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== Match-ups == | == Match-ups == | ||
Sodom is a much bigger problem for Ken than the other shotos due to his lack of a hopkick. | |||
== Discussion == | == Discussion == |
Revision as of 18:49, 10 August 2022
Introduction
Ken now travels the world again in the hopes that Ryu can challenge him again for another fight, but wonders if he's now making the right choices in life by doing so.
Pros | Cons |
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Colors
First row: Punch X-ISM, A-ISM, V-ISM
Second row: Kick X-ISM, A-ISM, V-ISM
Moves List
Ground Normals
Standing
- Close/Far Standing Jab:
Damage | 7 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Far Standing Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/6/21 | |
Block Stun | -7 | |
Hit Stun/Counter Hit | -6/-2 |
- Close Standing Strong:
Damage | 13 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 6/6/21 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/-3 |
- Far Standing Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/6/27 | |
Block Stun | -10 | |
Hit Stun/Counter Hit | -9/Launch |
- Close Standing Fierce:
Damage | 18 | ![]() |
Stun | 20/8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/10,7/XV 15,10 | |
Frame Count | 4/5/27 | |
Block Stun | -9 | |
Hit Stun/Counter Hit | -8/Launch |
- Close/Far Standing Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 6/4/10 | |
Block Stun | +0 | |
Hit Stun/Counter Hit | +1/+6 |
- Far Standing Forward:
Damage | 12 | ![]() |
Stun | 14/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 13/6/12 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Close Standing Forward:
Damage | 6+4 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | Yes(first hit only) | |
Super Cancel | Yes (both hits) | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 6/2/3/6 | |
Block Stun | -5 | |
Hit Stun/Counter Hit | -4/+0 |
- Far Stand Roundhouse:
Damage | 16 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 13/4/27 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/Launch |
- Close Standing Roundhouse:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 7/4/12 | |
Block Stun | +7 | |
Hit Stun/Counter Hit | +8/Launch |
Crouching
- Crouching Jab:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 3/4/8 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+8 |
- Crouching Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/6/11 | |
Block Stun | +2 | |
Hit Stun/Counter Hit | +3/+7 |
- Crouching Fierce:
Damage | 16 | ![]() |
Stun | 14/8 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/2/29 | |
Block Stun | -8 | |
Hit Stun/Counter Hit | -7/Launch |
- Crouching Short:
Damage | 4 | |
Stun | 2 | |
Chain Cancel | Yes | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 0/1 | |
Frame Count | 4/4/7 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | +4/+9 |
- Crouching Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | Yes | |
Super Cancel | Yes | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/3/15 | |
Block Stun | +1 | |
Hit Stun/Counter Hit | +2/+6 |
- Crouching Roundhouse:
Damage | 15 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 5/6/31 | |
Block Stun | +14 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Air Normals
- Neutral/Diagonal Jump Jab:
Damage | 9 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/6 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/8/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Strong:
Damage | 12 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 5/8/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 8/6/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Fierce:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 5/6/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 5/10/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Short:
Damage | 6 | |
Stun | 2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 0/1 | |
Frame Count | 7/10/2 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Forward:
Damage | 11 | |
Stun | 4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 4/6/12 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Forward:
Damage | 8 | ![]() |
Stun | 11/4 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/3/XV4 | |
Frame Count | 7/7/13 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Neutral Jump Roundhouse:
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 12/6/11 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
- Diagonal Jump Roundhouse:
Damage | 14 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/4/XV6 | |
Frame Count | 6/6/10 | |
Block Stun | N/A | |
Hit Stun/Counter Hit | N/A |
Command Normals
Damage | 8+6 | ![]() |
Stun | 2x2 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/1x2 | |
Frame Count | 33/3/6/9 | |
Block Stun | +4 | |
Hit Stun/Counter Hit | +5/? |
Standard two hit overhead.
Damage | 17 | |
Stun | 8 | |
Chain Cancel | No | |
Special Cancel | No | |
Super Cancel | No | |
Meter on whiff/hit | 1/6/XV9 | |
Frame Count | 24/2/19 | |
Block Stun | +3 | |
Hit Stun/Counter Hit | Knockdown/Launch |
Special Moves
Hadoken/Fireball : QCF + Punch
Shoryuken/Dragon Punch : F,D,DF + Punch
Tatsu/Hurricane Kick : QCB + Kick (also in air)
Zenpou Tenshin/Roll : QCB + Punch
Super Combos
Shoryu Reppa : QCF x 2 + Punch (X/A)
Shinryuken : QCF x 2 + Kick (A Only)
Shippu Jinraikyaku : QCB x 2 + Kick (A only, Level 3 super)
The Basics
Which Ism?
A-Ism
V-Ism
By far his best ISM in modern Alpha 3. He has access to reasonably reliable mid-screen customs along with corner hadou rave and unblockable strings. Paired with his infinite and his amazing meter build, it's difficult to argue for any other ISM.
X-Ism
Advanced Strategy
Hit Confirms for Shinryuuken
- Standing LP
- Crouching LP
- Jumping LP
- Crouching MP
- Jumping MP
- Close Standing HP
- Crouching HP
- Jumping HP
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK
Hit Confirms for Shoryu Reppa
- Standing LP
- Crouching LP
- Jumping LP
- Crouching MP
- Jumping MP
- Close Standing HP
- Jumping HP
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK
Hit Confirms for Shippujinrai Kyaku
- Crouching LP
- Jumping LP
- Close Standing MP
- Crouching MP
- Jumping MP
- Close Standing HP
- Crouching HP
- Jumping HP
- Standing LK
- Crouching LK
- Jumping LK
- Close Standing MK
- Crouching MK
- Jumping MK
- Jumping HK
- Forward + HK
Match-ups
Sodom is a much bigger problem for Ken than the other shotos due to his lack of a hopkick.