage with W shoryu combos. MP is generally used in combos, the the first hit keeps the opponent grounded for a super cancel. HP is active up to the first invulnerable frame, so it's a strong meterless reversal that will beat most meaty attempts. EX is the fastest with 1f startup, and it is fully invulnerable up to and including the first active frame, making it a very strong reversal option. | |||
All versions of shoryuken are also strong anti-airs, due to the aforementioned upper-body or full invulnerability, fast startup, and large hitboxes. Unfortunately, Ken cannot usually stick to one version, or even exclusively use shoryukens for anti-air, due to 3rd Strike's air parry mechanic. If the opponent sticks a button out in the air though, Ken's DP will usually make the opponent suffer. | |||
}} | }} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * niche combo tool | ||
* | * especially useful against characters who can't crouch 2MK xx EX tatsu (Urien, Alex, Dudley, Hugo, Q, Sean) | ||
* can close out a round if you aren't in range for a shoryuken and don't have meter for a super | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Tatsumaki%20Senpukyaku}} | |||
* First hit of all ground tatsus is super cancelable. This is usually used for DED. | |||
* All ground tatsus are throwable until after the first hit. | * All ground tatsus are throwable until after the first hit. | ||
Ground tatsus are only situationally useful. All of them are minus, even on hit, although LK is only -3, and EX is just -1. This doesn't always keep Ken safe though, because many characters can make the tatsu whiff by crouching under it. Still, there are occasions when when a well-placed tatsu can close out a round for Ken when he doesn't have meter for super. | |||
}} | }} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* Excellent corner escape, Ken zooms across the entire screen if timed correctly | * Excellent corner escape, Ken zooms across the entire screen if timed correctly | ||
* Can create left/right mixups from a jump in | * Can create left/right mixups from a jump in | ||
* Used in some niche or situational high damage punishes | * Used in some niche or situational high damage punishes | ||
* In some situations (notably when it hits crossup midscreen) Ken get dash in W shoryu for big damage | * In some situations (notably when it hits crossup midscreen) Ken get dash in W shoryu for big damage | ||
* Easiest / most consistent option in case of crossup is just land -> 5MK | * Easiest / most consistent option in case of crossup is just land -> 5MK. Land -> 5HK is also possible, but fairly strict. | ||
* If it hits twice, try to combo with W shoryu. If it hits three times or more, combo with MP shoryu. | * If it hits twice, try to combo with W shoryu. If it hits three times or more, combo with MP shoryu. | ||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Air%20Tatsumaki%20Senpukyaku}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Air%20Tatsumaki%20Senpukyaku}} | ||
EX is by far the most commonly used version. Normal versions are typically relegated to niche combos and okizeme setups. Tatsu trajectory is modified by Ken's jump. If he's moving forward, the tatsu goes forward more. If he's moving up, the tatsu goes up more. | |||
}} | }} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * fully invulnerable frames 1-7 | ||
* two meters, meter length 112 | |||
* limited hit confirms | |||
* Ken's fastest startup super | * Ken's fastest startup super | ||
Shoryureppa is kind of a middle ground between Ken's other two supers. It provides more access to EX moves than SA2, while doing more damage than SA3. Its main shortcoming is that the first hit doesn't move very far forward, so it severely limits Ken's ability to confirm into it compared to SA3. It is not typically chosen seriously by competitive players. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shoryureppa}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shoryureppa}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * fully invulnerable frames 1-8 | ||
* mash for up to 15 hits | |||
* Ken's highest damage super if you mash all the hits | * Ken's highest damage super if you mash all the hits | ||
* | * one meter, meter length 104 | ||
* | * limited hit confirms, but slightly better than SA1 | ||
Shinryuken is supposed to be Ken's "nuke" super. It severely limits his EX usage due to only having one bar, but it does a lot of damage if Ken mashes out all the hits. It's also a pretty good anti-air due to the number of hits the opponent has to parry. Like SA1, its main shortcoming is that it lacks a lot of usable hit confirms compared to SA3. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shinryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shinryuken}} | ||
}} | }} | ||
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|oppMeterBlock=0 | |oppMeterBlock=0 | ||
|description= | |description= | ||
* | * fully invulnerable frames 1-2 | ||
* | * 3 meters, meter length 80 | ||
* looping okizeme | |||
* On hit, Ken can cancel 3 frames of recovery by holding down as he lands. | |||
Shippu is one of the best supers in the game. With fast startup and a million reliable hit confirms, there's a reason Ken almost always chooses this. On hit, Ken can force a left/right high/low/throw mixup, and since SA3 has 3 meters, any hit can lead into another hit confirm and the same situation again. These setups are character-specific due to differing wakeup times across the cast, but they are worth learning. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shipuujinrai%20Kyaku}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shipuujinrai%20Kyaku}} | ||
}} | }} |
Latest revision as of 19:18, 1 April 2025
Introduction
After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend and rival, Ryu.
As one of the most famous fighting game characters ever, and a popular pick in every Street Fighter game, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.
Super Arts
SAI (Shoryureppa)
Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes and overheads.
SAII (Shinryuken)
A fairly good anti-air since you can mash it for lots of hits. Does the most damage out of his supers by a good amount. While it does combo from slightly farther away, it has mostly the same long-range hit confirm problem as SA1. Since it has a single, long bar, this super gives you the least opportunity to use EX moves.
SAIII (Shippujinraikyaku)
The universal choice for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms — it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.
Pros & Cons
Strengths | Weaknesses |
---|---|
|
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Character Colors
Ken #3S_KE | |
---|---|
Vitals | |
Life Points | 1200 |
Stun Points | 64 |
Super Art Stock/Size | |
SA1 | 2/112 |
SA2 | 1/104 |
SA3 | 3/80 |
Ground Movement | |
Forward Dash duration/distance | 12 (16) (95px) |
Back Dash duration/distance | 15 (54px) |
Jumping | |
Back Jump duration | 42(4+36+2) |
Neutral Jump duration | 40(4+34+2) |
Forward Jump duration | 41(4+35+2) |
Back Super Jump duration | 47(6+39+2) |
Neutral Super Jump duration | 46(6+38+2) |
Forward Super Jump duration | 46(6+38+2) |
Wake up | |
Wake up duration | 75 |
Quick rise duration | 48 |
Frame Data
3S Frame Data Glossary | |
---|---|
Active |
How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2) |
Attack |
Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked). |
Cancel options |
Available cancel options.
|
Damage |
Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames. |
Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit. "Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching. |
Kara Range |
Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel. |
Link |
A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super. |
Parry |
This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching. |
Recovery |
How many frames it takes for a move to finish after it's been active. |
Startup |
How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4. |
Stun |
Amount of stun added to the opponent's stun bar on hit. |
Throw range |
Range in pixels from the center of the character to the center of the opponent which allows a grab to connect. |
Standing Normals
5LP (cl)
5LP (far)
5MP (cl)
5MP (far)
5HP (cl)
5HP (far)
5LK
5MK
5HK
Command Normals
4MK
5MK (Hold)
6MK
6HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
8LK
j.LK
8MK
j.MK
8HK
j.HK
Target Combos
MPHP
Startup | Active | Recovery | Block | Hit | Cr. Hit | Damage | Stun | Kara | Guard Level | Parry Level |
---|---|---|---|---|---|---|---|---|---|---|
4 | - | - | -2 | 0 | 2 | 7 | 3 | - | HL | H |
Cancel Options | Self Meter Gain | Whiff | Hit | Block / Tech | Opponent Meter Gain | Hit | Block / Tech | |||
sp, su | - | 6+1 | 11+1 | 2 | 0 | |||||
Ken's target combo provides him with one of the easiest hit-confirms in the game. The range and high parry property synergize well with his frame traps and 2LK hit-confirms, forcing the opponent to guess if they want to parry out of his offense. It's safe on block at only -2, although push back does somewhat end Ken's "turn" offensively. If you find the super cancel difficult, you can ease the execution a bit by doing TC xx LP fireball xx SA3. This increases the amount of time you have to complete the super motion, although ideally you still want to confirm the target combo and avoid doing fireball on block. Because there is a little bit of proximity normal ambiguity between close MP and far MP, Ken can occasionally get target combo when he expects far MP. To deal with this he can just always input target combo when he wants to do a standing strong button, and then hit-confirm appropriately. Target combo provides Ken with an okay SGGK (parry-throw option select) by inputting parry -> cl.MP ~ LP+LK delay HP. If the opponent blocks, Ken will kara throw them, but if they push a button, Ken will parry followed by target combo, which can be hit-confirmed into DP or super. Because close strong has 0 kara range, Ken has to be very close to do this, so it is weaker than other SGGK options. This can also be useful to defend against some jump-ins. If done correctly, Ken can parry the jump in or tech an empty-jump throw. For some reason, Ken's target combo causes a 10f lockout on kara inputs upon recovery. This recovery can be canceled by tapping down or moving. |
Throws
LPLK (mash)
4LPLK
6LPLK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
236P
623P
214K
214K (air)