(→LPLK (mash): added kara throw note) |
m (→MPHP: typo) |
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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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|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 | 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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* 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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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. | 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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* lots of frame advantage | * 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 better okizeme. This is particularly noticeable against Twelve, who recovers very quickly from forward throw. | 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. | 2MK and 4MK kara throws are also much easier to perform with neutral throw than forward throw. | ||
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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 | |||
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. | 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. |
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 |
---|---|
|
|
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)