Capcom vs SNK 2/Ken: Difference between revisions

From SuperCombo Wiki
No edit summary
Line 1: Line 1:
[[File:Ken-cvs-stance.gif|right]]
[[File:Ken-cvs-stance.gif|right]]
= Introduction =
= Introduction =
[[File:Ken_CvS2_colors.png]]
Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel.
 
In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. Up close, his mixup and pressure game is strong, with multiple overheads, low confirms, and a great pressure ender with his light Geri Kick special. He still has access to the great shoto normals as well.


Ken works well in any groove, but is mostly seen in A groove where he can perform powerful Custom Combos while retaining mechanics like roll. In C groove, he gets access to a strong level 2 combo and more freedom on spending meter, and in N groove he gets great mobility with runs and hops and Max Mode which is a useful way for him to spend meter.


[[File:Ken_CvS2_colors.png]]




Line 21: Line 25:
   | subtitle    =  {{Icon-Capcom|LP}}
   | subtitle    =  {{Icon-Capcom|LP}}
   | damage      = 300
   | damage      = 300
   | stun        = 4
   | stun        =  
   | cancel      = SP, SU
   | cancel      = SP, SU
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 2
   | startup    = 2
   | active      = 4
   | active      = 4
Line 32: Line 36:
   | advBlock    = +7
   | advBlock    = +7
   | invul      = none
   | invul      = none
   | description = A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air.
   | description =  
*
*.
  }}
  }}
}}
}}
Line 50: Line 54:
   | subtitle    =  {{Icon-Capcom|MP}}
   | subtitle    =  {{Icon-Capcom|MP}}
   | damage      = 900
   | damage      = 900
   | stun        = 9
   | stun        =  
   | cancel      = Super
   | cancel      = Super
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 5  
   | startup    = 5  
   | active      = 6
   | active      = 6
Line 61: Line 65:
   | advBlock    = -1
   | advBlock    = -1
   | invul      = none
   | invul      = none
   | description = A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close.
   | description =  
*
*
  }}
  }}
Line 80: Line 84:
   | version    =  
   | version    =  
   | subtitle    =  {{Icon-Capcom|HP}}
   | subtitle    =  {{Icon-Capcom|HP}}
   | damage      = 1300
   | damage      =  
   | stun        = 13
   | stun        =  
   | cancel      = SU
   | cancel      =
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 5
   | startup    = 5
   | active      = 4
   | active      = 4
Line 92: Line 96:
   | advBlock    = -4
   | advBlock    = -4
   | invul      = none
   | invul      = none
   | description = A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super.
   | description =  
*  
*  
  }}
  }}
Line 109: Line 113:
   | version    =  
   | version    =  
   | subtitle    =  {{Icon-Capcom|LK}}
   | subtitle    =  {{Icon-Capcom|LK}}
   | damage      = 500
   | damage      =  
   | stun        = 5
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =
   | parry      = Mid
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 8
   | active      = 6
   | recovery    = 7
   | recovery    = 7
   | total      = 19
   | total      = 17
   | advHit      = +2
   | advHit      = +2
   | advBlock    = +2
   | advBlock    = +2
   | invul      = none
   | invul      = none
   | description = Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings.
   | description =  
*  
*  
  }}
  }}
Line 138: Line 142:
   | version    =  
   | version    =  
   | subtitle    =  {{Icon-Capcom|MK}}
   | subtitle    =  {{Icon-Capcom|MK}}
   | damage      = 1000
   | damage      =  
   | stun        = 10
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 8
   | startup    = 8
   | active      = 6
   | active      = 6
Line 150: Line 154:
   | advBlock    = +2
   | advBlock    = +2
   | invul      = none
   | invul      = none
   | description = A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway.
   | description =  
*}}
*}}
}}
}}


<span class="invisible-header">5HK</span>   
<span class="invisible-header">5HK</span>   
Line 166: Line 171:
   | version    =  
   | version    =  
   | subtitle    =  {{Icon-Capcom|HK}}
   | subtitle    =  {{Icon-Capcom|HK}}
   | damage      = 1300
   | damage      =  
   | stun        = 13
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 9
   | startup    = 9
   | active      = 5
   | active      = 5
Line 177: Line 182:
   | advHit      = -11
   | advHit      = -11
   | advBlock    = -11
   | advBlock    = -11
   | invul      = None
   | invul      =
   | description = A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself.
   | description =  


  }}
  }}
Line 196: Line 201:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|LP}}
   | subtitle    =  Close{{Icon-Capcom|LP}}
   | damage      = 400
   | damage      =  
   | stun        = 4
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 2
   | startup    = 2
   | active      = 4
   | active      = 4
Line 208: Line 213:
   | advBlock    = +7
   | advBlock    = +7
   | invul      = none
   | invul      = none
   | description = The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage.
   | description =  
*  
*  


Line 227: Line 232:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|MP}}
   | subtitle    =  Close{{Icon-Capcom|MP}}
   | damage      = 700
   | damage      =  
   | stun        = 7
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 3
   | active      = 3
Line 239: Line 244:
   | advBlock    = -3
   | advBlock    = -3
   | invul      = none
   | invul      = none
   | description = A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better.
   | description =  
*  
*  
  }}
  }}
Line 251: Line 256:
| image    =.png
| image    =.png
| caption  = Heavy Punch
| caption  = Heavy Punch
| linkname = cl5HP
| linkname = cl5HP
| data  =  
| data  =  
Line 256: Line 263:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|HP}}
   | subtitle    =  Close{{Icon-Capcom|HP}}
   | damage      = 1100, 900
   | damage      =  
   | stun        = 11
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 8
   | active      = 8
Line 268: Line 275:
   | advBlock    = -8
   | advBlock    = -8
   | invul      = none
   | invul      = none
   | description = A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect.
   | description =  
*   
*   
  }}
  }}
Line 285: Line 292:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|LK}}
   | subtitle    =  Close{{Icon-Capcom|LK}}
   | damage      = 500
   | damage      =  
   | stun        = 5
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 8
   | active      = 8
Line 297: Line 304:
   | advBlock    = +2
   | advBlock    = +2
   | invul      = none
   | invul      = none
   | description = Exactly the same as far short.
   | description =  
*
*.
  }}
  }}
}}
}}
Line 314: Line 321:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|MK}}
   | subtitle    =  Close{{Icon-Capcom|MK}}
   | damage      = 900
   | damage      =  
   | stun        = 9
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 8
   | active      = 8
Line 326: Line 333:
   | advBlock    = +3
   | advBlock    = +3
   | invul      = none
   | invul      = none
   | description = Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible.
   | description =  
*  }}
*  }}
}}
}}
Line 342: Line 349:
   | version    =  
   | version    =  
   | subtitle    =  Close{{Icon-Capcom|HK}}
   | subtitle    =  Close{{Icon-Capcom|HK}}
   | damage      = 1400
   | damage      =  
   | stun        = 14
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 9
   | active      = 9
Line 354: Line 361:
   | advBlock    = +4
   | advBlock    = +4
   | invul      = none
   | invul      = none
   | description = Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in.
   | description =  
*  
*  


Line 372: Line 379:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    =  {{Motion|d}}{{Icon-Capcom|LP}}
   | subtitle    =   
   | damage      = 200
   | damage      =  
   | stun        = 2
   | stun        =  
   | cancel      = RF/SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = Mid
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 4
   | active      = 4
Line 385: Line 392:
   | advBlock    = +7
   | advBlock    = +7
   | invul      = none
   | invul      = none
   | description = A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames.
   | description =  
*  
*  
  }}
  }}
Line 401: Line 408:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    =  {{Motion|d}}{{Icon-Capcom|MP}}
   | subtitle    =   
   | damage      = 800
   | damage      =
   | stun        = 8
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = Mid
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 6
   | active      = 6
Line 414: Line 421:
   | advBlock    = +4
   | advBlock    = +4
   | invul      = none
   | invul      = none
   | description = A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button.
   | description =  
*  
*  
  }}
  }}
Line 430: Line 437:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    =  {{Motion|d}}{{Icon-Capcom|HP}}
   | subtitle    =   
   | damage      = 1100, 700
   | damage      =  
   | stun        = 11
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3  
   | startup    = 3  
   | active      = 11
   | active      = 11
Line 443: Line 450:
   | advBlock    = -13
   | advBlock    = -13
   | invul      = none
   | invul      = none
   | description = The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead.
   | description =  
*
*  
 
 
  }}
  }}
}}
}}
Line 459: Line 468:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    = {{Motion|d}}{{Icon-Capcom|LK}}
   | subtitle    =  
   | damage      = 300
   | damage      =
   | stun        = 3
   | stun        =  
   | cancel      = RF/SP/SU
   | cancel      =  
   | guard      = Low
   | guard      =  
   | parry      = Low
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 4
   | active      = 4
Line 472: Line 481:
   | advBlock    = +5
   | advBlock    = +5
   | invul      = none
   | invul      = none
   | description = Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super.
   | description =  
*  
*  
}}
}}
 
}}
}}


<span class="invisible-header">2MK</span>   
<span class="invisible-header">2MK</span>   
{{MoveData
{{MoveData
| name    = Crouching Forward
| name    = Crouching Forward  
| input    = 2LK  
| input    = 2MK  
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}}
| subtitle = {{Motion|d}}{{Icon-Capcom|MK}}
| image    =.png
| image    =.png
| caption  = Crouching Light Kick
| caption  = Crouching Medium Kick
| linkname = 2LK
| linkname = 2MK
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    =  {{Motion|d}}{{Icon-Capcom|MK}}
   | subtitle    =   
   | damage      = 900
   | damage      =  
   | stun        = 9
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Low
   | guard      =  
   | parry      = Low
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 6
   | active      = 6
Line 501: Line 511:
   | advBlock    = -1
   | advBlock    = -1
   | invul      = none
   | invul      = none
   | description = A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless.
   | description =  
*  
*  
}}
 
  }}
}}
}}


Line 517: Line 528:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    = {{Motion|d}}{{Icon-Capcom|HK}}
   | subtitle    =  
   | damage      = 1300
   | damage      =  
   | stun        = 13
   | stun        =  
   | cancel      = SP/SU
   | cancel      =  
   | guard      = Low
   | guard      =  
   | parry      = Low
   | parry      =  
   | startup    = 6
   | startup    = 6
   | active      = 6
   | active      = 6
   | recovery    = 35
   | recovery    = 35
   | total      = 47
   | total      = 47
   | advHit      = -DWN
   | advHit      = -
   | advBlock    = -15
   | advBlock    = -15
   | invul      = none
   | invul      = none
   | description = Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations.
   | description =  
*
*


Line 536: Line 547:
}}
}}


===Air Normals ===
=== Air Normals ===
<span class="invisible-header">8LP</span>   
<span class="invisible-header">8LP</span>   
{{MoveData
{{MoveData
Line 548: Line 559:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    =  
   | version    =  
   | subtitle    =  {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}{{Icon-Capcom|LP}}
   | subtitle    =   
   | damage      = 500
   | damage      =  
   | stun        = 5
   | stun        =  
   | cancel      = SP
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 22
   | active      = 22
Line 561: Line 572:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version.
   | description =  
*  }}
*  }}
}}
}}
Line 575: Line 586:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Neutral
   | version    =  
   | subtitle    =  {{Motion|u}}+{{Icon-Capcom|MP}}
   | subtitle    =  {{Motion|ub}},{{Motion|u}},or {{Motion|uf}}+{{Icon-Capcom|MP}}
   | damage      = 900
   | damage      =  
   | stun        = 9
   | stun        =  
   | cancel      = SP
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 10
   | active      = 10
Line 589: Line 600:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = Neutral jump strong doesn't see much use, but it does do a bit more damage than diagonal jump strong.
   | description =  
*  
*  
  }}
  }}
{{AttackData-CvS2
  | version    = Diagonal
  | subtitle    =  {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MP}}
  | damage      = 800
  | stun        = 9
  | cancel      = SP
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 10
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description = Not very useful on it's own, but your best way to cancel into tatsu midair, which makes for a good jump in.
*
}}
}}
}}


Line 622: Line 615:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Neutral
   | version    =  
   | subtitle    = {{Motion|u}}+{{Icon-Capcom|HP}}
   | subtitle    =  
   | damage      = 1300
   | damage      =  
   | stun        = 13
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 5
   | startup    = 5
   | active      = 6
   | active      = 6
Line 636: Line 629:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = Neutral jump fierce does 100 more damage than diagonal jump, but is identical otherwise. Not the worst rising anti-air but otherwise useless, especially considering Ken has much better options.
   | description =  
*  
*  
}}
{{AttackData-CvS2
  | version    = Diagonal
  | subtitle    =  {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|HP}}
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 5
  | active      = 6
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description = One of your two main jump ins. Reaches low and hits pretty deep, use this for jump ins and especially for hops.
  }}
  }}
}}
}}
Line 668: Line 644:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Neutral
   | version    =  
   | subtitle    = {{Motion|u}}+{{Icon-Capcom|LK}}
   | subtitle    =  
   | damage      = 600
   | damage      =  
   | stun        = 6
   | stun        =  
   | cancel      = SP
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 4
   | startup    = 4
   | active      = 22
   | active      = 22
Line 682: Line 658:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = An upward kick. Hits above and in front of Ken, starts up fast and is active for a long time. Useful as a neutral jump air-to-air, and can cancel into air tatsu if they block or parry to make it safer.
   | description =  
*
}}
{{AttackData-CvS2
  | version    = Diagonal
  | subtitle    =  {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|LK}}
  | damage      = 600
  | stun        = 6
  | cancel      = SP
  | guard      = High
  | parry      = High
  | startup    = 4
  | active      = 22
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description = A fast and low jump, nice for the occassional instant overhead and tatsu cancel.
*
*
  }}
  }}
Line 715: Line 673:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Neutral
   | version    =  
   | subtitle    = {{Motion|u}}+{{Icon-Capcom|MK}}
   | subtitle    =  
   | damage      = 1000
   | damage      =  
   | stun        = 10
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 5
   | startup    = 5
   | active      = 10
   | active      = 10
Line 729: Line 687:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = Similar to neutral jump short, but loses the cancel and is one frame slower in exchange for better damage.
   | description =  
*  
* .  }}
}}
{{AttackData-CvS2
  | version    = Diagonal
  | subtitle    =  {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}}
  | damage      = 900
  | stun        = 9
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 7
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description = A far reaching jump normal, and Ken's best crossup. Useful after knockdowns to set up crossup jump ins.
*
  }}
}}
}}


Line 762: Line 701:
| data  =  
| data  =  
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = Neutral
   | version    =  
   | subtitle    =  {{Motion|u}}+{{Icon-Capcom|HK}}
   | subtitle    =   
   | damage      = 1300,1400
   | damage      =  
   | stun        = 13
   | stun        =  
   | cancel      = SP (Air connect only)
   | cancel      =  
   | guard      = High
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 3
   | startup    = 3
   | active      = 8
   | active      = 8
Line 776: Line 715:
   | advBlock    =  
   | advBlock    =  
   | invul      =
   | invul      =
   | description = A forward kick in the air. Does only 1300 if you connect on the ground, but does 1400 and can cancel to tatsu if it hits an opponent in the air. Your go-to neutral jump air-to-air.
   | description =  
*
}}
{{AttackData-CvS2
  | version    = Diagonal
  | subtitle    =  {{Motion|ub}} or {{Motion|uf}}+{{Icon-Capcom|MK}}
  | damage      = 1300
  | stun        = 13
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 6
  | active      = 7
  | recovery    =
  | total      =
  | advHit      =
  | advBlock    =
  | invul      =
  | description = Your other main jump-in. One frame slower than jump fierce in exchange for better damage and longer range. What you'll probably be pressing if you jump over a fireball or poke.
*
*  
*  
  }}
  }}
Line 802: Line 722:
=== Command Normals ===
=== Command Normals ===


<span class="invisible-header">6MK</span> 
=== Special Moves ===
{{MoveData
| name    = Fumikomi Mae Geri
| input    = 6MK
| subtitle = {{Motion|f}}+{{Icon-Capcom|MK}}
| image    =.png
| caption  = Overhead Kick
| linkname = 6MK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{Motion|f}}+{{Icon-Capcom|MK}}
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 28
  | active      = 5
  | recovery    = 20
  | total      = 53
  | advHit      = -5
  | advBlock    = -5
  | invul      =
  | description = A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much.
*
}}
}}
 
<span class="invisible-header">6HK</span> 
{{MoveData
| name    = Shiden Kakato Otoshi
| input    = 6HK
| subtitle = {{Motion|f}}+{{Icon-Capcom|HK}}
| image    =.png
| caption  = Step Kick
| linkname = 6HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{Motion|f}}+{{Icon-Capcom|HK}}
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 12
  | active      = 7
  | recovery    = 22
  | total      = 41
  | advHit      = -3
  | advBlock    = -3
  | invul      =
  | description = A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first.
*
}}
}}
 
=== Throws ===
 
<span class="invisible-header">4/6HP</span> 
{{MoveData
| name    = Seoi Nage
| input    = 4/6HP
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
| image    =.png
| caption  = Punch Throw
| linkname = 4/6HP
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HP}}
  | damage      = 1700
  | stun        = 0
  | cancel      = None
  | guard      = Grab
  | parry      = Grab
  | startup    = 3
  | active      = 1
  | recovery    = 13
  | total      = 17
  | advHit      = -DWN
  | advBlock    = Grab
  | invul      =
  | description = Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard.
*
}}
}}
 
<span class="invisible-header">4/6HK</span> 
{{MoveData
| name    = Jigoku-Guruma
| input    = 4/6HK
| subtitle = {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
| image    =.png
| caption  = Kick Throw
| linkname = 4/6HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | damage      = 2200
  | stun        = 0
  | cancel      = None
  | guard      = Grab
  | parry      = Grab
  | startup    = 5
  | active      = 1
  | recovery    = 13
  | total      = 19
  | advHit      = -DWN
  | advBlock    = Grab
  | invul      =
  | description = Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best.
*
}}
}}
 
<span class="invisible-header">j4/6HK</span> 
{{MoveData
| name    = Jigoku-Fuusha
| input    = Air 4/6HK
| subtitle = {{Motion|u}}, {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
| image    =.png
| caption  = Air Throw
| linkname = Air 4/6HK
| data  =
{{AttackData-CvS2
  | version    =
  | subtitle    =  {{Motion|u}}, {{Motion|b}}/{{Motion|f}}+{{Icon-Capcom|HK}}
  | damage      = 2000
  | stun        = 0
  | cancel      = None
  | guard      = Grab
  | parry      = Grab
  | startup    = 1
  | active      = 1
  | recovery    = 0
  | total      = 1
  | advHit      = -DWN
  | advBlock    = Grab
  | invul      =
  | description = Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually.
*
}}
}}


=== Special Moves ===
<span class="invisible-header">Fireball</span>
===== <span class="invisible-header">Fireball</span> =====
{{MoveData
{{MoveData
| name    = Hadoken
| name    = Hadoken
Line 964: Line 738:
   | version    = LP
   | version    = LP
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
   | damage      = 700
   | damage      =  
   | stun        = 7
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 14
   | startup    = 14
   | active      =  
   | active      =  
   | recovery    = 43
   | recovery    = 43
   | total      = 57
   | total      =  
   | advHit      = -10
   | advHit      = -10
   | advBlock    = -10
   | advBlock    = -10
   | invul      = none
   | invul      = none
   | description = Slowest fireball. Good for zoning and allowing Ken to walk behind it.
   | description =  
*   
*   
  }}
  }}
Line 983: Line 757:
   | version    = MP
   | version    = MP
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|MP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|MP}}
   | damage      = 800
   | damage      =  
   | stun        = 8
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 14
   | startup    = 14
   | active      =  
   | active      =  
   | recovery    = 44
   | recovery    = 44
   | total      = 58
   | total      =  
   | advHit      = -11
   | advHit      = -11
   | advBlock    = -11
   | advBlock    = -11
   | invul      = none
   | invul      = none
   | description = Medium fireball. Strikes a middle ground between the versions.
   | description =  
*   
*   
  }}
  }}
Line 1,003: Line 777:
   | version    = HP
   | version    = HP
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | damage      = 900
   | damage      =  
   | stun        = 9
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 14
   | startup    = 14
   | active      =   
   | active      =   
   | recovery    = 45
   | recovery    = 45
   | total      = 59
   | total      =  
   | advHit      = -12
   | advHit      = -12
   | advBlock    = -12
   | advBlock    = -12
   | invul      = none
   | invul      = none
   | description =  Heavy fireball. Fast and damaging so it's the main one you wanna cancel into, but the longest duration means it's the least useful for zoning.
   | description =   
*  
*  
}}
}}
}}
}}
 
<span class="invisible-header">Dragon Punch</span>
===== <span class="invisible-header">Dragon Punch</span> =====
{{MoveData
{{MoveData
| name    = Shoryuken   
| name    = Shoryuken   
| input    = 623+P   
| input    = 236+P   
| subtitle = Dragon punch
| subtitle = Dragon punch
| image    = .png
| image    = .png
Line 1,033: Line 806:
  {{AttackData-CvS2
  {{AttackData-CvS2
   | version    = LP
   | version    = LP
   | subtitle    = {{Motion|623}} + {{Icon-Capcom|LP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|LP}}
   | damage      = 1600, 800
   | damage      =  
   | stun        = 16
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 2
   | startup    =  
   | active      = 18
   | active      =  
   | recovery    = 24
   | recovery    =  
   | total      = 44
   | total      =  
   | advHit      = -DWN
   | advHit      =  
   | advBlock    = -18
   | advBlock    =  
   | invul      = 2 (full), 18 (lower)
   | invul      =  
   | description = Best DP. Safest to whiff but still unsafe, fastest anti-air, and usually the best combo ender as the single hit means it's unlikely to drop hits. Second damage value is on an anti-air connect.
   | description =  
*   
*   
  }}
  }}
Line 1,052: Line 825:
   | header      = no
   | header      = no
   | version    = MP
   | version    = MP
   | subtitle    = {{Motion|623}} + {{Icon-Capcom|MP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|MP}}
   | damage      = 1000+800, 800
   | damage      =  
   | stun        = 10+8
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 2
   | startup    =  
   | active      = 24
   | active      =  
   | recovery    = 32
   | recovery    =  
   | total      = 58
   | total      =  
   | advHit      = -DWN
   | advHit      =  
   | advBlock    = -32
   | advBlock    =  
   | invul      = 2 (full), 24 (lower)
   | invul      =  
   | description = Medium dp. Also a good anti-air, but less useful in combos since if you're close enough to get both hits of this you're likely close enough for heavy dp.
   | description =  
*   
*   
  }}
  }}
Line 1,071: Line 844:
   | header      = no
   | header      = no
   | version    = HP
   | version    = HP
   | subtitle    = {{Motion|623}} + {{Icon-Capcom|HP}}
   | subtitle    = {{Motion|236}} + {{Icon-Capcom|HP}}
   | damage      = 600+700+800, 800
   | damage      =  
   | stun        = 6+7+8
   | stun        =  
   | cancel      = None
   | cancel      =  
   | guard      = Mid
   | guard      =  
   | parry      = High
   | parry      =  
   | startup    = 2
   | startup    =  
   | active      = 30
   | active      =
   | recovery    = 39
   | recovery    =  
   | total      = 71
   | total      =  
   | advHit      = -DWN
   | advHit      =  
   | advBlock    = -41
   | advBlock    =  
   | invul      = 6 (full), 26 (lower)
   | invul      =  
   | description = Highest damage dp. Not the greatest anti-air as it lasts very long. The longer invuln makes it a better but much riskier reversal, stick to light for that. Point blank this is your highest damage special, so useful for punishes where you know it will hit, but be wary of it whiffing from farther away as you'll eat a combo.
   | description =
*  
*  
}}
}}
===== <span class="invisible-header">Tatsu</span> =====
{{MoveData
| name    = Tatsumaki Senpuukyaku 
| input    = 214+K 
| subtitle = Tatsu
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Tatsu
| data  =
  {{AttackData-CvS2
  | version    = LK
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|LK}}
  | damage      = 500+300x2
  | stun        = 5+3
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 16
  | recovery    = 17
  | total      = 35
  | advHit      = -3
  | advBlock    = -9
  | invul      =
  | description = Light tatsu. Effective meter builder but not worth much else, tatsus in general aren't great, as they don't give knockdowns and leave you negative on hit and very negative on block.
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = MK
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|MK}}
  | damage      = 500+300x8
  | stun        = 5+3x3
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 39
  | recovery    = 17
  | total      = 58
  | advHit      = -3
  | advBlock    = -33
  | invul      =
  | description = Medium tatsu. Probably the special I use least. Not the best damage, no knockdown, and -33 on block make it a big risk for little reward.
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = HK
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|HK}}
  | damage      = 500+300x10
  | stun        = 5+3x4
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 2
  | active      = 48
  | recovery    = 17
  | total      = 67
  | advHit      = -3
  | advBlock    = -41
  | invul      =
  | description = Heavy tatsu. Highest damage of them all, but a major risk and still no knockdown. On a standing opponent it'll connect from ranges that a heavy dp wouldn't, but on a crouching opponent it whiffs entirely and leaves you wide open for a big punish.
*
}}
}}
===== <span class="invisible-header">Flip Kick</span> =====
{{MoveData
| name    = Ryusenkyaku 
| input    = 421+K 
| subtitle = Flip Kick
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Flip Kick
| data  =
  {{AttackData-CvS2
  | version    = LK
  | subtitle    = {{Motion|421}} + {{Icon-Capcom|LK}}
  | damage      = 1200, 1300
  | stun        = 12
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 21
  | active      = 17
  | recovery    = 24
  | total      = 62
  | advHit      = -DWN
  | advBlock    = -11
  | invul      =
  | description = Light flip kick. Fastest to start up, making it the best as an overhead mixup, but also punishable on block. Even as an overhead it isn't the best, as it's slow at 21 frames and Ken jumps way up in the air. Second hit is for when it catches jumps, which it isn't bad at.
*
  }}
  {{AttackData-CvS2
  | header      = no
  | version    = MK
  | subtitle    = {{Motion|421}} + {{Icon-Capcom|MK}}
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 29
  | active      = 12
  | recovery    = 24
  | total      = 65
  | advHit      = -DWN
  | advBlock    = -5
  | invul      =
  | description = Medium flip kick. A nice, no-thinking tool to get in. Safe enough on block at -5, with enough pushback that most jabs or throws will whiff. Be wary of fast supers and P/K groove opponents with good reactions though.
*
  }}
  {{AttackData-CvS2
  | header      = no
  | version    = HK
  | subtitle    = {{Motion|421}} + {{Icon-Capcom|HK}}
  | damage      = 1500
  | stun        = 15
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 34
  | active      = 10
  | recovery    = 24
  | total      = 68
  | advHit      = -DWN
  | advBlock    = -4
  | invul      =
  | description = Heavy flip kick. Slowest by a wide margin, if your opponent doesn't react and block this they aren't looking at the screen. Even safer on block, and does more damage and stun, but the startup makes it easier to reversal through or parry/JD. Not bad to throw out in similar places you would do the medium version, but you will get anti-aired more often.
*
}}
}}
===== <span class="invisible-header">Geri Kicks</span> =====
{{MoveData
| name    = Geri Kicks
| input    = 41236+K 
| subtitle = Crazy Kicks
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Geri Kicks
| data    =
  {{AttackData-CvS2
  | version    = LK
  | subtitle    = {{Motion|41236}} + {{Icon-Capcom|LK}}
  | damage      = 1200
  | stun        = 12
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 10
  | active      = 5
  | recovery    = 17
  | total      = 32
  | advHit      = +2
  | advBlock    = +2
  | invul      =
  | description = Nata Otoshi Geri. Great special, decent range and being +2 on block and hit means that it's a consistent and safe blockstring ender and combo ender. No knockdown, but you can usually still beat your opponents options afterwards. Cancels into Inazuma Kakato Wari on frame 15.
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = MK
  | subtitle    = {{Motion|41236}} + {{Icon-Capcom|MK}}
  | damage      = 400+900
  | stun        = 4+9
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 5
  | active      = 7
  | recovery    = 27
  | total      = 39
  | advHit      = -8
  | advBlock    = -8
  | invul      =
  | description = Kamabarai Geri. The least useful of the geri kicks, leaving you negative on both block and hit. Has a better angle for anti-air, but Ken has much better tools for that. This does have the fastest frame data to go into the overhead followup however, and if spaced right you can make the first hit whiff so it's just the overhead. Cancels into Inazuma Kakato Wari on frame 7.
*
}}
{{AttackData-CvS2
  | header      = no
  | version    = HK
  | subtitle    = {{Motion|41236}} + {{Icon-Capcom|HK}}
  | damage      = 1400
  | stun        = 14
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 10
  | active      = 4
  | recovery    = 27
  | total      = 41
  | advHit      = -DWN
  | advBlock    = -7
  | invul      =
  | description = Oosoto Mawashi Geri. Only kick that knocks down, and is as fast as the light kick so it combos from the same starters. Much less range means it's harder to combo into overall however, you usually have to be point blank. Cancels into Inazuma Kakato Wari on frame 14
*
}}
}}
===== <span class="invisible-header">Overhead Followup</span> =====
{{MoveData
| name    = Inazuma Kakato Wari
| input    = Any Geri Kick, hold K
| subtitle = Overhead Followup+
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Overhead Geri
| data    =
  {{AttackData-CvS2
  | version    = K
  | subtitle    = Hold + {{Icon-Capcom|K}}
  | damage      = 1000
  | stun        = 10
  | cancel      = None
  | guard      = High
  | parry      = High
  | startup    = 26
  | active      = 2
  | recovery    = 23
  | total      = 51
  | advHit      = -2
  | advBlock    = -2
  | invul      =
  | description = Overhead followup to Geri Kicks. The startup is the listed startup plus the added startup frames, which varies depending on which version of Geri Kick you use. Fairly safe and has decent range, but are entirely reactable. Still a nice surprise option to throw out after a blocked Geri Kick from time to time
*
}}
}}


===== <span class="invisible-header">Roll</span> =====
{{MoveData
| name    = Zenpou-Tenshin
| input    = 214P
| subtitle = Roll
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Roll
| data    =
{{AttackData-CvS2
  | version    = LP
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|LP}}
  | damage      = 0
  | stun        = 0
  | cancel      = None
  | guard      = None
  | parry      = None
  | startup    = 7
  | active      = 18
  | recovery    = 10
  | total      = 35
  | advHit      = None
  | advBlock    = None
  | invul      = Upper
  | description = Short roll. All rolls have upper body invuln on the active frames. Recovers the fastest so it's the best for level 2 combos, pressure, and approach. Even then it's fairly laggy and worse than a normal roll since it is vulnerable to lows.
*
  }}
  }}
{{AttackData-CvS2
  | version    = MP
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|MP}}
  | damage      = 0
  | stun        = 0
  | cancel      = None
  | guard      = None
  | parry      = None
  | startup    = 8
  | active      = 24
  | recovery    = 10
  | total      = 42
  | advHit      = None
  | advBlock    = None
  | invul      = Upper
  | description = Slower version that goes farther. Might be an alright way to get past a fireball, or an alright approach, but again you can eat a low for that.
*
}}
{{AttackData-CvS2
  | version    = HP
  | subtitle    = {{Motion|214}} + {{Icon-Capcom|HP}}
  | damage      = 0
  | stun        = 0
  | cancel      = None
  | guard      = None
  | parry      = None
  | startup    = 9
  | active      = 30
  | recovery    = 10
  | total      = 49
  | advHit      = None
  | advBlock    = None
  | invul      = Upper
  | description = The farthest and longest duration. Honestly can be useful, as it travels far and is still decently fast. Just as vulnerable as the others though so don't use it often.
*
}}
}}
}}


=== Supers ===
=== Supers ===
===== <span class="invisible-header">Shoryureppa</span> =====
{{MoveData
| name    = Shoryureppa
| input    = 236236P
| subtitle = Shoryuken Super
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Shoryureppa
| data    =
{{AttackData-CvS2
  | version    = Level 1
  | subtitle    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|LP}}
  | damage      = 2600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 56
  | recovery    = 26
  | total      = 90
  | advHit      = -DWN
  | advBlock    = -28
  | invul      = 8 (full), 16 (lower)
  | description =
*
}}
{{AttackData-CvS2
  | version    = Level 2
  | subtitle    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|MP}}
  | damage      = 3800
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 59
  | recovery    = 37
  | total      = 104
  | advHit      = -DWN
  | advBlock    = -39
  | invul      = 14 (full), 18 (lower)
  | description =
*
}}
{{AttackData-CvS2
  | version    = Level 3
  | subtitle    = {{Motion|236}} {{Motion|236}} + {{Icon-Capcom|HP}}
  | damage      = 5600
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 77
  | recovery    = 37
  | total      = 122
  | advHit      = -DWN
  | advBlock    = -39
  | invul      = 22 (full), 6 (lower), 16 (full)
  | description = Your main combo ending super. Does alright damage, and can usually be used in place of a special cancel or after a hitconfirm. Has a bit of issues with range (it won't connect from a long range poke like crMK) but it will connect after most close normals.
*
}}
}}
===== <span class="invisible-header">Shinryuken</span> =====
{{MoveData
| name    = Shinryuken
| input    = 214214P
| subtitle = Uppercut Super
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Shinryuken
| data    =
{{AttackData-CvS2
  | version    = Level 1
  | subtitle    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|LP}}
  | damage      = 2500~2900
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 26
  | recovery    = 29
  | total      = 63
  | advHit      = -DWN
  | advBlock    = -10
  | invul      = 8 (full)
  | description =
*
}}
{{AttackData-CvS2
  | version    = Level 2
  | subtitle    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|MP}}
  | damage      = 3300~4400
  | stun        = 0
  | cancel      = SP/SU
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 29
  | recovery    = 31
  | total      = 68
  | advHit      = -DWN
  | advBlock    = -20
  | invul      = 14 (full)
  | description =
*
}}
{{AttackData-CvS2
  | version    = Level 3
  | subtitle    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|HP}}
  | damage      = 3800~6000
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:
  | active      = 32
  | recovery    = 34
  | total      = 74
  | advHit      = -DWN
  | advBlock    = -27
  | invul      = 22 (full)
  | description = A rising invincible super. Mash to get more hits and damage. If you need a super anti-air or reversal, this is usually the one you want. Very short horizontal range, but goes up high vertically fast with lots of invincibility.
*
}}
}}
===== <span class="invisible-header">Shippu Jinraikyaku</span> =====
{{MoveData
| name    = Shippu Jinraikyaku
| input    = 214214K
| subtitle = Kick Super, Shippu
| image    = .png
| caption  =
| image2  = .png
| caption2 =
| linkname = Shinryuken
| data    =
{{AttackData-CvS2
  | version    = Level 3
  | subtitle    = {{Motion|214}} {{Motion|214}} + {{Icon-Capcom|K}}
  | damage      = 6300
  | stun        = 0
  | cancel      = None
  | guard      = Mid
  | parry      = High
  | startup    = 4:4
  | active      = 75
  | recovery    = 60
  | total      = 143
  | advHit      = -DWN
  | advBlock    = -65
  | invul      = 22 (full)
  | description = A fast, high damage super. High cost at level 3 only, but if you can afford it it's his highest damage ender (even more than the C groove level 2 combo).
*
}}
}}


= The Basics =
= The Basics =

Revision as of 00:18, 25 May 2022

Ken-cvs-stance.gif

Introduction

Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel.

In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. Up close, his mixup and pressure game is strong, with multiple overheads, low confirms, and a great pressure ender with his light Geri Kick special. He still has access to the great shoto normals as well.

Ken works well in any groove, but is mostly seen in A groove where he can perform powerful Custom Combos while retaining mechanics like roll. In C groove, he gets access to a strong level 2 combo and more freedom on spending meter, and in N groove he gets great mobility with runs and hops and Max Mode which is a useful way for him to spend meter.

Ken CvS2 colors.png


Normal Moves

Far Standing Normals

5LP

Stand Jab
Lp.png
5LP
CVS2 Ken LP.png
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 - SP, SU - - 2 4 6 12 +7 +7 none
  • .

5MP

Stand Strong
Mp.png
5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 - Super - - 5 6 17 28 -1 -1 none

5HP

Stand Fierce
Hp.png
5HP
Heavy Punch
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 5 4 26 35 -4 -4 none

5LK

Stand Short
Lk.png
5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 6 7 17 +2 +2 none

5MK

Stand Forward
Mk.png
5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 8 6 12 26 +2 +2 none


5HK

Stand Roundhouse
Hk.png
5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 9 5 30 44 -11 -11 -

Close Standing Normals

cl5LP

Close Stand Jab
Close Lp.png
cl5LP
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 2 4 6 12 +7 +7 none

cl5MP

Close Stand Strong
Close Mp.png
cl5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 3 20 26 -3 -3 none

cl5HP

Close Stand Fierce
Close Hp.png
cl5HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 8 24 33 -8 -8 none

cl5LK

Close Stand Short
Close Lk.png
cl5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 8 7 19 +2 +2 none
  • .

cl5MK

Close Stand Forward
CloseMk.png
cl5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 8 11 22 +3 +3 none

cl5HK

Close Stand Roundhouse
CloseHk.png
cl5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 9 11 24 +4 +4 none

Crouching Normals

2LP

Crouching Jab
D.pngLp.png
2LP
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 4 6 13 +7 +7 none

2MP

Crouching Strong
D.pngMp.png
2MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 6 11 21 +4 +4 none

2HP

Crouching Fierce
D.pngHp.png
2HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 11 26 40 -13 -13 none

2LK

Crouching Short
D.pngLk.png
2LK
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 4 8 15 +5 +5 none

2MK

Crouching Forward
D.pngMk.png
2MK
Crouching Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 6 17 27 -1 -1 none

2HK

Crouching Roundhouse
D.pngHk.png
2HK
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 6 6 35 47 - -15 none

Air Normals

8LP

Jumping Jab
Ub.png,U.png,or Uf.png+Lp.png
8LP
Jumping Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 22 - - - - -

8MP

Jumping Strong
Ub.png,U.png,or Uf.png+Mp.png
8MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 10 - - - - -

8HP

Jumping Fierce
Ub.png,U.png,or Uf.png+Hp.png
8HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 5 6 - - - - -

8LK

Jumping Short
Ub.png,U.png,or Uf.png+Lk.png
8LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 4 22 - - - - -

8MK

Jumping Forward
Ub.png,U.png,or Uf.png+Mk.png
8MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 5 10 - - - - -
  • .

8HK

Jumping Roundhouse
Ub.png,U.png,or Uf.png+Hk.png
8HK
Jumping Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
- - - - - 3 8 - - - - -

Command Normals

Special Moves

Fireball

Hadoken
Fireball
236+P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
- - - - - 14 - 43 - -10 -10 none
MP
Qcf.png + Mp.png
- - - - - 14 - 44 - -11 -11 none
HP
Qcf.png + Hp.png
- - - - - 14 - 45 - -12 -12 none

Dragon Punch

Shoryuken
Dragon punch
236+P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
- - - - - - - - - - - -
MP
Qcf.png + Mp.png
- - - - - - - - - - - -
HP
Qcf.png + Hp.png
- - - - - - - - - - - -

Supers

The Basics

 In N Groove, 
  Take advantage of your roll and attack your opponent
  with a LP, d + LP, d + LK, [Insert Special Move Here].

Advanced Strategy

RCing (Roll Canceling) is good if your opponent is more offensive.

Match-ups

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori