Super Street Fighter 2 Turbo/Ken: Difference between revisions

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[[Image:Ken.png|right|Ken's portrait in Super Turbo]]
{{Infobox Character SSF2T
|name=Ken
|image = ken.png
|fwalk = 51
|bwalk = 34
|prejump = 4
|njumpdr = 44
|fjumpdr = 44
|bjumpdr = 43
|landing = {{Tooltip | text=7* | hovertext = Can be canceled into a throw from Frame 1 onward, or jumps, attacks, or blocks on Frame 2 onward.}}
|jumpa = 78
|fjumpdt = 135
|bjumpdt = 163
|skdr = 39
|hkdr = 73
}}
{{TOClimit|3}}
{{TOClimit|3}}


==Introduction==


[[Ryu (ST)|Ryu]]'s training partner, Ken, has developed his own style of moves and variations since his clone days of ''Street Fighter II: World Warrior''. In ST, he can be a very tough character to beat if played right with the tools he has and the right mindset.


The ST version of Ken has longer start-up on his projectile, making it worse for zoning. While the faster face of the game makes it actually harder to simply react to it, the addition of super moves makes it a very dangerous option against a few characters. On the other hand, N.Ken is much more dangerous up close. His low-knee-bash-SRK pressure game can quickly deplete the enemy's vitality, with only a few correct guesses. Ken also has a number of dizzy combos, giving him even more comeback potential.


If you want to check Youtube and Nico Nico Douga for high level footage, check players such as Aniken, Mattsun, Choshu, and Kiken, among others.  
==Normal Moves==
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].


===Competitive Overview===
===Far Normals===
===Strengths & Weaknesses===
===Strengths===
*Good projectile and anti-air special moves, but with long recovery;
*His Jab Shoryuken is a good anti-air move, and very damaging;
*Very dangerous mix-ups from his knee bash loop;
*Has a hold, which can be understood as a throw that can not be easily softened for just 50% damage;


===Weaknesses===
==== <span class="invisible-header">frlp</span> ====
*Short invincibility in his Shoryukens while active;
{{MoveData
*Long start-up on his projectile;
| name    = Far Jab
*Ground Tatsu has no invulnerability, unlike Ryu's: it does not avoid meaty attacks;
| input    = 5LP
*Super can be hit-confirmed, but it is never safe on block, and cannot be done on the reversal frame;
| subtitle = fr.{{Icon-Capcom|lp}}
*Average throw range;
| image    = Ken_stfarjab2.png
*Most normals have average range;
| imageSize = 93x92px
*All shotos's diagonal jumping Fierce and Roundhouse attacks have nerfed dizzy properties;
| caption  =
*The normals with most range have a very long recovery time.
| data  =
{{AttackData-SSF2T
|damage = 4[1]
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|invul = N/A
|actrange = 26+
|juggle = No
|meter = 2/1
|description= A simple jab.
*Chainable, ok reach, good priority.
}}
}}


===New & Old Versions Comparison===
<span class="mw-customtoggle-frlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
To select O.Ken, choose Ken and then press ← ← ← → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlp">


Here is the list of differences:
{{STDiagramHeader}}
 
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_stfarjab2.png}} |{{STDiagramImageCell| 1 | Ken_stfarjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_stfarjab4_stfarstrng6_stfarfrc6.png}}
*Obvious stuff: O.Ken can not tech throws, does not have the Crazy Kicks, Knee Bash grab and Super;
*O.Ken has a faster pre-jump animation by 1 frame;
*O.Ken does not have an air throw;
*O.Ken has some differences in some of his normals:
**Far Standing Jab has better priority;
**Close Standing Fierce second active hitbox has much better priority;
**Far Standing Short is the anti air kick like the Far Standing Kick while for N.Ken it's a low hitting kick like the close version;
**Crouching Short has much better priority;
**Far Standing Forward has a slower startup;
**Close Standing Forward is a knee attack, while for N.Ken is a high kick similar to his old Close Standing Roundhouse;
**Crouching Forward has much better priority;
**Close Standing Roundhouse is a useless kick with minor anti air priority that hits twice while for N.Ken its a kick that moves him forward while attacking low;
**Far Standing Roundhouse is the classic mediocre anti air shoto kick while for N.Ken its a kick that moves him forward while attacking low;
**Crouching Roundhouse has much better priority and do more damage;
**Both Jumping Fierces do more damage;
**Diagonal Jumping Short has worse priority during the first 10 active frames;
**Diagonal Jumping Forward is an aerial kick with very good priority while for N.Ken it's a new kick made almost exclusively for crossup, but its not easy to time like for O.Ken;
**Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
**Diagonal Jumping Roundhouse can be used as a cross-up attack and has better air-to-air priority, but has somewhat worse air-to-ground priority. It also does more damage;
*O.Ken's Hadoukens have a 1 frame faster startup. His Strong Hadoukens have 1 frame faster recovery and his Fierce ones have a 2 frame faster recovery;
*O.Ken's Shoryukens are invulnerable until their apex. Jab and Strong versions do not have 2 grounded frames where Ken is throwable;
*O.Ken's Fierce Shoryuken have a 1f startup, while N.Ken's have 0f startup. Also, the hitbox on the 1st active part is moved 2px towards in case of N.Ken, which allows him to get it to combo for 3 hits against a Standing ChunLi;
 
===Color Options===
{| border="1em" cellspacing="0" style="border: 1px solid #999;"
| align="center" | Jab || align="center" | Strong || align="center" | Fierce || align="center" | Start || align="center" | Old
|-
|-
| align="center" | [[File:Ken-lp.gif]] || align="center" | [[File:Ken-mp.gif]] || align="center" | [[File:Ken-hp.gif]] || align="center" | [[File:Ken-start.gif]] || align="center" | [[File:Ken-old1.gif]]
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
| align="center" | [[File:Ken-lk.gif]] || align="center" | [[File:Ken-mk.gif]] || align="center" | [[File:Ken-hk.gif]] || align="center" | [[File:Ken-hold.gif]] || align="center" | [[File:Ken-old2.gif]]
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
| align="center" | Short || align="center" | Forward || align="center" | Roundhouse || align="center" | Hold || align="center" | Old Alternative
|}
|}
--[[User:Born2SPD|Born2SPD]]


=== Video Overview ===
</div>


<youtube>t5MWKPFDhik</youtube>


==Moves Analysis==
==== <span class="invisible-header">frmp</span> ====
<b>Disclaimer</b>: To better understand the diagrams, read [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/FAQ#SSF2T.27s_Wiki_Diagram_Conventions this].
{{MoveData
===Normal Moves===
| name    = Far Strong
| input    = 5MP
| subtitle = fr.{{Icon-Capcom|mp}}
| image    = Ken_stfarstrng3.png
| imageSize = 114x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =22[6]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|actrange = 32+
|meter = 4/3
|description= Ken performs a straight punch.
*Very good recovery, reach and priority.
*Works as anti-air against moves whose extended limbs are vulnerable, but Ken's body moves forward a bit, so you'll need some room to use it correctly.
}}
}}
<span class="mw-customtoggle-frmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmp">


====Ground Normals====
*<b>Close Standing Jab:</b> (Base max activation range: 25)
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[6]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stcljab2.png}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stfarstrng2%264_stfarfrc2%264_stfarshrt2%267.png}} |{{STDiagramImageCell| 1 | Ken_stfarstrng3.png}} |{{STDiagramImageCell| 1 | Ken_stfarstrng2%264_stfarfrc2%264_stfarshrt2%267.png}} |{{STDiagramImageCell| 1 | Ken_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ken_stfarjab4_stfarstrng6_stfarfrc6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}
Ken performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.


*<b>Far Standing Jab:</b>
</div>
 
 
==== <span class="invisible-header">frhp</span> ====
{{MoveData
| name    = Far Fierce
| input    = 5HP
| subtitle = fr.{{Icon-Capcom|hp}}
| image    = Ken_stfarfrc3.png
| imageSize = 122x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =28[2]
|dizzy= 10~16
|dizzytime= 80
|cancel = Super
|guard = Mid
|startup= 6
|active= 6
|recovery= 23
|total = 35
|frameAdv = -7
|actrange = 42+
|meter = 5/4
|description= Similar to Far Strong.
*Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.
}}
}}
<span class="mw-customtoggle-frhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[1]}} |{{STDiagramImageCell| 7 | Ken_stfarjab1&3.png}} |{{STDiagramImageCell| 7 | Ken_stfarjab2.png}} |{{STDiagramImageCell| 7 | Ken_stfarjab1&3.png}} |{{STDiagramImageCell| 7 | Ken_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ryu_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&5_stfarfrwrd1_stclrh1&6.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarfrc3.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng2&4_stfarfrc2&4.png}} |{{STDiagramImageCell| 1 | Ryu_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 1 | Ryu_stfarjab4_stfarstrng6_stfarfrc6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 23}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid-fire Jab that has very good priority (Ken's arm is completely invulnerable) but just acceptable reach and very low damage.


*<b>Crouching Jab:</b>
 
</div>
 
 
 
==== <span class="invisible-header">frlk</span> ====
{{MoveData
| name    = Far Short
| input    = 5LK
| subtitle = fr.{{Icon-Capcom|lk}}
| image    = Ken_stfarshrt4.png
| imageSize = 126x97px
| caption  = This move's way better when you're close.
| data  =
{{AttackData-SSF2T
|damage = 14[0]
|dizzy= 0~5
|dizzytime= 40
|cancel =
|guard = Low
|startup= 8
|active= 2
|recovery= 9
|total = 18
|frameAdv = +2
|actrange = 1+
|meter = 2/1
|description= A low-hitting shin kick.
*The close version has better priority and can be Chain/Super canceled.
*This version could still be used as a low level knowledge check.
*Often used as Chain Cancel fodder.
}}
}}
 
<span class="mw-customtoggle-frlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[1]}} |{{STDiagramImageCell| 7 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 7 | Ken_crjab2.png}} |{{STDiagramImageCell| 7 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 7 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 |Ken_stfarstrng2%264_stfarfrc2%264_stfarshrt2%267.png}} |{{STDiagramImageCell| 1 | Ken_stfarshrt3%266.png}} |{{STDiagramImageCell| 1 | Ken_stfarshrt4.png}} |{{STDiagramImageCell| 1 | Ken_stfarshrt5.png}} |{{STDiagramImageCell| 1 | Ken_stfarshrt3%266.png}} |{{STDiagramImageCell| 1 | Ken_stfarstrng2%264_stfarfrc2%264_stfarshrt2%267.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 8}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 9}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid-fire ducking Jab with OK reach and very good priority. Ken's arm is completely invincible.


*<b>Close Standing Strong:</b> (Base max activation range: 31)
</div>
 
 
 
==== <span class="invisible-header">frmk</span> ====
{{MoveData
| name    = Far Forward
| input    = 5MK
| subtitle = fr.{{Icon-Capcom|mk}}
| image    = Ken_stfarfrwrd3.png
| imageSize = 118x102px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 22[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = None
|guard = Mid
|startup= 8
|active= 8
|recovery= 7
|total = 23
|frameAdv = +3
|actrange = 33+
|meter = 4/3
|description= A high side kick.
*Good priority, but very slow start-up.
*Also a good anti-air if you can press the button fast enough.
}}
}}
 
<span class="mw-customtoggle-frmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 7 | Ken_stclstrng3.png}} |{{STDiagramImageCell| 7 | Ken_stclstrng4.png}} |{{STDiagramImageCell| 7 | Ken_stclstrng5.png}} |{{STDiagramImageCell| 7 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_stfarfrwrd5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 17}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}}
|}
|}
Ken performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.


*<b>Far Standing Strong:</b>
</div>
 
 
 
==== <span class="invisible-header">frhk</span> ====
{{MoveData
| name    = Roundhouse
| input    = 5HK
| subtitle = fr.{{Icon-Capcom|hk}}
| image  = Ken_stclrh5_stfarrh5.png
| imageSize = 125x101px
| caption  = This move doesn't change depending on distance, but it's listed twice for consistency.
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup = 9
|active = 5
|recovery= 21
|total = 35
|frameAdv = -4
|actrange = N/A
|meter = 5/4
|description= Ken's spinning kick.
*Moves ken forward a little.
*Can work well as a poke/punish in some matchups.
*Be careful, since it has a long recovery on whiff and is more than reactable.
}}
}}
 
<span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[6]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng3.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 7 | Ken_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclrh1_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ken_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ken_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ken_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ken_stclrh5_stfarrh5.png}} |{{STDiagramImageCell| 1 | Ken_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Ken_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Ken_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Ken_stclrh9_stfarrh9.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
Ken performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against some moves, but notice Ken's body moves forward a bit, so you need some room to use it correctly. Ken's whole arm is invincible in this attack.


*<b>Crouching Strong:</b>
</div>
 
 
 
===Close Normals===
 
 
 
===== <span class="invisible-header">cl.lp</span> =====
{{MoveData
| name    = Close Jab
| input    = 5LP
| subtitle = cl.{{Icon-Capcom|lp}}
| image    = Ken_stcljab2.png
| imageSize = 82x99px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 4[6]
|dizzy= 0~5
|dizzytime= 40
|cancel = Special, Super
|guard = Mid
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|actrange = 0-25
|meter = 2/1
|description= A quick elbow smash in front and above Ken's head.
*Fast start-up.
*Works as an anti-air if you're close enough.
*OK priority.
}}
}}
 
<span class="mw-customtoggle-cllp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 7 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 7 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 7 | Ken_crstrng3.png}} |{{STDiagramImageCell| 7 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 7 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 7 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stcljab2.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +7}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
|}
|}
Ken does a crouching straight. Good damage, stun, recovery and priority. Ken's whole arm is completely invincible.


*<b>Close Standing Fierce:</b> (Base max activation range: 41)
</div>
 
 
 
==== <span class="invisible-header">clmp</span> ====
{{MoveData
| name    = Close Strong
| input    = 5MP
| subtitle = cl.{{Icon-Capcom|mp}}
| image    = Ken_stclstrng3.png
| imageSize = 97x98px
| caption  =
| data  =
{{AttackData-SSF2T
|damage =22[0]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 2
|recovery= 17
|total = 23
|frameAdv = -1
|actrange = 0-31
|meter = 4/3
|description= Ken performs a hook, then another one that doesn't hit for some reason.
*Terrible recovery, so try canceling this into a special like a Hadoken.
}}
}}
 
<span class="mw-customtoggle-clmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[7]}} |{{STDiagramImageCell| 7 | Ken_stclfrc1.png}} |{{STDiagramImageCell| 7 | Ken_stclfrc2.png}} |{{STDiagramImageCell| 7 | Ken_stclfrc3.png}} |{{STDiagramImageCell| 7 | Ken_stclfrc4.png}} |{{STDiagramImageCell| 7 | Ken_stclfrc5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng3.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng4.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng5.png}} |{{STDiagramImageCell| 1 | Ken_stclstrng2&6.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1%263_stclstrng1%267_stfarstrng1_stfarfrc1_stclshrt1%266_stfarshrt1%268_stclfrwrd1%265_stfarfrwrd1.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 80}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -9 / -7}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 2 | 23}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}}
|}
|}
Ken does a close upper. It works as anti-air if the enemy is on top of you, but it is more vulnerable to cross-ups when compared to the close Fierce from all other shoto characters (O.Ken, Ryu, O.Ryu). In case it hits close, during the first active part, it can be canceled into any special attack for a basic but damaging combo. Bad recovery, punishable if used from point-blank or if the enemy has super (most characters).


*<b>Far Standing Fierce:</b>
</div>
 
 
 
==== <span class="invisible-header">clhp</span> ====
{{MoveData
| name    = Close Fierce
| input    = 5HP
| subtitle = cl.{{Icon-Capcom|hp}}
| image    = Ken_stclfrc2.png
| imageSize = 104x98px
| caption  = First Hitbox
| image2    = Ken_stclfrc3.png
| imageSize2 = 94x115px
| caption2  = Second Hitbox. Ken got the short end of the stick here.
| data  =
{{AttackData-SSF2T
|damage =28[7]
|dizzy= 3~9/10~16
|dizzytime= 40/80
|cancel = Special, Super/None
|guard = Mid
|startup= 4
|active= 8 (2/6)
|recovery= 23
|total = 35
|frameAdv = -9
|actrange = 0-41
|meter = 5/4
|description= A close uppercut.
*If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
*Decent priority anti air if your opponent is up close.
*Has a noticeably smaller hitbox compared to the other shotos, so it's more vulnerable to crossups.
}}
}}
 
<span class="mw-customtoggle-clhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[2]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stfarfrc3.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng5_stfarfrc5.png}} |{{STDiagramImageCell| 7 | Ken_stfarjab4_stfarstrng6_stfarfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclfrc1.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc2.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc3.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc4.png}} |{{STDiagramImageCell| 1 | Ken_stclfrc5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -7}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 23}}
|}
|}
Similar to far.Strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.


*<b>Crouching Fierce:</b>
</div>
 
 
 
==== <span class="invisible-header">cllk</span> ====
{{MoveData
| name    = Close Short
| input    = 5LK
| subtitle = cl.{{Icon-Capcom|lk}}
| image    = Ken_stclshrt3.png
| imageSize = 115x98px
| caption  = Hits low because Ken says so.
| data  =
{{AttackData-SSF2T
|damage = 12[0]
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Super
|guard = Low
|startup= 6
|active= 2
|recovery= 8
|total = 16
|frameAdv = +3
|actrange = 0
|meter = 2/1
|description= A low kick.
*Can be canceled into another standing Short or crouching Short.
*This move must be blocked low, which can be used as a simple knowledge check.
}}
}}
 
<span class="mw-customtoggle-cllk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-cllk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 28[2] / 22[2]}} |{{STDiagramImageCell| 7 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 7 | Ken_crfrc2.png}} |{{STDiagramImageCell| 7 | Ken_crfrc3.png}} |{{STDiagramImageCell| 7 | Ken_crfrc4.png}} |{{STDiagramImageCell| 7 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 7 | Ken_crfrc6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt3.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt4.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -12 / -9}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCellColSpan| 2 | 11}} |{{STDiagramCellColSpan| 3 | 23}}
|}
|}
Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air.


*<b>Close Standing Short:</b> (Base max activation range: 0)
</div>
 
 
 
==== <span class="invisible-header">clmk</span> ====
{{MoveData
| name    = Close Forward
| input    = 5MK
| subtitle = cl.{{Icon-Capcom|mk}}
| image    = Ken_stclfrwrd3.png
| imageSize = 84x125px
| caption  = Today on moves that are nigh objectively worse when used up close...
| data  =
{{AttackData-SSF2T
|damage = 22[6]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 8
|active= 8
|recovery= 11
|total = 27
|frameAdv = -1
|actrange = 0-32
|meter = 4/3
|description= A very flexible split kick.
*Pretty similar to the far version with worse vertical priority and worse recovery.
*Also triggers from farther away than most other close normals of its ilk, so it's harder to activate the Far version.
*Reaches higher than the far version, but the extended hurtbox gives the move significantly worse priority.
*At least it hits straight up.
}}
}}
 
<span class="mw-customtoggle-clmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-clmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[0]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 7 | Ken_stclshrt3.png‎‎}} |{{STDiagramImageCell| 7 | Ken_stclshrt4.png‎‎}} |{{STDiagramImageCell| 7 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_stclfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_stclfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 11}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 5}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 8}}
|}
|}
Ken performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.


*<b>Far Standing Short:</b>
</div>
 
 
 
==== <span class="invisible-header">clhk</span> ====
{{MoveData
| name    = Roundhouse
| input    = 5HK
| subtitle = fr.{{Icon-Capcom|hk}}
| image  = Ken_stclrh5_stfarrh5.png
| imageSize = 125x101px
| caption  = This move doesn't change depending on distance, but it's listed twice for consistency.
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 10~16
|dizzytime= 80
|cancel = None
|guard = Mid
|startup = 9
|active = 5
|recovery= 21
|total = 35
|frameAdv = -4
|actrange = N/A
|meter = 5/4
|description= Ken's spinning kick.
*Moves ken forward a little.
*Can work well as a poke/punish in some matchups.
*Be careful, since it has a long recovery on whiff and is more than reactable.
}}
}}
 
<span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-frhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[0]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stfarshrt3&6.png}} |{{STDiagramImageCell| 7 | Ken_stfarshrt4.png}} |{{STDiagramImageCell| 7 | Ken_stfarshrt5.png}} |{{STDiagramImageCell| 7 | Ken_stfarshrt3&6.png}} |{{STDiagramImageCell| 7 | Ken_stfarstrng2&4_stfarfrc2&4_stfarshrt2&7.png}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclrh1_stfarrh1.png}} |{{STDiagramImageCell| 1 | Ken_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 1 | Ken_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 1 | Ken_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 1 | Ken_stclrh5_stfarrh5.png}} |{{STDiagramImageCell| 1 | Ken_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Ken_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Ken_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Ken_stclrh9_stfarrh9.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}}  
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 1 + 7}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 9}}
|}
|}
Like the Close version, but without cancels and worse priority. Hits low as well.


*<b>Crouching Short:</b>
</div>
 
 
 
===Crouching Normals===
 
 
 
==== <span class="invisible-header">crlp</span> ====
{{MoveData
| name    = Crouching Jab
| input    = 2LP
| subtitle = cr.{{Icon-Capcom|lp}}
| image    = Ken_crjab2.png
| imageSize = 100x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 4[1]
|dizzy= 0~5
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Mid
|startup= 3
|active= 4
|recovery= 5
|total = 12
|frameAdv = +4
|actrange = N/A
|meter = 2/1
|description= Another jab.
*Average reach and very good priority.
}}
}}
 
<span class="mw-customtoggle-crlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[1]}} |{{STDiagramImageCell| 7 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ken_crshrt2.png}} |{{STDiagramImageCell| 7 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_crjab2.png}} |{{STDiagramImageCell| 1 | Ken_crjab1&3.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 5}}
|}
|}
Rapid fire crouching low kick. Mediocre priority but good reach.


*<b>Close Standing Forward:</b> (Base max activation range: 32)
</div>
 
 
 
==== <span class="invisible-header">crmp</span> ====
{{MoveData
| name    = Crouching Strong
| input    = 2MP
| subtitle = cr.{{Icon-Capcom|mp}}
| image    = Ken_crstrng3.png
| imageSize = 110x65px
| caption  = And you thought Alpha 2 Rose's Cr.MP had good priority.
| data  =
{{AttackData-SSF2T
|damage =22[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Mid
|startup= 4
|active= 4
|recovery= 7
|total = 15
|frameAdv = +7
|actrange = N/A
|meter = 4/3
|description=Ken does a crouching straight.
*Good damage, stun, recovery and priority.
*This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.
}}
}}
 
<span class="mw-customtoggle-crmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[6]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stclfrwrd2.png}} |{{STDiagramImageCell| 7 | Ken_stclfrwrd3.png}} |{{STDiagramImageCell| 7 | Ken_stclshrt2&5_stclfrwrd4.png}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ken_crstrng3.png}} |{{STDiagramImageCell| 1 | Ken_crstrng2&4.png}} |{{STDiagramImageCell| 1 | Ken_crstrng1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -1}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 11}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}}
|}
|}
Has same vertical priority from Old Shotos cl.Rh but worse horizontal priority. For some reason, this move triggers from further away than other close normals. OK for anti air up close.


*<b>Far Standing Forward:</b>
</div>
 
 
 
==== <span class="invisible-header">crhp</span> ====
{{MoveData
| name    = Crouching Fierce
| input    = 2HP
| subtitle = cr.{{Icon-Capcom|hp}}
| image    = Ken_crfrc2.png
| imageSize = 95x98px
| caption  = First Hitbox
| image2    = Ken_crfrc3.png
| imageSize2 = 85x127px
| caption2  = Second Hitbox. <br> Close Fierce isn't as good on New Ken, so this is an actual alternative now.
| data  =
{{AttackData-SSF2T
|damage =28[2]/22[2]
|dizzy= 3~9/10~16
|dizzytime= 40/80
|cancel = Special, Super/None
|guard = Mid
|startup= 4
|active= 11 (3/8)
|recovery= 23
|total = 37
|frameAdv = -12
|actrange = N/A
|meter = 5/4
|description= Ken begins an uppercut from crouching position.
*Good damage and has a deceptively long horizontal reach.
*Average to low priority and quite long recovery.
*Mainly used in combos.
*Works as an anti-air as an alternative to Shoryuken.
}}
}}
 
<span class="mw-customtoggle-crhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 7 | Ken_stcljab1&3_stclstrng1&7_stfarstrng1_stfarfrc1_stclshrt1&6_stfarshrt1&8_stclfrwrd1&5_stfarfrwrd1.png}} |{{STDiagramImageCell| 7 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ken_stfarfrwrd3.png}} |{{STDiagramImageCell| 7 | Ken_stfarfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ken_stfarfrwrd5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrc2.png}} |{{STDiagramImageCell| 1 | Ken_crfrc3.png}} |{{STDiagramImageCell| 1 | Ken_crfrc4.png}} |{{STDiagramImageCell| 1 | Ken_crfrc1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrc6.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 7}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 2 | 7}}
|}
|}
High side kick with good priority, but very slow start-up. Good anti-air if you can hit the button early enough.


*<b>Crouching Forward:</b>
</div>
 
 
 
===== <span class="invisible-header">crlk</span> =====
{{MoveData
| name    = Crouching Short
| input    = 2LK
| subtitle = cr.{{Icon-Capcom|lk}}
| image    = Ken_crshrt2.png
| imageSize = 119x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 4[1]
|dizzy= 5~11
|dizzytime= 40
|cancel = Chain, Special, Super
|guard = Low
|startup= 4
|active= 4
|recovery= 5
|total = 13
|frameAdv = +4
|actrange = N/A
|meter = 2/1
|description= Crouching low kick.
*Mediocre priority but good reach.
*Great for simple combos.
}}
}}
 
<span class="mw-customtoggle-crlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[1]}} |{{STDiagramImageCell| 7 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ken_crfrwrd3.png}} |{{STDiagramImageCell| 7 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 7 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 7 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crshrt2.png}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +3}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 9}}
|}
|}
Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos.


*<b>Close/Far Standing Roundhouse:</b>
</div>
 
 
 
===== <span class="invisible-header">frmk</span> =====
{{MoveData
| name    = Crouching Forward
| input    = 2MK
| subtitle = cr.{{Icon-Capcom|mk}}
| image    = Ken_crfrwrd3.png
| imageSize = 146x65px
| caption  = Why not cancel this into a Hadouken? You earned it.
| data  =
{{AttackData-SSF2T
|damage = 22[1]
|dizzy= 5~11
|dizzytime= 60
|cancel = Special, Super
|guard = Low
|startup= 4
|active= 6
|recovery= 9
|total = 19
|frameAdv = +3
|actrange = N/A
|meter = 4/3
|description= *Crouching side kick.
*Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.
*An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
*Also used in bread and butter combos.
}}
}}
 
<span class="mw-customtoggle-crmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 7 | Ken_stclrh1_stfarrh1.png}} |{{STDiagramImageCell| 7 | Ken_stclrh2_stfarrh2.png}} |{{STDiagramImageCell| 7 | Ken_stclrh3_stfarrh3.png}} |{{STDiagramImageCell| 7 | Ken_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 7 | Ken_stclrh5_stfarrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_crfrwrd2&4.png}} |{{STDiagramImageCell| 1 | Ken_crshrt1&3_crfrwrd1&5.png}} |{{STDiagramImageCell| 1 | Ken_crjab4_crstrng6_crshrt4_crfrwrd6.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 10~16}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 80}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -4}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 1 + 8}} |{{STDiagramCell| 4}}
|}
|}
</div>
===== <span class="invisible-header">crhk</span> =====
{{MoveData
| name    = Crouching Roundhouse
| input    = 2HK
| subtitle = cr.{{Icon-Capcom|hk}}
| image    = Ken_crrh2.png
| imageSize = 134x65px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 5~11
|dizzytime= 130
|cancel = Special, Super
|guard = Low
|startup = 4
|active = 6
|recovery = 25
|total = 34
|frameAdv = -7/Soft Knockdown
|actrange = N/A
|meter = 5/4
|description= Ken's sweep kick.
*Soft knockdown on hit.
*Good range and the priority is such that it beats or trades with a number of moves.
*Very long recovery however, so good players will often bait and punish this move.
*Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
*Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
*Tied with Ryu for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.
}}
}}
<span class="mw-customtoggle-crhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-crhk">
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | Ken_stclrh7_stfarrh7.png}} |{{STDiagramImageCell| 1 | Ken_stclrh8_stfarrh8.png}} |{{STDiagramImageCell| 1 | Ken_stclrh9_stfarrh9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_crrh1.png}} |{{STDiagramImageCell| 1 | Ken_crrh2.png}} |{{STDiagramImageCell| 1 | Ken_crrh3.png}} |{{STDiagramImageCell| 1 | Ken_crrh4.png}} |{{STDiagramImageCell| 1 | Ken_crrh5.png}}  
|-
|-
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}  
|-
|-
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 17}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}  
|}
|}
In some matchups this can work well as a good poke/punish. One must be careful using it though, as the recovery is quite long if it whiffs.


*<b>Crouching Roundhouse:</b>
</div>
 
 
 
===Neutral Jump Normals===
 
===== <span class="invisible-header">njlp</span> =====
{{MoveData
| name    = Neutral Jumping Jab
| input    = 8LP
| subtitle = nj.{{Icon-Capcom|lp}}
| image    = Ken_njjab2.png
| imageSize = 82x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 12[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|startup = 2
|active = ∞
|recovery = N/A
|total = 2+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= Ken performs a jumping jab that is active throughout the whole jump.
*Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
}}
}}
 
<span class="mw-customtoggle-njlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 7 | Ken_crrh1.png}} |{{STDiagramImageCell| 7 | Ken_crrh2.png}} |{{STDiagramImageCell| 7 | Ken_crrh3.png}} |{{STDiagramImageCell| 7 | Ken_crrh4.png}} |{{STDiagramImageCell| 7 | Ken_crrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njjab2.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| }}  
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 130}}
|-
{{STDiagramCell| Chain Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Super Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -9}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}}
|}
|}
Ken's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or Shoryukens and Short tatsus for super meter.


====Aerial normals====
</div>
*<b>Neutral Jumping Jab:</b>
 
 
===== <span class="invisible-header">njmp</span> =====
{{MoveData
| name    = Neutral Jumping Strong
| input    = 8MP
| subtitle = nj.{{Icon-Capcom|mp}}
| image    = Ken_njstrng3_djstrng3.png
| imageSize = 96x110px
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 50
|cancel = Special
|guard = High
|startup = 4
|active = 20
|recovery =
|total = 24+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= An aerial punch that stays active for a while.
*Very good horizontal reach and priority.
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*This attack does not hit crouching opponents.
*The diagonal version is the same, but with less active frames.
}}
}}
 
<span class="mw-customtoggle-njmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2]}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njjab2.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 1 |Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| }}  
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}  
|}
|}
Ken performs a jumping jab that is active throughout the whole jump. Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws).


*<b>Diagonal Jumping Jab:</b>
</div>
 
===== <span class="invisible-header">njhp</span> =====
{{MoveData
| name    = Neutral Jumping Fierce
| input    = 8HP
| subtitle = nj.{{Icon-Capcom|hp}}
| image    = Ken_njfrc3.png
| imageSize = 99x110px
| data  =
{{AttackData-SSF2T
|damage = 24[2]
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special
|guard = High
|startup = 4
|active = 20
|recovery = ∞
|total = 24+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Ken's strongest jumping punch.
*Stays out for an unusually long amount of time.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
*The Diagonal Jump version stays out shorter, but has better air to ground priority.
}}
}}
 
<span class="mw-customtoggle-njhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2]}} |{{STDiagramImageCell| 5 | Ken_djjab1.png}} |{{STDiagramImageCell| 5 | Ken_djjab2.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njfrc3.png}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}
|}
|}
Ken performs a jumping jab that is active throughout the whole jump. Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws). This beats Zangief's Lariats from the right distance and still hits him if he crouches.


*<b>Neutral Jumping Strong:</b>
</div>
 
===== <span class="invisible-header">njlk</span> =====
{{MoveData
| name    = Neutral Jumping Short
| input    = 8LK
| subtitle = nj.{{Icon-Capcom|lk}}
| image    = Ken_njshrt2.png
| imageSize = 79x110px
| data  =
{{AttackData-SSF2T
|damage = 14[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|startup = 3
|active = 40
|recovery = ∞
|total = 43+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= A jumping split kick.
*Stays active for a while, but has a pitiful reach.
*Mostly useless.
}}
}}
 
<span class="mw-customtoggle-njlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 5 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njshrt2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}  
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
This aerial punch stays active for quite some time, for a Strong punch. It has very good horizontal reach and Ken's arm is completely invincible. A move to be considered when afraid of wall dives crossing you or aerial attacks in general. This attack does not hit crouching opponents.


*<b>Diagonal Jumping Strong:</b>
</div>
 
===== <span class="invisible-header">njmk</span> =====
{{MoveData
| name    = Neutral Jumping Forward
| input    = 8MK
| subtitle = nj.{{Icon-Capcom|mk}}
| image    = Ken_njfrwrd2.png
| imageSize = 90x110px
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 50
|cancel = None
|guard = High
|startup = 5
|active = 13
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 4/3
|description= A slightly better jumping split kick.
*Stays active for some time.
*Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.
}}
}}
 
<span class="mw-customtoggle-njmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 5 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_njfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} 
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
The same as above but with different frame count.


*<b>Neutral Jumping Fierce:</b>
</div>
 
 
===== <span class="invisible-header">njhk</span> =====
{{MoveData
| name    = Neutral Jumping Roundhouse
| input    = 8HK
| subtitle = nj.{{Icon-Capcom|hk}}
| image    = Ken_njrh2.png
| imageSize = 73x115px
| caption  = First Hitbox
| image2    = Ken_njrh3.png
| imageSize2 = 102x111px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 11~17(-1)
|dizzytime= 60(+20)
|cancel = Special/None
|guard = High
|startup = 2
|active = 8 (4/4)
|recovery = ∞
|total = 10+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Neutral spin kick.
*The first active part becomes active very fast, saving you from some troublesome situations.
*It can also be special canceled for some reason.
*The second part has good reach, making it an effective normal to keep your opponent away.
}}
}}
 
<span class="mw-customtoggle-njhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 5 | Ken_njfrc3.png}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njrh1.png}} |{{STDiagramImageCell| 1 | Ken_njrh2.png}} |{{STDiagramImageCell| 1 | Ken_njrh3.png}} |{{STDiagramImageCell| 1 | Ken_njrh4.png}} |{{STDiagramImageCell| 1 | Ken_njrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}  |{{STDiagramCell| 3}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Stays active a lot of time, for a fierce punch.


*<b>Diagonal Jumping Fierce:</b>
</div>
 
===Diagonal Jump Normals===
 
===== <span class="invisible-header">djlp</span> =====
{{MoveData
| name    = Diagonal Jumping Jab
| input    = 7LP/9LP
| subtitle = dj.{{Icon-Capcom|lp}}
| image    = Ken_djjab2.png
| imageSize = 82x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 12[0]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = Special
|guard = High
|actrange = N/A
|startup = 2
|active = ∞
|recovery = N/A
|total = 2+∞
|frameAdv = Dependent
|meter = 2/1
|description= Ken performs a jumping jab that is active throughout the whole jump.
*Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.
*It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
*Beats Zangief's Lariats from the right distance and still hits him if he crouches.
}}
}}
<span class="mw-customtoggle-djlp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[1]}} |{{STDiagramImageCell| 5 | Ken_djfrc1.png}} |{{STDiagramImageCell| 5 | Ken_djfrc2.png}} |{{STDiagramImageCell| 5 | Ken_djfrc3.png}} |{{STDiagramImageCell| 5 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djjab1.png}} |{{STDiagramImageCell| 1 | Ken_djjab2.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}}  
|}
|}
This move has very good air to ground priority, and Ken's arm is also completely invincible. It can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.


*<b>Neutral Jumping Short:</b>
</div>
 
===== <span class="invisible-header">djmp</span> =====
{{MoveData
| name    = Diagonal Jumping Strong
| input    = 7MP/9MP
| subtitle = dj.{{Icon-Capcom|mp}}
| image    = Ken_njstrng3_djstrng3.png
| imageSize = 96x110px
| data  =
{{AttackData-SSF2T
|damage = 22[2]
|dizzy= 5~11
|dizzytime= 50
|cancel = Special
|guard = High
|actrange = N/A
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|meter = 4/3
|description= An aerial punch, similar to the neutral jump version.
*Very good horizontal reach and priority.
*A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
*This attack does not hit crouching opponents.
*The neutral version is the same, but with more active frames.
}}
}}
 
<span class="mw-customtoggle-njmp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-njmp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 14[2]}} |{{STDiagramImageCell| 5 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 5 | Ken_njshrt2.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng2_djstrng2_njfrc2.png}} |{{STDiagramImageCell| 1 | Ken_njstrng3_djstrng3.png}} |{{STDiagramImageCell| 1 |Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}}  |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}}
|}
|}
This stays out for quite some time, but it has a very short reach. Mostly useless.


*<b>Diagonal Jumping Short:</b>
</div>
 
===== <span class="invisible-header">djhp</span> =====
{{MoveData
| name    = Diagonal Jumping Fierce
| input    = 7HP/9HP
| subtitle = dj.{{Icon-Capcom|hp}}
| image    = Ken_djfrc3.png
| imageSize = 99x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 24[1]
|dizzy= 3~9
|dizzytime= 40
|cancel = Special
|guard = High
|startup = 4
|active = 8
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= Ken's strongest jumping punch.
*Very good air to ground priority.
*Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
*The Neutral Jump version has more stun and active frames.
}}
}}
<span class="mw-customtoggle-djhp" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhp">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2]}} |{{STDiagramImageCell| 5 | Ken_djshrt1.png}} |{{STDiagramImageCell| 5 | Ken_djshrt2.png}} |{{STDiagramImageCell| 5 | Ken_djshrt3.png}} |{{STDiagramImageCell| 5 | Ken_djshrt4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djfrc1.png}} |{{STDiagramImageCell| 1 | Ken_djfrc2.png}} |{{STDiagramImageCell| 1 | Ken_djfrc3.png}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7(-2)}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}}  |{{STDiagramCell| 4}}  |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}}
|}
|}
This stays out for quite some time, but safe jumps aside, this does not have many uses. Its main downside is the short reach.


*<b>Neutral Jumping Forward:</b>
</div>
 
===== <span class="invisible-header">djlk</span> =====
{{MoveData
| name    = Diagonal Jumping Short
| input    = 7LK/9LK
| subtitle = dj.{{Icon-Capcom|lk}}
| image    = Ken_djshrt3.png
| imageSize = 77x110px
| caption  = His hurtbox gets a bit bigger after 10 frames.
| data  =
{{AttackData-SSF2T
|damage = 12[2]
|dizzy= 1~7(-2)
|dizzytime= 40
|cancel = None
|guard = High
|startup = 5
|active = ∞
|recovery = N/A
|total = 5+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 2/1
|description= Ken's jumping knee.
*Stays out for quite some time, but safe jumps aside, this does not have many uses.
*Its main downside is the short reach.
}}
}}
<span class="mw-customtoggle-djlk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djlk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[2]}} |{{STDiagramImageCell| 5 | Ken_njshrt1_njfrwrd1.png}} |{{STDiagramImageCell| 5 | Ken_njfrwrd2.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djshrt1.png}} |{{STDiagramImageCell| 1 | Ken_djshrt2.png}} |{{STDiagramImageCell| 1 | Ken_djshrt3.png}} |{{STDiagramImageCell| 1 | Ken_djshrt4.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 50}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}}
|}
|}
OK kick that stays active for some time. It can be used in certain situations where the enemy has trouble knowing which way to block. That aside, prefer neutral Strong, Fierce or Roundhouse.


*<b>Diagonal Jumping Forward:</b>
</div>
 
===== <span class="invisible-header">djmk</span> =====
{{MoveData
| name    = Diagonal Jumping Forward
| input    = 7MK/9MK
| subtitle = dj.{{Icon-Capcom|mk}}
| image    = Ken_djfrwrd4.png
| imageSize = 110x110px
| caption  = First hitbox. The crossup part.
| image2    = Ken_djfrwrd5.png
| imageSize2 = 110x110px
| caption2  = Second hitbox. How the hitbox shifts is one of life's greatest mysteries.
| data  =
{{AttackData-SSF2T
|version = First Hitbox
|damage = 26[2]/22[2]
|dizzy= 3~9/5~11
|dizzytime= 40/50(+10)
|cancel = None
|guard = High
|actrange = N/A
|startup = 5
|active = 13 (5/8)
|recovery = ∞
|total = 18+∞
|frameAdv = Dependent
|meter = 4/3
|description= Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.
*His main crossup, alongside Air Tatsu.
*Unsuitable as an air to air due to the huge startup.
}}
}}
<span class="mw-customtoggle-djmk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djmk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2] / 22[2]}} |{{STDiagramImageCell| 5 | Ken_djfrwrd1.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd2.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd3.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd4.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd5.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd4.png}} |{{STDiagramImageCell| 1 |Ken_djfrwrd5.png}} |{{STDiagramImageCell| 1 |Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 |Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 |Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 1 |Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
 
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9 / 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40 / 50(+10)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 5}} |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 5}} |{{STDiagramCellColSpan| 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Ken's main crossup, along with air tatsu.


*<b>Neutral Jumping Roundhouse:</b>
</div>
 
===== <span class="invisible-header">djhk</span> =====
{{MoveData
| name    = Diagonal Jumping Roundhouse
| input    = 7HK/9HK
| subtitle = dj.{{Icon-Capcom|hk}}
| image    = Ken_djrh3.png
| imageSize = 123x110px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 26[2]
|dizzy= 3~9
|dizzytime= 40
|cancel = None
|guard = High
|startup = 5
|active = 7
|recovery = ∞
|total = 12+∞
|frameAdv = Dependent
|actrange = N/A
|meter = 5/4
|description= A full power kick.
*Can't be used as a crossup due to the nerfed hitbox.
*Still has good reach, but can be countered if you whiff due to projected hurtboxes.
*Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.
}}
}}
<span class="mw-customtoggle-djhk" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-djhk">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 5 | Ken_njrh1.png}} |{{STDiagramImageCell| 5 | Ken_njrh2.png}} |{{STDiagramImageCell| 5 | Ken_njrh3.png}} |{{STDiagramImageCell| 5 | Ken_njrh4.png}} |{{STDiagramImageCell| 5 | Ken_njrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djrh1.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 | Ken_djrh3.png}} |{{STDiagramImageCell| 1 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 1 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 1 |Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png }} |{{STDiagramImageCell| 1 |Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}  
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 11~17(-1)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 60(+20)}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}}  
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCellCancel| Yes / No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
Neutral spin kick that has good reach. The first active part becomes active very fast, saving you from some troublesome situations.


*<b>Diagonal Jumping Roundhouse:</b>
</div>
 
 
 
==Throws==
 
Ken can throw with {{Icon-Capcom|mp}}, {{Icon-Capcom|hp}}, {{Icon-Capcom|mk}}, and {{Icon-Capcom|hk}}. He also has an Air Throw.
 
{{MoveData
| name    = Shoulder Throw
| input    = cl.6MP or 4MP/ cl.6HP or 4HP
| subtitle = Seoi Nage
| image    = ssf2t_ken_kthrow.png
| imageSize = 162x148px
| caption  =
| data  =
{{AttackData-SSF2T
|damage = 32
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|invul = N/A
|actrange = 48 (from axis) 19 (from throwable box)
|juggle = No
|description= Ken's Punch throw, where he throws his enemy above his head.
*Can be activated with either Strong or Fierce.
*The direction you're holding determines the direction you'll throw in.
*Useful over Knee Bash if you're about to dizzy/K.O. your opponent or if you need the OS with Fierce normals in case the throw attempt fails.
}}
}}
 
 
{{MoveData
| name    = Knee Bash
| input    = cl.6MK or 4MK
| subtitle = Tsukami Nage
| image    = ssf2t_ken_hold.png
| imageSize = 74x128px
| caption  = Welcome to mixup city, bad boy!
| data  =
{{AttackData-SSF2T
|damage = 26 + 4*n
|dizzy= 0
|dizzytime= 0
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|invul = N/A
|actrange = 48 (from axis) 19 (from throwable box)
|juggle = No
|description= Ken's Hold.
*Activated with either Forward.
*The direction you're holding determines the direction you'll throw in.
*Amount of hits is set at 5, then added/subtracted through mashing.
*Leads to a bunch of mixups since you can walk under your opponent as they're being thrown.
*A few examples are walk up combo, walk under combo, jump in combo, tick throws, or jab Shoryuken.
*More detailed strategies are in the Strategy section.
}}
}}
 
{{MoveData
| name    = Hell Wheel
| input    = cl.6HK or 4HK. In the air, any direction except 8 + MK.
| subtitle = Jigoku Gurama
| image    = ssf2t_ken_pthrow.png
| imageSize = 177x240px
| caption  = Usable in the air, too!
| data  =
{{AttackData-SSF2T
|damage = 32
|dizzy= 7~13
|dizzytime= 100
|cancel = None
|guard = Grab
|startup = 1
|active = 1
|recovery = Dependent
|total = 2
|frameAdv = N/A
|invul = N/A
|actrange = 48 (from axis) 19 (from throwable box)
|juggle = No
|description= Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.
*Activated with Roundhouse.
*The direction you're holding determines the direction you'll throw in.
*Moves the enemy farther than his Punch throw, so it's useful for cornering opponents.
*Also useful for Throw for the Win tactics, like his Punch throw.
*May be useful when you use Standing Roundhouse as an OS in case the throw attempt fails.
*Must be 56 units upwards/48 units downward to use in air.
*Air version usually comes out accidentally, but still has decent range and activation height.
}}
}}
 
<span class="mw-customtoggle-throw" style="color: cyan">Click to toggle throwbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-throw">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 26[2]}} |{{STDiagramImageCell| 5 | Ken_djrh1.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ken_djrh3.png}} |{{STDiagramImageCell| 5 | Ken_djfrwrd6_djrh2&4.png}} |{{STDiagramImageCell| 5 | Ken_njstrng5_djstrng5_njfrc5_djfrc5_njshrt3_njfrwrd3_djfrwrd7_djrh5.png}} |{{STDiagramImageCell| 5 | Ken_njstrng6_djstrng6_njfrc6_djfrc6_njfrwrd4_djfrwrd8_njrh6_djrh6.png}} |{{STDiagramImageCell| 5 | Ken_njstrng7_djstrng7_njfrc7_djfrc7_njfrwrd5_djfrwrd9_njrh7_djrh7.png}}
{{STDiagramImageCell| 1 | Ken_throwb.png}} |{{STDiagramImageCell| 1 | Ken_throw.png}} |{{STDiagramImageCell| 1 | Ken_throwf.png}}  
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 40}}
|-
{{STDiagramCell| Special Cancel}} |{{STDiagramCell| No}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCell| 7}} |{{STDiagramCellColSpan| 4 | ∞}}
|}
|}
This has good reach, but as it projects vulnerable hitboxes, it can also be countered if you whiff. From certain distances, this can also be used as anti-air, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head. This move can no longer be used as a cross-up aerial attack.


===Throws===
Ken can throw using Strong, Fierce, Forward, and Roundhouse. He has an air throw as well. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 22% damage. His Knee Bash Grab does 18% damage at the first hit plus 3% each additional hit. For damage, knee bash is the way to go, for positioning the Roundhouse throw is often preferred, since it approaches the corner faster.
*<b>Normal Grabs Throwboxes:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCellColSpan| 3 | <b>Throws</b>}} |{{STDiagramCellColSpan| 2 | <b>Hold</b>}} |{{STDiagramImageCell| 5 | Ken_throwb.png}} |{{STDiagramImageCell| 5 | Ken_throw.png}} |{{STDiagramImageCell| 5 | Ken_throwf.png}}
{{STDiagramImageCell| 1 | Ken_airthrow.png}}
|-
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>32</u>}} |{{STDiagramCell| Damage}} |{{STDiagramCell| <u>26</u> + <u>4</u>*n}}
|-
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}} |{{STDiagramCell| Set amount of hits}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}} |{{STDiagramCellColSpan| 2 | Holds do no stun}}
|-
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 48}} |{{STDiagramCell| (from throwable box)}} |{{STDiagramCell| 19}}
|}
|}
*<b>Shoulder Throw a.k.a. Seoi Nage:</b> (←/↖/↗/→ + Strong/Fierce)
Both punch throws are the same, which allow Ken to grab the enemy and throw him above his head. This is the best grab to use in case the opponent is 1 throw away from being dizzied, since this is a throw, not a hold, so it can actually dizzy opponents, and the stun is registered sooner than with the Roundhouse throw, which is preferable, since otherwise the the dizzy timer may reach zero before the added stun registers. Another reason to go for this grab is if you need the OS with Fierce normals in case the throw attempt fails, though sometimes Roundhouse may be prefered for it. It all deppends on situation/match-up. Remember that if the opponent is low on health, he'll be forced to take full damage from it, so in that case this should be favored over the Knee Bash. It may even do more damage than a Knee Bash, deppending on how fast your opponent is with his mashing.


*<b>Knee Bash a.k.a. Tsukami Nage:</b> (←/↖/↗/→ + Forward)
</div>
Very nasty grab with very good mixup potential. Read below for more in depth strategies regarding it.


*<b>Rolling Circle Throw a.k.a. Jigoku Guruma:</b> (←/→ + Roundhouse)
Ken pulls the enemy towards himself, roll on the ground while holding him and throw him with the aid of his leg. This one is good for cornering the opponent: just make sure to use the correct, nearest direction. This may also be interesting to be used in case having the Standing Roundhouse normal as an OS (in case the grab attempt fails) is preferable. Like in the punch throws, the opponent will be forced to take the full damage from it in case he's in low health, meaning you don't necessarilly have to default to Knee Bash everytime.


*<b>Air Rolling Circle Throw a.k.a. Jigoku Fuusha:</b> (Min activation height: 56/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + Forward/Roundhouse)
==Special Moves==
{{STDiagramHeader}}
 
{{STDiagramCellColSpan| 2 | Damage}} |{{STDiagramCell| <u>32</u>}} |{{STDiagramImageCell| 5 | Ken_airthrow.png}}
=== <span class="invisible-header">Hadoken</span> ===
|-
{{MoveData
{{STDiagramCellColSpan| 2 | Stun}} |{{STDiagramCell| 7~13}}
| name    = Hadoken
|-
| input    = 236P
{{STDiagramCellColSpan| 2 | Stun Timer}} |{{STDiagramCell| 100}}
| subtitle = Fireball/{{motion|qcf}}+{{Icon-Capcom|p}}
|-
| image    = Ken_fb8jab.png
{{STDiagramCell| <b>Range</b>}} |{{STDiagramCell| (from axis)}} |{{STDiagramCell| 48}}
| imageSize = 166x85px
|-
| caption  = Mainly for applying pressure.
{{STDiagramCellColSpan| 2 | (from throwable box)}} |{{STDiagramCell| 19}}
| data  =
|}
{{AttackData-SSF2T
In ST Ken received an air throw, it's a nice situational buff but as any other air throw, it will come out most times accidentally. It has surprisingly decent range though, and the activation height is also pretty decent.
|version = {{Icon-Capcom|lp}}
|damage = 18[0]
|dizzy= 5~11
|dizzytime= 110
|cancel = None
|guard = Mid
|startup = 13
|active = Traveling
|recovery = {{Tooltip | text=40* | hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 53
|frameAdv = -4 (Point Blank)
|invul = N/A
|actrange = N/A
|juggle = No
|meter = 2
|description= Ken's iconic fireball, now with extra hands.
*This is the weakest version, with the least speed, damage, and recovery.
*Generally harder to hit enemies out of moves due to the increased startup.
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = 20[0]
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|startup = 13
|active = Traveling
|recovery = {{Tooltip | text=41* | hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 54
|frameAdv = -5 (Point Blank)
|invul = N/A
|actrange = N/A
|juggle = No
|meter = 2
|description= *Midway in terms of damage, speed, and recovery.
*All 3 versions have the same startup, but differ in recovery frames. (This is almost imperceptible, however.)
*Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
*This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
*Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [[Super Street Fighter 2 Turbo/System#Projectile special moves recovery shortening | here]].
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}}
|damage = 22[0]
|dizzy= 7~13
|dizzytime= 110
|cancel = None
|guard = Mid
|startup = 13
|active = Traveling
|recovery = {{Tooltip | text=42* | hovertext = Affected by the Fireball Recovery Glitch.}}
|total = 55
|frameAdv = -6 (Point Blank)
|invul = N/A
|actrange = N/A
|juggle = No
|meter = 2
|description= *Maximum damage, speed, and recovery. The strongest non-super projectile in the game, in terms of damage.
*With Hadokens, you can force your enemy to jump and anti air them with a Shoryuken, trap them in the corner, force them to throw fireballs and punish when they least expect it, or put them on the defensive, making it easier to approach.
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
 
}}
}}
 
<span class="mw-customtoggle-hadoken" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-hadoken">


===Special Moves===
*<b>Hadouken a.k.a. Fireball:</b> (↓↘→ P)
<b>Detailed Input:</b> (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)
*<b>Startup:</b>
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb1.png}} |{{STDiagramImageCell| 1 | Ken_fb2.png}} |{{STDiagramImageCell| 1 | Ken_fb3.png}} |{{STDiagramImageCell| 1 | Ken_fb4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb1.png}} |{{STDiagramImageCell| 1 | Ken_fb2.png}} |{{STDiagramImageCell| 1 | Ken_fb3.png}} |{{STDiagramImageCell| 1 | Ken_fb4.png}}
Line 718: Line 1,524:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 13}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 13}}
|}
|}
*<b>Active:</b>
*<b>Active:</b>
*<b>Jab Version:</b>
*<b>Jab Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[0]}} |{{STDiagramImageCell| 4 | Ken_fb5.png}} |{{STDiagramImageCell| 4 | Ken_fb6jab.png}} |{{STDiagramImageCell| 4 | Ken_fb7jab.png}} |{{STDiagramImageCell| 4 | Ken_fb8jab.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb8bjab.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 40}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 40}}
|}
|}
*<b>Strong Version:</b>
*<b>Strong Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 20[0]}} |{{STDiagramImageCell| 4 | Ken_fb5.png}} |{{STDiagramImageCell| 4 | Ken_fb6strng.png}} |{{STDiagramImageCell| 4 | Ken_fb7strng.png}} |{{STDiagramImageCell| 4 | Ken_fb8strng.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb8bstrng.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 41}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 41}}
|}
|}
*<b>Fierce Version:</b>
*<b>Fierce Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 22[0]}} |{{STDiagramImageCell| 4 | Ken_fb5.png}} |{{STDiagramImageCell| 4 | Ken_fb6frc.png}} |{{STDiagramImageCell| 4 | Ken_fb7frc.png}} |{{STDiagramImageCell| 4 | Ken_fb8frc.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6frc.png}} |{{STDiagramImageCell| 1 | Ken_fb7frc.png}} |{{STDiagramImageCell| 1 | Ken_fb8frc.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 5~11}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 110}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 42}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 42}}
|}
|}
Ken throws two flying fists which are engulfed by blue energy towards his enemy. The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest. The Jab does 11% damage, the Strong does 12% damage and the Fierce one does 14%, which happens to be the highest damaging projectile in the game.
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
All 3 versions (Jab, Strong, Fierce) have Ken release the projectile at the same interval, which is 13 frames, and have vulnerable "after-throw" state that takes 40 frames to recover for Jab, 41 for Strong and 42 for Fierce. This is as fast as O.Ken's Jab Hadouken, just with the start-up slower by one frame.
 
Due to the slower start-up on your move and slower projectiles in general, so it is harder for you to hit enemies out of their moves, compared to Ryu's, O.Ryu's, O.Ken's, Dee Jay's and Sagat's projectiles. Your main goals are to force them to jump, as you have a perfectly good anti-air move in your Shoryuken; push them into their corner, where their mobility is severely hindered; get them in the mood of throwing projectiles as soon as they can, to stop taking chip and for you to jump instead; and put them in a defensive stance, making it easier for you to approach and apply your strong melee game.<br>
</div>
 


Due to a glitch, it's possible to change the recovery of any Hadouken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it [https://wiki.supercombo.gg/w/Super_Street_Fighter_2_Turbo/System#Projectile_special_moves_recovery_shortening here].


*<b>Shouryuken a.k.a. Dragon Punch:</b> (→↓↘ P)
=== <span class="invisible-header">Shoryuken</span> ===
<b>Detailed Input:</b> (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)
{{MoveData
| name    = Shoryuken
| input    = 623P
| subtitle = Dragon Punch/{{motion|dp}}+{{Icon-Capcom|p}}
| image    = Ken_srk1frc.png
| imageSize = 62x84px
| caption  = First hitbox (Fierce Only)
| image2    = Ken_srk2.png
| imageSize2 = 81x89px
| caption2  = Second hitbox. (Jab/Strong ver.)
| image3    = Ken_srk3frc.png
| imageSize3 = 85x128px
| caption3  = Third hitbox (Fierce ver.)
| data  =
{{AttackData-SSF2T
|version = {{Icon-Capcom|lp}}
|damage = 38[2]/22[2]
|dizzy= 9~15/2~8
|dizzytime= 100/90
|cancel = None
|guard = Mid
|startup = 2
|active = 18 (4/14)
|recovery = 19
|total = 39
|frameAdv = -12 (Blocked)/Hard Knockdown
|actrange = N/A
|meter = 8
|description= *Ken's unmistakable uppercut. Invincible on frames 1-6.
*Jab does the most damage in a vacuum and rises the least.
*Most obvious use is a general-purpose anti-air, as it's easy to land.
*Properly time this and you'll beat any normal your opponent might throw out. Miss and you'll likely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
*Allows for continued pressure after a knockdown.
*Easier to perform in neutral than Ryu's due to the added horizontal priority and lesser recovery.
*Also can be used to avoid projectiles due to the invincibility frames.
*Ken's best reversal, since it's safe on block due to the knockback/great rising priority.
*Likely your go-to combo ender since all other versions will whiff the knockdown part when used in combos.
*While other Shoryukens do deal more damage when all hits connect, they'll likely whiff if used in combos.
*In addition, the first hit of jab Shoryu is a confirmed knockdown, while all other Shoryus need more hits to knockdown. This will likely be your go-to combo ender as a result.
*Not just Ken's bread and butter, it's the whole damn bakery.
 
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|mp}}
|damage = 34[0] ~ 14[0]
|dizzy= 9~15 > 2~8
|dizzytime= 100 ~ 90
|cancel = None
|guard = Mid
|startup = 2
|active = 26 (4 ~ 22)
|recovery = 27
|total = 55
|frameAdv = -28 (Blocked)
|actrange = N/A
|juggle = No
|meter = 8
|description= *Stronger when raw, bit more height and recovery. Invincible on frames 1-6.
*Airborne after 8 frames (Goes for all versions).
*Knocks down on hit, but will likely whiff if used in combos.
*Not invulnerable while ascending, so some air attacks will trade/beat it. For example, Old Chun-Li's diagonal kicks and New Chun-Li's neutral Fierce beat the rising part.
 
 
}}
{{AttackData-SSF2T
|version = {{Icon-Capcom|hp}} First Hitbox
|damage = 4[0] ~ 32[0] ~ 12[0]
|dizzy= 1~7 > 9~15 > 1~7
|dizzytime= 30 ~ 100 ~ 30
|cancel = None
|guard = Mid
|startup = 0
|active = 30 (2 ~ 2 ~ 26)
|recovery = 34
|total = 64
|frameAdv = -39 (Blocked)/Hard Knockdown (Third Hit)
|actrange = N/A
|meter = 8
|description = Ken's fiery passion burns in his strongest Shoryuken (when hit raw, in most situations Jab is better). Invincible on frames 1-5.
*First hit forces a crouching flaming hitstun on hit.
*Second hit forces a standing flaming hitstun on hit, but will likely whiff if used in combos.
*Third hit does a hard knockdown, but will also likely whiff if used in combos.
*Deals the most damage while ascending, but still controls a good amount of air space.
*Useful if you're not sure a Jab Shoryuken will reach far enough, but will ironically sacrifice damage for it.
*Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)
 
}}
}}
 
<span class="mw-customtoggle-shoryuken" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryuken">
 
*<b>Jab Version:</b>
*<b>Jab Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 38[2] / 22[2]}} |{{STDiagramImageCell| 5 | Ken_srk1.png}} |{{STDiagramImageCell| 5 | Ken_srk2.png}} |{{STDiagramImageCell| 5 | Ken_srk3jab.png}} |{{STDiagramImageCell| 5 | Ken_srk4jab.png}} |{{STDiagramImageCell| 5 | Ken_srk5.png}} |{{STDiagramImageCell| 5 | Ken_srk6.png}} |{{STDiagramImageCell| 5 | Ken_srk7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1.png}} |{{STDiagramImageCell| 1 | Ken_srk2.png}} |{{STDiagramImageCell| 1 | Ken_srk3jab.png}} |{{STDiagramImageCell| 1 | Ken_srk4jab.png}} |{{STDiagramImageCell| 1 | Ken_srk5.png}} |{{STDiagramImageCell| 1 | Ken_srk6.png}} |{{STDiagramImageCell| 1 | Ken_srk7.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15 / 2~8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100 / 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 18}} |{{STDiagramCellColSpan| 3 | 19}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 18}} |{{STDiagramCellColSpan| 3 | 19}}
|}
|}
*<b>Strong Version:</b>
*<b>Strong Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 34[0] + 14[0]}} |{{STDiagramImageCell| 5 | Ken_srk1.png}} |{{STDiagramImageCell| 5 | Ken_srk2.png}} |{{STDiagramImageCell| 5 | Ken_srk3strng.png}} |{{STDiagramImageCell| 5 | Ken_srk4strng.png}} |{{STDiagramImageCell| 5 | Ken_srk5.png}} |{{STDiagramImageCell| 5 | Ken_srk6.png}} |{{STDiagramImageCell| 5 | Ken_srk7.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1.png}} |{{STDiagramImageCell| 1 | Ken_srk2.png}} |{{STDiagramImageCell| 1 | Ken_srk3strng.png}} |{{STDiagramImageCell| 1 | Ken_srk4strng.png}} |{{STDiagramImageCell| 1 | Ken_srk5.png}} |{{STDiagramImageCell| 1 | Ken_srk6.png}} |{{STDiagramImageCell| 1 | Ken_srk7.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 9~15 + 2~8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 100 + 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 3 | 27}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 3 | 27}}
|}
|}
*<b>Fierce Version:</b>
*<b>Fierce Version:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[0] + 32[0] + 12[0]}} |{{STDiagramImageCell| 5 | Ken_srk1frc.png}} |{{STDiagramImageCell| 5 | Ken_srk2frcanm.gif}} |{{STDiagramImageCell| 5 | Ken_srk3frc.png}} |{{STDiagramImageCell| 5 | Ken_srk4frcanm.gif}} |{{STDiagramImageCell| 5 | Ken_srk5frcanm.gif}} |{{STDiagramImageCell| 5 | Ken_srk6frcanm.gif}} |{{STDiagramImageCell| 5 | Ken_srk7frcanm.gif}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_srk1frc.png}} |{{STDiagramImageCell| 1 | Ken_srk2frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk3frc.png}} |{{STDiagramImageCell| 1 | Ken_srk4frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk5frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk6frcanm.gif}} |{{STDiagramImageCell| 1 | Ken_srk7frcanm.gif}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 1~7 + 9~15 + 1~7}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 30 + 100 + 30}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 8}}
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 25}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 25}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 3}}  
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 26}} |{{STDiagramCellColSpan| 3 | 34}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 26}} |{{STDiagramCellColSpan| 3 | 34}}
|}
|}
Ken becomes completely invincible and does an upper; followed up with a rising punch, which is vulnerable around Ken's head (Jab) and torso (Strong, Fierce, see hitboxes images above), then remains completely defenseless as he falls back to the ground. The Jab version will cause a [http://shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo#Knockdowns full knockdown] on his enemy. It does 23% damage early and 14% while ascending. The Strong one hits up to two times and causes a full knockdown if the rising punch connects. The Fierce version forces a ''crouching'' flaming hitstun on the first, close hit; standing flaming hitstun on the second hit - the upper - and causes a full knockdown if the rising fist hits, but this often does not happen if the initial stages connect but from point-blank range. The Jab Shoryuken is very good for evading projectiles and it is Ken's best reversal move by far - possibly the second-best in the whole game, second only to O.Ken's Jab SRK - as it causes good damage if it hits early, always knocks down on hit and is safe on block against most characters. <br>


Ken's Fierce Shoryuken does not do much damage when hitting while ascending, but it controls a good part of the air space in front of him. If you are not recovering from a move and the enemy jumped forward from a distance such that you are unsure if a late Jab Shoryuken will hit, use the Fierce version to knock him out of the air safely. It can also be used to prevent the enemy from jumping straight up in front of you from close to mid distance. Some floaty jumps over Hadoukens can be punished that way. Finally, it hits on the first frame. A perfectly timed safe jump may work half the time against your other Shoryukens, but if you use the Fierce version, you are guaranteed to hit, albeit for low damage. The move, however, is not invulnerable while ascending. A few aerial attacks can trade or beat the move cleanly. For instance, most O.Chun Li's diagonal kicks and N.Chun Li's neutral Fierce beat the rising part of the Fierce and Strong Shoryukens from the front.


Since a properly-timed Dragon Punch will beat most other moves, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air. Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack. In addition to it, any character that can not alter its jump arc will be unable to evade any versions of the move, as Ken is invulnerable during the whole active part. Notice that Ken does more damage if it hits early, so time it late if possible. <br>
</div>


Ken's Jab Shoryuken is a very strong tool in footsies. You can stuff virtually any normal ground attack from your opponent, and the timing is much more lenient than for Ryu's Shoryuken, as Ken's has slightly more horizontal range and much better vertical range, making it easier to stuff low pokes.
=== <span class="invisible-header">Tatsumaki Senpukyaku</span> ===
{{MoveData
| name    = Tatsumaki Senpukyaku
| input    = 214K
| subtitle = Hurricane Kick/{{motion|qcb}}+{{Icon-Capcom|}}
| image    = Ken_tatsu2.png
| imageSize = 76x110px
| caption  = First hitbox.
| image2    = Ken_tatsu6&10&14shrt_6&10&14&18frwrd_6&10&14&18&22rh.png
| imageSize2 = 100x114px
| caption2  = Second hitbox.
| image3    = Ken_tatsu8&12&16shrt_8&12&16&20frwrd_8&12&16&20&24rh.png
| imageSize3 = 100x114px
| caption3  = Third hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
| data  =
{{AttackData-SSF2T
|damage = 12[1] (First Hitbox) ~ 12[2] (All others)
|dizzy= 3~9 x 3(L)/4(M)/5(H)
|dizzytime= 90 x 3(L)/4(M)/5(H)
|cancel = None
|guard = Mid
|startup = 1
|active = 3(7), 2(1)2(2) x 3(L)/4(M)/5(H)
|recovery = 2 + 12
|total = 44/51/58
|frameAdv = +3 (Last Hit)
|invul = 1-4
|actrange = N/A
|juggle = No
|meter = 6
|description= Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
*All strengths are the same in terms of damage, but differ in distance and amount of spins.
*Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
*This attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
*Ken can't use this move as a reversal or a safe jump avoider due to a lack of invincibility, but he can avoid throws since he's instantly airborne.
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
}}
}}


Two of N.Ken's Shoryukens have vulnerable grounded frames. Precisely, Jab and Strong Shoryukens have two vulnerable grounded frames, while Fierce Shoryuken has none. This means Ken may get hit and comboed, which is particularly dangerous and common after cross-up aerial attacks. He can also be thrown if the enemy has a very long range throw or on wake-up, as a reversal.
<span class="mw-customtoggle-tatsu" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-tatsu">


*<b>Tatsumaki Senpuu Kiaku a.k.a. Hurricane Kick:</b> (↓↙← K)
<b>Detailed Input:</b> (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
*<b>Startup:</b>
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[1]}} |{{STDiagramImageCell| 5 | Ken_tatsu1.png}} |{{STDiagramImageCell| 5 | Ken_tatsu2.png}} |{{STDiagramImageCell| 5 | Ken_tatsu3.png}} |{{STDiagramImageCell| 5 | Ken_tatsu4.png}} |{{STDiagramImageCell| 5 | Ken_tatsu5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu1.png}} |{{STDiagramImageCell| 1 | Ken_tatsu2.png}} |{{STDiagramImageCell| 1 | Ken_tatsu3.png}} |{{STDiagramImageCell| 1 | Ken_tatsu4.png}} |{{STDiagramImageCell| 1 | Ken_tatsu5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 6}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
*<b>Spin:</b>
 
 
*<b>Active:</b>
**<b>Short Version:</b> This happens 3 times.
**<b>Short Version:</b> This happens 3 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Roundhouse Version:</b> This happens 5 times.
**<b>Roundhouse Version:</b> This happens 5 times.
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2]}} |{{STDiagramImageCell| 4 | Ken_tatsu6&10&14shrt_6&10&14&18frwrd_6&10&14&18&22rh.png}} |{{STDiagramImageCell| 4 | Ken_tatsu7&11&15shrt_7&11&15&19frwrd_7&11&15&19&23rh.png}} |{{STDiagramImageCell| 4 | Ken_tatsu8&12&16shrt_8&12&16&20frwrd_8&12&16&20&24rh.png}} |{{STDiagramImageCell| 4 | Ken_tatsu9&13&17shrt_9&13&17&21frwrd_9&13&17&21&25rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu6&10&14shrt_6&10&14&18frwrd_6&10&14&18&22rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu7&11&15shrt_7&11&15&19frwrd_7&11&15&19&23rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu8&12&16shrt_8&12&16&20frwrd_8&12&16&20&24rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu9&13&17shrt_9&13&17&21frwrd_9&13&17&21&25rh.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
|-
|-
{{STDiagramCellColSpan| 2 | <br><br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|}
|}
*<b>Recovery:</b>
*<b>Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu18shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu19shrt_23frwrd_27rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu20shrt_24frwrd_28rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu21shrt_25frwrd_29rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_tatsu18shrt_22frwrd_26rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu19shrt_23frwrd_27rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu20shrt_24frwrd_28rh.png}} |{{STDiagramImageCell| 1 | Ken_tatsu21shrt_25frwrd_29rh.png}}
Line 868: Line 1,763:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 0}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 12}} |{{STDiagramCell| 0}}
|}
|}
Ken immediately becomes airborne, attacks with a knee bash, then advances with fast spinning kicks that may combo one after the other. Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest. Unlike Ryu, Ken is never invulnerable during this move.


Ken's Hurricane Kick also travels right over some projectiles and can be used to punish characters like Dhalsim and Guile for trying to use them. However, as it does not cause a knock down, Ken may be punished after or during the move. Because Ken has no invulnerability in his Tatsumaki kicks, however, he can not use them to avoid meaty projectiles and low attacks, even those of Dhalsim and Guile. He can not avoid safe jumps with them, too. As Ken is airborne as the move starts, he can avoid throws with it.
</div>


*<b>Kuuchuu Tatsumaki Senpuu Kiaku a.k.a. Air Hurricane Kick:</b> (In air, ↓↙← K)
=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> ===
<b>Detailed Input:</b> (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
{{MoveData
*<b>Spin:</b> (The Air version does not has a startup animation)
| name    = Kuuchuu Tatsumaki Senpukyaku
| input    = AIR 214K
| subtitle = Air Hurricane Kick/Air {{motion|qcb}}+{{Icon-Capcom|}}
| image    = Ken_atatsu1&5&9shrt_1&5&9&13frwrd_1&5&9&13&17rh.png
| imageSize = 99x114px
| caption  = First hitbox.
| image2    = Ken_atatsu3&7&11shrt_3&7&11&15frwrd_3&7&11&15&19rh.png
| imageSize2 = 100x114px
| caption2  = Second hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
| data  =
{{AttackData-SSF2T
|damage = 12[2] (All Hits)
|dizzy= 3~9 x x 3(L)/4(M)/5(H)
|dizzytime= 90 x x 3(L)/4(M)/5(H)
|cancel = None
|guard = {{Tooltip | text=High/Unblockable | hovertext = 50% chance to be unblockable if hit on the first frame.}}
|startup = 0
|active = 2(1)2(2) x 3(L)/4(M)/5(H)
|recovery = ∞+7
|total = 21(L)/28(M)/35(H) +∞+7
|frameAdv = Dependent
|invul = N/A
|actrange = N/A
|juggle = No
|meter = 6
|description= The Tatsumaki Senpukyaku except airborne.
*Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
*50% chance to be unblockable if hit on the first frame.
*This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).  
*You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.  
*Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
*Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
*Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
*Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
*Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
*Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)
 
}}
}}
 
<span class="mw-customtoggle-airtatsu" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-airtatsu">
 
*<b>Active:</b>
**<b>Short Version:</b> This happens 3 times.
**<b>Short Version:</b> This happens 3 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Forward Version:</b> This happens 4 times.
**<b>Roundhouse Version:</b> This happens 5 times.
**<b>Roundhouse Version:</b> This happens 5 times.
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 12[2]}} |{{STDiagramImageCell| 5 | Ken_atatsu1&5&9shrt_1&5&9&13frwrd_1&5&9&13&17rh.png}} |{{STDiagramImageCell| 5 | Ken_atatsu2&6&10shrt_2&6&10&14frwrd_2&6&10&14&18rh.png}} |{{STDiagramImageCell| 5 | Ken_atatsu3&7&11shrt_3&7&11&15frwrd_3&7&11&15&19rh.png}} |{{STDiagramImageCell| 5 | Ken_atatsu4&8&12shrt_4&8&12&16frwrd_4&8&12&16&20rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_atatsu1&5&9shrt_1&5&9&13frwrd_1&5&9&13&17rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu2&6&10shrt_2&6&10&14frwrd_2&6&10&14&18rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu3&7&11shrt_3&7&11&15frwrd_3&7&11&15&19rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu4&8&12shrt_4&8&12&16frwrd_4&8&12&16&20rh.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 3~9}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
|-
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 6}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}}
|}
|}
*<b>Recovery:</b>
*<b>Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_atatsu10shrt_14frwrd_18rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu11shrt_15frwrd_19rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu12shrt_16frwrd_20rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu13shrt_17frwrd_21rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu14shrt_18frwrd_22rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu15shrt_19frwrd_23rh.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_atatsu10shrt_14frwrd_18rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu11shrt_15frwrd_19rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu12shrt_16frwrd_20rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu13shrt_17frwrd_21rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu14shrt_18frwrd_22rh.png}} |{{STDiagramImageCell| 1 | Ken_atatsu15shrt_19frwrd_23rh.png}}
Line 899: Line 1,832:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | ∞}} |{{STDiagramCell| 7}}
|}
|}
The Hurricane Kick can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it doesn't always move Ken forward; if performed while jumping backwards, Ken will continue moving in that direction. Ken's air Tatsumakis have a 50% chance of being unblockable if the move connects on the first frame.


The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:
</div>


''The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air hurricane kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.''
===Crazy Kicks===


''The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.''
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.


''In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.''
==== <span class="invisible-header">Kama Barai Geri (Inside Crescent)</span> ====
{{MoveData
| name    = Kama Barai Geri
| input    = 236K
| subtitle = Inside Crescent/{{motion|qcf}}+{{Icon-Capcom|k}}
| image    = Ken_ckshrt4.png
| imageSize = 111x98px
| caption  = First Hitbox
| image2  = Ken_ckshrt5.png
| imageSize2 = 148x102px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = 4[2]/30[2]
|dizzy= 0~4/7~13
|dizzytime= 20/90
|cancel = None
|guard = Mid
|startup = 7
|active = 3/5
|recovery = 17
|total = 32
|frameAdv = -8/-4
|actrange = N/A
|meter = 6
|description= A fast high hitting kick.
*Combos very easily off of Crouching Short/Forward
*Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
*Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
*The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
*Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
*Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)
}}
}}


Similarly to Ryu's, Ken's Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than Ken's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Ken's air tatsu, however, can combo (for more than one hit) on the way down, hits crouching characters much more often and is much better for shennanigans. These include the cross-up tatsu and the juice kick.
<span class="mw-customtoggle-increscent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-increscent">


Unlike Ryu's, Ken's Air Hurricane Kick has no minimal activation height, this allows Ken to perform it very low to the ground. For instance, this allows Ken's juice kicks to have a very parabolic arc. It will also allow it to be activated right before landing, granting the best frame advantage possible.
*<b>Startup:</b>


While the air hurricane kick looks like the grounded one, in fact it has much worse priority. Also, it does not recover instantly when Ken touches the ground. Watch out for this if the enemy has a long reaching move or a super that moves it fast in your direction, such as Chun Li's, as this increased recovery can be exploited for major damage.
*<b>Crazy Kicks:</b>
In ST, Ken has the ability to do some useless funky/crazy kicks, he has 3 variations of them, which can be turned into a overhead if you hold the kick button or just press any kick in its start-up (before the first hitting frame). These moves have all the same strength: doing it with a Short or Roundhouse will result in the same move.
**<b>Inside Crescent:</b> (↓↘→ K)
<b>Detailed Input:</b> (↓ [7~14f] ↘ [7~14f] → [9f] K)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 6}} |{{STDiagramImageCell| 2 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 2 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 2 | Ken_ckshrt3.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt3.png}}
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 3 | 7}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
*<b>Normal:</b>
 
*<b>Active:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[2] + 30[2]}} |{{STDiagramImageCell| 5 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 5 | Ken_ckshrt5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 + 7~13}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 + 90}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -8 / -4(-5)}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}  
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}}
|}
|}
*<b>Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt6.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt7.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt8.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt9.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt10.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt11.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt12.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt6.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt7.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt8.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt9.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt10.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt11.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt12.png}}
Line 952: Line 1,904:
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 17}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 7 | 17}}
|}
|}
*<b>Hold:</b>
 
 
</div>
 
 
 
==== <span class="invisible-header">Nata Otoshi Geri (Outside Crescent)</span> ====
{{MoveData
| name    = Nata Otoshi Geri
| input    = 632K
| subtitle = Outside Crescent/{{qcfd}}+{{Icon-Capcom|k}}
| image    = Ken_ckfrwrd6.png
| imageSize = 106x102px
| caption  = First Hit
| image2  = Ken_ckfrwrd7.png
| imageSize2 = 136x108px
| caption2  = Second Hit
| data  =
{{AttackData-SSF2T
|damage = 4[2] ~ 28[2]
|dizzy= 2~8 > 7~13
|dizzytime= 90 x 2
|cancel = None
|guard = Mid
|startup = 16
|active = 6 (3 ~ 3)
|recovery = 13
|total = 35
|frameAdv = +2/+6(+5)
|actrange = N/A
|meter = 6
|description= A slower two-hit kick.
*Grants a lot of frame advantage, but has a VERY slow startup.
*Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
*Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
*Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
*It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
*It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
*Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)
}}
}}
 
<span class="mw-customtoggle-outcrescent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-outcrescent">
 
*<b>Startup:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[2]}} |{{STDiagramImageCell| 5 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt1.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt2.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt3.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd5.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -12}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
|}
|}
*<b>Active/Recovery:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | Ken_ckohshrt5.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt6.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt7.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt8.png}} |{{STDiagramImageCell| 5 | Ken_ckohshrt9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd7.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd8.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd9.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd10.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd11.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}  
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 4 | 13}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9(+8) / +12}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
A fast high hitting kick. Good for jump in combos, since comboing a Hadouken with N.Ken is hard and this funky kick will combo easily off of Crouching Short or Forward. The extended part of the move does a high amount of stun damage while adding a good deal of stun timer. This is a huge threat to your enemies, since getting stunned by Ken means eating one of his high-damaging combos into either SRK or super, which will most likely get them killed.<br>
This is also the best crazy kick to use as an overhead because it's the one with the fastest startup, even though it's still way slower than the other character's overheads. Note that the 1st overhead active part don't hit low enough to reach all crouching characters, that means that against the ones that it can reach the move will effectivelly have a 3f faster startup (but will also give -3f of advantage). These characters are Dhalsim, Sagat, T.Hawk, Zangief and O.FeiLong. It can also reach a crouching DeeJay and Boxer, but you have to be very close to them for it to work, since these characters lean back during their crouch blocking animations.<br>
This can be used set up a "built in" safejump on some matchups: cancel a sweep into the non-overhead version of this kick and hold up-towards (so Ken jumps on the first possible moment), that jump will be a safe jump, unless the opponent touches the corner during the knockdown bounce, of course. This works vs Cammy and Fei, and may as well work vs Zangief too but you have to jump with Jumping Jab (to be able to hit Lariat's head hurtbox) but if he's aware of that he may just crouch it so it will whiff.


**<b>Outside Crescent:</b> (→↘↓ K)
 
<b>Detailed Input:</b> ([7~14f] ↘ [7~14f] [9f] K)
</div>
 
 
 
==== <span class="invisible-header">Oosoto Mawashi Geri (Big Roundhouse)</span> ====
{{MoveData
| name    = Oosoto Mawashi Geri
| input    = 41236K
| subtitle = Big Roundhouse/{{Motion|hcf}}+{{Icon-Capcom|k}}
| image    = Ken_ckrh5.png
| imageSize = 112x97px
| caption  = First Hitbox
| image2  = Ken_ckrh6.png
| imageSize2 = 142x97px
| caption2  = Second Hitbox
| data  =
{{AttackData-SSF2T
|damage = 32[2]
|dizzy= 0~4/7~13
|dizzytime= 20/90
|cancel = None
|guard = Mid
|startup = 12
|active = 7 (3/4)
|recovery = 15
|total = 34
|frameAdv = 0/+3(+2)/Hard Knockdown (First Hitbox)/Far Knockdown (Second Hitbox)
|actrange = N/A
|meter = 6
|description= Ken's old Far Standing Roundhouse, but worse, and jankier.
*Less active frames and worse priority than his old RH.
*First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
*The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
*If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
*Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
*Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
*Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
*While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
*Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
*Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
*It's called a Crazy Kick because it's crazy how jank they made this move.
*Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] [9f] K)
}}
}}
 
<span class="mw-customtoggle-roundcrescent" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-roundcrescent">
 
*<b>Startup:</b>
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 6}} |{{STDiagramImageCell| 2 | Ken_ckfrwrd1.png}} |{{STDiagramImageCell| 2 | Ken_ckfrwrd2.png}} |{{STDiagramImageCell| 2 | Ken_ckfrwrd3.png}} |{{STDiagramImageCell| 2 | Ken_ckfrwrd4.png}} |{{STDiagramImageCell| 2 | Ken_ckfrwrd5.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}}
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 5 | 16}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
|}
|}
*<b>Normal:</b>
 
*<b>Active/Recovery:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[2] + 28[2]}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd7.png}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd8.png}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd9.png}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd10.png}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd11.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckrh6.png}} |{{STDiagramImageCell| 1 | Ken_ckrh7.png}} |{{STDiagramImageCell| 1 | Ken_ckrh8.png}} |{{STDiagramImageCell| 1 | Ken_ckrh9.png}} |{{STDiagramImageCell| 1 | Ken_ckrh10.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 2~8 + 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90 + 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 4 | 15}}
|}
 
 
</div>
 
 
 
==== <span class="invisible-header">Inazuma Kick</span> ====
{{MoveData
| name    = Inazuma Kick
| input    = Hold K during any Crazy Kick input
| subtitle = 236/632/41236 + HOLD {{Icon-Capcom|k}}
| image    = Ken_ckohrh5.png
| imageSize = 162x107px
| caption  = First Hitbox (HCF version)
| image2  = Ken_ckohrh6.png
| imageSize2 = 173x104px
| caption2  = Second Hitbox (HCF version)
| data  =
{{AttackData-SSF2T
|damage = 24[2]
|dizzy= 7~13
|dizzytime= 90
|cancel = None
|guard = High
|startup = {{Tooltip | text=(7/16/12 + 2)* | hovertext = The startup for the Crazy Kick used, plus the first 2 active frames.}} + {{Tooltip | text=18/20* | hovertext = 18 for QCF and QCDF, 20 for HCF}}
|active = 6 {3/3)
|recovery = 7
|total = {{Tooltip | text=40/49/47* | hovertext = 40 for QCF, 49 for QCDF, 47 for HCF}}
|frameAdv = +9/+12
|actrange = N/A
|meter = 6
|description= Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
*One of the game's slower overheads.
*Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
*Recommended to perform this from Ken's QCF Kick, since that has the least startup.
*Rarely used in mixups as a result of the move's poor startup.
*Kick must be held for the entire duration of the move's startup (7f/16f/12f)
}}
}}
 
<span class="mw-customtoggle-inazuma" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-inazuma">
 
*<b>QCF Version</b>
 
'''Startup'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt3.png}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +2 / +6(+5)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}}
|}
 
<b>Active/Recovery:</b>
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt3.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt4.png}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 4 | 13}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
|}
|}
*<b>Hold:</b>
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 4[2]}} |{{STDiagramImageCell| 5 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd1.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd2.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd3.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohshrt5.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt6.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt7.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt8.png}} |{{STDiagramImageCell| 1 | Ken_ckohshrt9.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 2~8}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
 
*'''QCDF Version'''
 
'''Startup'''
 
{{STDiagramHeader}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd4.png}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd5.png}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -12}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
|}
|}
'''Active/Recovery'''
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd5.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd6.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd7.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd8.png}} |{{STDiagramImageCell| 5 | Ken_ckohfrwrd9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd1.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd2.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd3.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd4.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9(+8) / +12}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
A two-hit kick that gives Ken a lot of frame advantage if blocked/hit but has slow start-up. Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).<br>
It's usually just an annoyance since it tends to come out when going for a walk in sweep. Because of that, it's vital for any N.Ken mainer to learn to do walk in sweeps while avoiding this move.<br>
It shouldn't be used as an overhead either since it's the one with the slowest startup.<br>
Avoid this move.


**<b>Roundhouse:</b> (←↙↓↘→ K)
<b>Detailed Input:</b> (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [9f] K)
*<b>Startup:</b>
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Super Meter}} |{{STDiagramCell| 6}} |{{STDiagramImageCell| 2 | Ken_ckrh1.png}} |{{STDiagramImageCell| 2 | Ken_ckrh2.png}} |{{STDiagramImageCell| 2 | Ken_ckrh3.png}} |{{STDiagramImageCell| 2 | Ken_ckrh4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd5.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd6.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd7.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd8.png}} |{{STDiagramImageCell| 1 | Ken_ckohfrwrd9.png}}
|-
{{STDiagramCellColSpan| 2 | <br><br><br><br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
{{STDiagramCell| Simplified}}  |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
*<b>Normal:</b>
 
*'''HCF Version'''
 
'''Startup'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 32[2]}} |{{STDiagramImageCell| 5 | Ken_ckrh5.png}} |{{STDiagramImageCell| 5 | Ken_ckrh6.png}} |{{STDiagramImageCell| 5 | Ken_ckrh7.png}} |{{STDiagramImageCell| 5 | Ken_ckrh8.png}} |{{STDiagramImageCell| 5 | Ken_ckrh9.png}} |{{STDiagramImageCell| 5 | Ken_ckrh10.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4 / 7~13}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20 / 90}}
|-
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +0 / +3(+2)}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}}
|-
|-
{{STDiagramCellColSpan| 2 | <br>}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 7}} |{{STDiagramCellColSpan| 4 | 15}}
|}
|}
*<b>Hold:</b>
 
'''Active/Recovery'''
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 32[2]}} |{{STDiagramImageCell| 5 | Ken_ckrh5.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh1.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh2.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh3.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh4.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh4.png}}
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 0~4}}
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 20}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| -13}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}}
|-
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 20}}
{{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 20}}
|}
|}
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 24[2]}} |{{STDiagramImageCell| 5 | Ken_ckohrh5.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh6.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh7.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh8.png}} |{{STDiagramImageCell| 5 | Ken_ckohrh9.png}}
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckohrh5.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh6.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh7.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh8.png}} |{{STDiagramImageCell| 1 | Ken_ckohrh9.png}}
|-
|-
{{STDiagramCell| Stun}} |{{STDiagramCell| 7~13}}
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
|-
{{STDiagramCell| Stun Timer}} |{{STDiagramCell| 90}}
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|-
{{STDiagramCell| Frame Advantage}} |{{STDiagramCell| +9 / +12}}
|-
{{STDiagramCellColSpan| 2 | <br>}}
|-
{{STDiagramCellColSpan| 2 | Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}}
|-
{{STDiagramCellColSpan| 2 | Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}}
|}
|}
His old far standing Roundhouse became this move with less active hitting frames and worse priority. The first active part knocks down, and the second one happens to be one of the few attacks in the game that has that special knockdown that makes the opponent land very far. Not very useful.<br>
Regarding the non-overhead version of this move, know that the 1st active part reaches low enough to hit a crouching Dhalsim, Zangief, T.Hawk, Sagat, Boxer and DeeJay (these last 2 will lean back when crouch blocking, so you'll have to be very close to them for it to work). The 2nd active part has a worse downwards reach by 1px so it will only hit a crouching Dhalsim and DeeJay (again, in DeeJay's case you'll have to be very close for it to reach), and in case it connects it's wise to follow up with a Roundhouse Tatsu or a juice kick, that way you'll have the opponent very close to the corner (if not cornered) and with him waking up close to you, which is a good situation for Ken on these matchups.<br>
Some players like to use this move to fake a Hadouken, since both special moves share the same sprite on the very first part of the startup animation.<br>
There's a little trick you can do with this move when facing another shoto: if you're on the starting side (i.e. left side if you're P1, right side if P2) then the non-overhead version of this move, if done point-blank, will change sides with the opponent. You can then follow up with an immediate Jab Shoryuken for a surprise knockdown, using the crosscut input. Also, the overhead version has the abillity to change sides temporarily on some matchups (works against Ryu, Ken, Chun, Guile, Cammy, FeiLong, Boxer and Claw) if done point-blank, which allows you to make the opponent's reversal whiff completelly.<br>
For overheads you should favor the QCF crazy kick because that one has a faster startup, but this one can still be usefull because it's easier to be spaced safelly against Zangief's SPD, since Ken's hitboxes are projected way ahead his axis and throw vulnerabillity box than the other crazy kicks.<br>
Also, this can be used to set up a "built in" safejump on some matchups: cancel a sweep into the non-overhead version of this kick and hold up-towards (so Ken jumps on the first possible moment), that jump will be a safe jump, unless the opponent touches the corner during the knockdown bounce, of course. This works vs Ryu, Honda, Cammy, Fei, DeeJay and Dictator. Or, if you hit the opponent with the 2nd active part (the one that gives the long knockdown) and hold up-towards until Ken jumps a second time, that second jump will be a safe jump against Ryu, Zangief (make sure to jump with Jab or Strong), T.Hawk, FeiLong, DeeJay and Dictator, as long the opponent doesn't hit the corner of course.


===Super Move===
 
*<b>Shouryuu Reppa:</b> (↓↘→↓↘ P)
</div>
<b>Detailed Input:</b> (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)
 
==Super Combo==
 
{{MoveData
| name    = Shoryureppa
| input    = 236236P
| subtitle = {{motion|qcf}}{{motion|d}}{{motion|df}} + {{Icon-Capcom|P}}
| image  = Ken_super2&8.png
| imageSize = 81x89px
| caption  = First and Fourth hit
| image2  = Ken_super3&9.png
| imageSize2 = 85x129px
| caption2  = Second and Fifth hit
| image3  = Ken_super7.png
| imageSize3 = 74x84px
| caption3  = Third hit.
| data  =
{{AttackData-SSF2T
|damage = 18[1] x 5
|dizzy= 0~4 x 5
|dizzytime= 20 x 5
|cancel = None
|guard = Mid
|startup = {{Tooltip | text=2 | hovertext = Plus 18 frames of Super flash.}}
|active = 8(17)30
|recovery = 33
|total = 90
|frameAdv = -37 (Point Blank)/Hard Knockdown
|actrange = N/A
|description= Ken does a Shoryuken, then another Shoryuken.
*Invincible until Ken falls down from his second DP (Frames 1-57)
*Creates a juggle state.
*Ken has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (If they allow you to land).
*Can't be used as an invincible reversal for some reason. You'll just get a special move instead.
*Detailed Input: (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)
}}
}}
 
<span class="mw-customtoggle-shoryureppa" style="color: cyan">Click to toggle detailed hitbox data.</span>
<div class="mw-collapsible mw-collapsed"  id="mw-customcollapsible-shoryureppa">
 
{{STDiagramHeader}}
{{STDiagramHeader}}
{{STDiagramCell| Damage}} |{{STDiagramCell| 18[1] * 5}} |{{STDiagramImageCell| 4 | Ken_super1.png}} |{{STDiagramImageCell| 4 | Ken_super2&8.png}} |{{STDiagramImageCell| 4 | Ken_super3&9.png}} |{{STDiagramImageCell| 4 | Ken_super4.png}} |{{STDiagramImageCell| 4 | Ken_super5.png}} |{{STDiagramImageCell| 4 | Ken_super6.png}} |{{STDiagramImageCell| 4 | Ken_super7.png}} |{{STDiagramImageCell| 4 | Ken_super2&8.png}} |{{STDiagramImageCell| 4 | Ken_super3&9.png}} |{{STDiagramImageCell| 4 | Ken_super10.png}} |{{STDiagramImageCell| 4 | Ken_super11.png}} |{{STDiagramImageCell| 4 | Ken_super12.png}}
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His double-Shoryuken super. Note that this super is invincible until he's on the way down from the second DP. It seems he has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (if you're allowed to land in the first place). As one of the oddities of ST, Ken cannot use his super for a reversal attack. If you input the super at the reversal timing you'll get your last special move instead.


===Misc Animations===
</div>
 
==Misc Animations==
====Jump Animations====
====Jump Animations====
*<b>Neutral Jump:</b>
*<b>Neutral Jump:</b>
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N.Ken's prejump animation was nerfed on ST by 1 frame, so unlike O.Ken, that has a considerably fast prejump animation, N.Ken's prejump is of average speed. This for the most part is a disadvantage.<br>
New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.<br>
You see the gap between the leg and body hurtboxes during the prejump frames on the back jump? That happens to be just enough to allow the shotos to evade Low Tiger Shots entirelly! You can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likelly end up landing on it, unless you react with an air tatsu to alter your jump trajectory, of course.<br>
 
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.<br>


{{STSharedJumpDescription}}
{{STSharedJumpDescription}}


==The Basics==
===Anti-air===
N.Ken has a very good, high-priority anti-air (Shoryuken), but sometimes that's not enough for certain situations. Be smart with them and use effective anti-air options for each situation.
'''*When the opponent jumps at you honestly.'''
:-Jab DP
:-Super (this does about 3 hits max and will do more damage than a Jab DP)
:-Stand far forward (just decent, use it like you would with Ryu's s.RH)
:-hcf+kick (this looks like his old stand far RH, time it well since it doesn't last very long)
:-c.Fierce (be aware that it could trade with the opponent's normals)
'''*When the opponent jumps at you and decides to stick out a move that would reach, but is still far enough away to cause a Jab DP to whiff.'''
:-Stand far Strong (this will beat most any jumping attack at the tip of the punch if the other person sticks out on the way down, and it's safe if they decide not to stick out anything since you pull back your arm really quickly. It's the safest option but beware against [[Sagat (ST)|Sagat]]'s RH since his legs are really long and s.Strong won't beat it), and O.shotos and O.Chun whose legs are invulnerable.
:-Crouching Strong (same as above, specially against low-priority aerial attacks, such as Guile's kicks)
:-Super (It travels far forward and will hit them regardless. It's the best option with no guessing involved.)
:-Early forward j.RH (Jump at the opponent and kick them before they press their attack)
:-Jab DP (If the opponent stuck something out it works, but if they didn't, the DP whiffs and you eat a combo)
:-c.RH (If the opponent stuck something out you get hit in the head but that's usually about it, if they didn't stick something out you sweep the opponent clean)
'''*Against cross up jumps'''
:-Jab DP (You'll need to perform this with a modified command to get it to face the other way. When they are going over your head, do f,df,d,db+Jab and it'll turn Ken around and hit them clean in the back.)
:-s.fierce (if you weren't knocked down when the opponent tried a cross up on you, you can shoot them down on the way up with a close stand fierce)
===Ground Pokes/Footsies===
'''Pokes'''<br>
Ken's best pokes are c.Short, c.Forward, c.Strong and s.Roundhouse. For close up pokes c.Strong and c.Short are best, since you gain frame advantage from those two, and for ranges where c.RH won't reach, s.RH is good, but be careful since the move is a bit laggy and can be bad news if whiffed.
'''Footsie tools'''<br>
c.Short, c.Forward, and c.Roundhouse are the best for footsies. Usually it consists of several c.Shorts into either c.Forward or c.RH into a fireball.
==Advanced Strategy==
===Knee Bash Mix-Ups===
This is one nasty mofo of a throw. Not only does it do good damage, it offers you the chance to mixup and go for something else afterward. Here are some options:
*Walk up, c.Short x2, hit confirm to super.
*Walk underneath the opponent, combo. (Go for s.HP xx Jab DP as you recover quickly in case the opponent blocks).
*Jump in Jab XX Hurricane. When you land you get another mixup, you can go for knee bash, Dragon Punch, tick throw, c.Forward into Dragon, sweep XX fireball. Loads of stuff.
*Tick throw (e.g. crouching short into Knee Bash)
*Jab Dragon (If you think the opponent will try to tech out of another Knee Bash attempt)
*Jump over cross-up j.Forward.
*c.Forward/sweep into fireball.
*Walk underneath, c.Forward/sweep into fireball.
*Nothing at all (If you have conditioned them with a lot of follow-up tick throws, they may well try to reversal, so do nothing, wait for them to land from their reversal move and then combo them).
===Safe jump Jab after Knee Bash throw===
(From the Yoga Book Hyper, translated by NKI) "If you jump immediately after the Knee Bash throw, it can be a safe jump depending on who your opponent is. It is extremely useful against Ryu, [[Balrog (ST)|Boxer]] and [[Dee Jay (ST)|Dee Jay]], so you definitely want to use it against them. All you have to do is hold up/towards as the throw is finishing. As soon as you're airborne, hit Jab and it will be a meaty on the landing opponent."
:Note from NKI: It's only a safe jump against Boxer, and DeeJay's Forward and RH upkicks. (DeeJay can hit Ken with reversal Short upkicks, but not Forward or RH.)
===Connecting jump Jab to Hurricane Kick===
This is another tricky piece of execution with Ken. You can combo his jumping Jab into any Hurricane Kick (HK is best). This is particularly good after a Knee Bash. The best way to do it is to do a QCB and then at back press Jab followed by HK very quickly. (Or do the Jab at down-back).
==="Juice Kick"===
Ken's air Hurricane in ST is really nasty and there are several different variations on it. One of the best is known as the "Juice Kick." This is when you do an air hurricane almost immediately after jumping toward the opponent. If you do it right, Ken's arc of travel will be REALLY low to the ground. This almost has the effect of a [[Dhalsim (ST)|Dhalsim]]-style teleport, but you hit at the same time! This is really good against Sagat; if you sense he is going to throw a Low Tiger, you can Juice Kick and connect with his limbs before he recovers!
===Button-Release Hadouken===
Check [http://curryallergy.blogspot.com/2010/01/minimum-logic-2-button-release-fireball.html this article] from [http://curryallergy.blogspot.com/ Nohoho's blog].
===Built-in Shoryuken===
Check [http://curryallergy.blogspot.com/2010/01/minimum-logic-1-built-in-dragon-punch.html this article] from [http://curryallergy.blogspot.com/ Nohoho's blog].
===Walking Dragon Punch===
(From the Yoga Book Hyper, translated by NKI) "Equally as important as well-timed fireballs is the walking DP. That is, walking towards the opponent, and when you get close, doing a Jab DP. If the opponent sticks out a move to try to stop you from walking forward, not only will pretty much every move lose to the DP, but they also get knocked down, so you can continue to pressure them as they get up. Of course if you whiff the DP, the opponent can punish it, but because they'll be scared of that DP, it's pretty easy to close the gap just by walking towards them. You want to keep the pressure on the opponent."
===Psychic Dragon Punches===
Ken's DP is one of the best moves in ST. It comes out quickly, has mad priority and recovers really fast. Only O. Ken has a better DP style move in this game. You can therefore exploit the assets of the DP to use "Psychic" style tactics to beat pokes and throw attempts to really head-fuck your opponent. The use of Psychic DP's is matchup-dependent, but you can DP through Dhalsim's long limbs, a Shoto's sweep or you can clip an opponent throwing a fireball on startup and pass through the fireball or trade. AI won't expand on this, but take a look at any high-level N. Ken player (particularly Japanese players Ani-Ken and M.Tsun) and you will see lots of uses of this technique.
===Fireball Trap===
On top of this Ken also has the classic Fireball trap, although in comparison to Sagat and Ryu, Ken's version is weak. At the right ranges, if you throw a Jab fireball and it gets blocked, then you can throw a Fierce fireball for free which the opponent will have no choice but to block. The Jab fireball also travels pretty slowly, allowing you to advance towards the opponent. If they jump over your fireball, anti-air them with one of the methods above, or if they are jumping from far away, sweep them as they land and cancel into a fireball in case they land safely. Mix-up your fireballs when applying pressure from afar and be wary of Ken's recovery on his Fierce fireball, you're asking to be jumped at if you throw this at the wrong time. Be wary when fighting characters like [[Guile (ST)|Guile]], Sagat and Ryu, whose faster-traveling projectiles will wear you down gradually in a fireball war.
===Built-in Safe jumps on sweep===
Ken have a a built-in safe jump from his sweep's fast knockdown against a number of characters, when they don't touch the corner. Below is the list of known setups:
*<b>Sweep canceled into the non-overhead Roundhouse crazy kick (HCF+K) and hold up-forward so Ken jumps on the first possible frame:</b>
Works on Cammy, DeeJay, Dictator, Fei, Honda and Ryu.
*<b>Sweep canceled into the non-overhead Inside Crescent crazy kick (QCF+K) and hold up-forward so Ken jumps on the first possible frame:</b>
Works on Cammy and Fei, and may as well work vs Zangief too but you have to jump with Jumping Jab (to be able to hit Lariat's head hurtbox) but if he's aware of that he may just crouch it so it will whiff.
*<b>Don't cancel into anything, just hold up-forward so Ken jumps on the first possible frame:</b>
Works on Guile as well as Chun's Short and Forward Up Kicks, but not her Rh Up Kicks.
--[[User:Born2SPD|Born2SPD]]
==Combos==
===High-Stun Combos===
Ken doesn't have a dizzy combo that consistently works against every character in the game, but he has pretty buff combos that dizzy depending on your luck.
*Cross up j.Forward, cr.Strong xx Jab Shoryuken. Hit-confirm the aerial attack so you can cancel into the Jab Shoryuken for major damage and a knockdown on hit, or apply mix-ups in case the move is blocked.
*Cross up j.Forward, cr.Strong, cr.Forward XX qcf+K will dizzy almost always, but it only works against fat characters like Guile, Sim or [[Zangief (ST)|'Gief]]. Against normal characters, switch the c.Forward with c.Short and it still combos. It only works against standing characters.
*Cross up j.Forward, cr.Short XX qcf+K (hold K to get the overhead), c.RH. This combo also only works against standing fat characters, but this combo is one of the most fancy combos you can pull off in real matches.
*Jump/Crossup j.Forward, s.Fierce XX DP+Jab. Although it may not dizzy a lot, this combo usually takes off about 40%-50% of the opponent's life.
===Non-cross-up Aerial Combos===
j.Forward/Fierce/RH, cr.Forward XX qcf+K. This is the standard 3-hit combo. Easy to land with good enough damage against standing characters (missed FB is a good occasion to use this combo) from a non-crossup jump attack.
j.Jab/Fierce XX air Hurricane Kick, s./cr.RH. You may be able to switch out the RH at the end with a cr.Short XX qcf+K for a 4-hit combo against fat characters. Has to be standing. The air Hurricane Kick gives you a lot of frame advantage so a walk-up throw is also a viable strategy here, especially since N.Ken's forward throw is so good.
j.Short/Jab/Forward, cr.Strong, cr.Roundhouse. The aerial attack is usually combined with a [http://wiki.shoryuken.com/Ryu_%28ST%29#Built-In_Shoryuken installed] (a.k.a. built-in or preparation) Jab Shoryuken, to punish attempts of escaping or countering the aerial attack. Crouching Strong and crouching Roundhouse can be linked, for more damage and super meter. You may also apply mix-ups if the aerial attack is blocked, such as throwing and baiting reversals. Do not cancel the Roundhouse into a projectile if the enemy has an horizontal super ready.
===Ground Combos===
Cr.Jab, st.Jab xx Shoryuken. Interesting combo against characters which become vulnerable near you, e.g., Boxer's glitched super. Only works on standing characters. You are able to use Cr.Jab x2 against fat characters.
Cr.Short (x2), xx Jab Shoryuken. Hit-confirm combo that does good damage and knocks down. Use [http://wiki.shoryuken.com/Super_Street_Fighter_2_Turbo#Chain_Canceling_.28formerly_known_as_.22Renda_Canceling.22.29 renda canceling].
Cr.Forward (meaty), cr.Roundhouse.
Cr.Forward (meaty), cr.Forward xx qcf+K. Meaty combos that do good damage and either knock-down or deal a lot of stun damage. The second combo only works on standing characters.
===Super Combos===
Cr.Short x2 (hit-confirm) XX Super. This is a ''very important'' combo: it allows you to deal very high damage if Ken hits, or simply maintain the super meter and apply mix-ups if the attacks are blocked. For this combo to work you need to press Short+any punch for the Super since [[Super Street Fighter 2 Turbo#Chain Canceling (formerly known as"Renda Canceling")|rapid-fire shorts cannot be canceled normally]], but rapid cancel does allow this combo to work with just 1 added button press for the Super. Do it slowly, as if pressing another rapid fire short instead of the ordinary cancel timing. Note that this combo doesn't work 9 times out of 10 against a standing [[Chun-Li (ST)|Chun]] even if executed perfectly, because Chun is too skinny and the first hit of the Super will completely whiff and give her the opportunity to block the rest.
Crossup j.Forward, cr.Short x2 (hit-confirm) XX Super. This is one of Ken's most powerful combos. Read above for execution tips so as to perform the last part of the combo.
==Match-ups==
Matchups classified with this [http://curryallergy.blogspot.com/2008/11/super-turbo-new-arcadia-diagram.html diagram] in mind. For the old characters i guessed the positions.
--[[User:Born2SPD|Born2SPD]]
===Serious Advantage Match-ups===
====Vs. E. Honda:====
*7 - 3
===Advantage Match-ups===
====Vs. M. Bison (dictator):====
*6 - 4
===Fair Match-ups===
====Vs. Blanka:====
*5 - 5
'''Round Start'''
Wait, cr.Forward, st.RH, cr.Strong, walk-up Shoryuken, knee bash.
'''Main Strategy'''
You basically want to rush him down and hope it works. Since your Hadouken is slow, his jump is fast and his normal moves have more range and damage, you will want to use your best normals (st.RH, cr.RH, cr.Jab, cr.Strong, cr.Fwd), walk-up Shoryuken and knee bash to keep the pressure on him. Use Hadoukens rarely, as if he reacts in time, you will lose the round. If you corner him, use a meaty Jab Hadouken and mix up knee bash, Jab Shoryuken and cr.kicks into Hadouken.
====Vs. Cammy:====
*5 - 5
====Vs. Dee Jay:====
*5 - 5
====Vs. Fei Long:====
*4.5 - 5.5
====Vs. Ken (self):====
====Vs. T. Hawk:====
*5.5 - 4.5
====Vs. O. T. Hawk:====
====Vs. Sagat:====
*5 - 5
===Disadvantage Match-ups===
====Vs. Balrog (boxer):====
*3.5 - 6.5
'''Round Start'''
Block, wait a bit and st.Strong, small step towards and cr.Forward, small step towards and Jab Shoryuken, jump back.
'''Main Strategy'''
From a distance, you want to zone him with Hadoukens. From shorter distances, you will want to play footsies with Jab Shoryuken, cr.RH, cr.Strong and knee bash. Only use Hadoukens between repeated Fierce punches or after a knock down, as he can react to the start-up and punish you for throwing them. Getting knocked down will then lead to a dangerous situation as you wake up, being that his main options are Jab Heabutt (beats anything but blocking), bait (so as to punish a reversal or whiffed Fierce), cr.Jab (x1/2) into hold or bait, meaty cr.Forward into hold or linked into cr.Strong xx Low Rush (usually dizzies). His reversal move (Buffalo Headbutt) has a relatively long start-up, making it easy to time safe jumps at him. Thus, do your standard safe jump mix-ups (aerial Jab, Short, Forward or Fierce, sometimes cancelling the punches into Tatsumaki, then mixing up Jab SRK, knee bash, and crouching kicks). If you can bait his super, jumping Fierce beats it after the invulnerability wears off. Your cr.Strong can beat his cr.Strong from the right range, and it will also stuff his standing Fierce. You can eat a cr.RH from that range, though.
====Vs. Chun-Li:====
*3.5 - 6.5
====Vs. Guile:====
*3.5 - 6.5
====Vs. O. Ken:====
====Vs. Ryu:====
*3.5 - 6.5
====Vs. Vega (claw):====
*4 - 6
====Vs. Zangief:====
*4 - 6
===Serious Disadvantage Match-ups===
====Vs. Dhalsim:====
*2.5 - 7.5
'''Round Start'''
Block, wait a bit and Jab Shoryuken, walk-up Jab Shoryuken, knee bash, walk up and block.
'''Main Strategy'''
He can punish your Hadoukens on reaction from most distances, so you will have to rely on a rush down strategy. As his far pokes, even though with good range, have poor priority, Jab Shoryuken is a good option to stuff mashers and random pokes. That aside, you will want to walk up and hold him with your knee bash, stand just outside his close poke range and let him whiff one before holding him or use a crouching kick. He is relatively fat when it comes to cross-ups, but don't miss the timing if you knock him down or he will slide and throw you for free. Dhalsim has weak, hard-to-use and mostly useless reversals (his teleports), so abuse knee bash loops and meaty Shorts hit-confirms. This is your worst match-up, have no fear of being called cheap.
====Vs. O. Sagat:====


{{Navbox-ST}}
{{Navbox-ST}}

Revision as of 03:16, 23 December 2022


Story

Date of Birth: 2/14/1965
Height: 5'10"
Weight: 169lbs
Measurements: B44", W 32", H 33"
Blood Type: B
Likes: Spaghetti
Dislikes: Umeboshi (pickled plum), soap operas, pointless meetings

Born and raised in Japan, Ken faced a troubled upbringing. His Japanese father and Japanese American mother were at odds with one another, constantly arguing and neglecting Ken. In response, Ken became a delinquent in junior high, marking his rebellion with hair dyed blonde. This would cause his parents to settle down, before his father sent him to train under the Anatsuken master Gouken at the age of 12. Here he would discover his love for martial arts, and meet his lifelong rival Ryu. At the age of 23, Ken would take the United States Martial Arts circuit by storm, but upon meeting a girl named Eliza, he began to realize that there was more to life than fighting and began to focus more on his personal life. But when Ryu sends him a letter asking him to join the World Warrior tournament, Ken's fire would reignite...


Overview

Ken uses the same Anatsuken fighting style as Ryu, starting out as an exact copy of him, but throughout SF2's many revisions he began to develop his own spin on Ryu's gameplay. In ST, he can be a very tough character to beat if played with the right tools and the right mindset.

The ST version of Ken has longer start-up on his projectile, making it worse for zoning. While the faster pace of the game makes it actually harder to simply react to it, the addition of super moves makes it a very dangerous option against a few characters. On the other hand, New Ken is much more dangerous up close. His low-knee-bash-Shoryuken pressure game can quickly deplete the enemy's vitality with only a few correct guesses. Ken also has a number of dizzy combos, giving him even more comeback potential.

If you want to check Youtube and Nico Nico Douga for high level footage, check players such as Aniken, Mattsun, Choshu, and Kiken, among others.


Strengths Weaknesses
  • Shoto Tool Kit: Ken uses Ryu's moveset as his base, meaning he has a decent projectile and incredible anti air moves.
  • Shoryuken: Ken's Jab Shoryuken is an incredible anti-air move, with huge damage. His Fierce Shoryuken makes it impossible for characters to safejump him.
  • Knee Bash Hold: Ken's Knee Bash leads to dangerous loops, creating powerful mixups.
  • Weaker Hadoken: Ken's Hadokens have long startup, making them much harder to use.
  • Relatively Niche Tatsumaki Usage: Ken's grounded Tatsumakis don't have invincibility, limiting the cases in which you'd be using Tatsumaki compared to Ryu.
  • Average Range: Ken shares Ryu's average range on both his normals and throws, his longest normals having long recovery, making them a death sentence to whiff.


New & Old Versions Comparison

To select Old Ken, choose Ken and then press ← ← ← → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • System Changes: Old Ken cannot tech throws, or use his Super Combo.
  • Old Ken does not have Crazy Kicks or the Knee Bash hold;
  • Old Ken has a faster pre-jump animation by 1 frame;
  • Old Ken does not have an air throw;
  • Old Ken has some differences in some of his normals:
    • Far Standing Jab has better priority;
    • Close Standing Fierce second active hitbox has much better priority;
    • Far Standing Short is an anti air kick like the Far Standing Forward, while for New Ken it's a low hitting kick like the close version;
    • Crouching Short has much better priority;
    • Far Standing Forward has a slower startup;
    • Close Standing Forward is a knee attack, while for New Ken is a high kick similar to his old Close Standing Roundhouse;
    • Crouching Forward has much better priority;
    • Close Standing Roundhouse is a not very useful kick with minor anti air priority that hits twice, while for New Ken it's a kick that moves him forward while attacking low;
    • Far Standing Roundhouse is the classic mediocre anti air shoto kick, while for New Ken its a kick that moves him forward while attacking low;
    • Crouching Roundhouse has much better priority and does more damage;
    • Both Jumping Fierces do more damage;
    • Diagonal Jumping Short has worse priority during the first 10 active frames;
    • Diagonal Jumping Forward is an aerial kick with very good priority, while for New Ken it's a new kick made for crossups, but it's ironically easier to time with Old Ken's Forward;
    • Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
    • Diagonal Jumping Roundhouse can be used as a cross-up attack and has better air-to-air priority, but has somewhat worse air-to-ground priority. It also does more damage;
  • Old Ken's Hadoukens have a 1 frame faster startup. His Strong Hadoukens have 1 frame faster recovery and his Fierce ones have a 2 frame faster recovery;
  • Old Ken's Shoryukens are invulnerable until their apex. Jab and Strong versions do not have 2 grounded frames where Ken is throwable;
  • Old Ken's Fierce Shoryuken have a 1f startup, while New Ken's has 0f startup. Also, the hitbox on the 1st active part is moved 2px towards in case of New Ken, which allows him to get it to combo for 3 hits against a Standing Chun-Li;


New Ken may have a better mixup game due to his Crazy Kicks and hold, as well as his Super Combo and throw techs, but Old Ken has better normals, fireballs, and Shoryukens. For many, this is all they really need to play Old Ken, but New Ken still has unique properties to him.


Color Options

Jab Strong Fierce Start Old
Ken-lp.gif Ken-mp.gif Ken-hp.gif Ken-start.gif Ken-old1.gif
Ken-lk.gif Ken-mk.gif Ken-hk.gif Ken-hold.gif Ken-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Video Overview

Ken
Ken's portrait in Super Turbo.
Character Data
Forward Walk Speed 51
Backwards Walk Speed 34
Pre-Jump Frames 4
Forwards Jump Duration 44
Backwards Jump Duration 43
Landing Frames 7*
Jump Height Apex 78
Forwards Jump Distance 135
Backwards Jump Distance 163
Soft Knockdown Recovery 39
Hard Knockdown Recovery 73



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Far Normals

frlp

Far Jab
fr.Lp.png
5LP
Ken stfarjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 0~5 40 Chain, Special, Super Mid 26+
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A simple jab.

  • Chainable, ok reach, good priority.

Click to toggle detailed hitbox data.

Ken stfarjab1&3.png Ken stfarjab2.png Ken stfarjab1&3.png Ken stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


frmp

Far Strong
fr.Mp.png
5MP
Ken stfarstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[6] 5~11 60 Special, Super Mid 32+
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3

Ken performs a straight punch.

  • Very good recovery, reach and priority.
  • Works as anti-air against moves whose extended limbs are vulnerable, but Ken's body moves forward a bit, so you'll need some room to use it correctly.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarstrng3.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarstrng5 stfarfrc5.png Ken stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


frhp

Far Fierce
fr.Hp.png
5HP
Ken stfarfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 10~16 80 Super Mid 42+
Startup Active Recovery Total Frame Adv. Meter
6 6 23 35 -7 5/4

Similar to Far Strong.

  • Higher damage and longer reach, but hideous recovery and the same extended hurtbox. Better make sure it hits.

Click to toggle detailed hitbox data.

Ryu stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&5 stfarfrwrd1 stclrh1&6.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarfrc3.png Ryu stfarstrng2&4 stfarfrc2&4.png Ryu stfarstrng5 stfarfrc5.png Ryu stfarjab4 stfarstrng6 stfarfrc6.png
Frame Count 1 + 3 2 6 10 12 1
Simplified 6 6 23



frlk

Far Short
fr.Lk.png
5LK
Ken stfarshrt4.png
This move's way better when you're close.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[0] 0~5 40 - Low 1+
Startup Active Recovery Total Frame Adv. Meter
8 2 9 18 +2 2/1

A low-hitting shin kick.

  • The close version has better priority and can be Chain/Super canceled.
  • This version could still be used as a low level knowledge check.
  • Often used as Chain Cancel fodder.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarshrt3&6.png Ken stfarshrt4.png Ken stfarshrt5.png Ken stfarshrt3&6.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Frame Count 1 + 3 2 2 2 2 3 3 1
Simplified 8 2 9


frmk

Far Forward
fr.Mk.png
5MK
Ken stfarfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 None Mid 33+
Startup Active Recovery Total Frame Adv. Meter
8 8 7 23 +3 4/3

A high side kick.

  • Good priority, but very slow start-up.
  • Also a good anti-air if you can press the button fast enough.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarfrwrd2&4.png Ken stfarfrwrd3.png Ken stfarfrwrd2&4.png Ken stfarfrwrd5.png
Frame Count 1 + 3 4 8 6 1
Simplified 8 8 7


frhk

Roundhouse
fr.Hk.png
5HK
Ken stclrh5 stfarrh5.png
This move doesn't change depending on distance, but it's listed twice for consistency.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 5 21 35 -4 5/4

Ken's spinning kick.

  • Moves ken forward a little.
  • Can work well as a poke/punish in some matchups.
  • Be careful, since it has a long recovery on whiff and is more than reactable.

Click to toggle detailed hitbox data.

Ken stclrh1 stfarrh1.png Ken stclrh2 stfarrh2.png Ken stclrh3 stfarrh3.png Ken stclrh4 stfarrh4.png Ken stclrh5 stfarrh5.png Ken stclrh6 stfarrh6.png Ken stclrh7 stfarrh7.png Ken stclrh8 stfarrh8.png Ken stclrh9 stfarrh9.png
Frame Count 1 + 2 2 2 2 5 5 5 5 6
Simplified 9 5 21


Close Normals

cl.lp
Close Jab
cl.Lp.png
5LP
Ken stcljab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[6] 0~5 40 Special, Super Mid 0-25
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

A quick elbow smash in front and above Ken's head.

  • Fast start-up.
  • Works as an anti-air if you're close enough.
  • OK priority.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stcljab2.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Frame Count 1 + 2 4 5
Simplified 3 4 5


clmp

Close Strong
cl.Mp.png
5MP
Ken stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 5~11 60 Special, Super Mid 0-31
Startup Active Recovery Total Frame Adv. Meter
4 2 17 23 -1 4/3

Ken performs a hook, then another one that doesn't hit for some reason.

  • Terrible recovery, so try canceling this into a special like a Hadoken.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclstrng2&6.png Ken stclstrng3.png Ken stclstrng4.png Ken stclstrng5.png Ken stclstrng2&6.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Frame Count 1 + 1 2 2 6 4 3 4
Simplified 4 2 17


clhp

Close Fierce
cl.Hp.png
5HP
Ken stclfrc2.png
First Hitbox
Ken stclfrc3.png
Second Hitbox. Ken got the short end of the stick here.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[7] 3~9/10~16 40/80 Special, Super/None Mid 0-41
Startup Active Recovery Total Frame Adv. Meter
4 8 (2/6) 23 35 -9 5/4

A close uppercut.

  • If you're close to your enemy, it can be canceled into any special attack for a basic but damaging combo. Bad recovery.
  • Decent priority anti air if your opponent is up close.
  • Has a noticeably smaller hitbox compared to the other shotos, so it's more vulnerable to crossups.

Click to toggle detailed hitbox data.

Ken stclfrc1.png Ken stclfrc2.png Ken stclfrc3.png Ken stclfrc4.png Ken stclfrc5.png
Frame Count 1 + 3 2 6 10 13
Simplified 4 8 23


cllk

Close Short
cl.Lk.png
5LK
Ken stclshrt3.png
Hits low because Ken says so.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 0~5 40 Chain, Super Low 0
Startup Active Recovery Total Frame Adv. Meter
6 2 8 16 +3 2/1

A low kick.

  • Can be canceled into another standing Short or crouching Short.
  • This move must be blocked low, which can be used as a simple knowledge check.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclshrt2&5 stclfrwrd4.png Ken stclshrt3.png Ken stclshrt4.png Ken stclshrt2&5 stclfrwrd4.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Frame Count 1 + 2 3 2 4 3 1
Simplified 6 2 8


clmk

Close Forward
cl.Mk.png
5MK
Ken stclfrwrd3.png
Today on moves that are nigh objectively worse when used up close...
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[6] 5~11 60 Special, Super Mid 0-32
Startup Active Recovery Total Frame Adv. Meter
8 8 11 27 -1 4/3

A very flexible split kick.

  • Pretty similar to the far version with worse vertical priority and worse recovery.
  • Also triggers from farther away than most other close normals of its ilk, so it's harder to activate the Far version.
  • Reaches higher than the far version, but the extended hurtbox gives the move significantly worse priority.
  • At least it hits straight up.

Click to toggle detailed hitbox data.

Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclfrwrd2.png Ken stclfrwrd3.png Ken stclshrt2&5 stclfrwrd4.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Frame Count 1 + 3 4 8 10 1
Simplified 8 8 11


clhk

Roundhouse
fr.Hk.png
5HK
Ken stclrh5 stfarrh5.png
This move doesn't change depending on distance, but it's listed twice for consistency.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 10~16 80 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
9 5 21 35 -4 5/4

Ken's spinning kick.

  • Moves ken forward a little.
  • Can work well as a poke/punish in some matchups.
  • Be careful, since it has a long recovery on whiff and is more than reactable.

Click to toggle detailed hitbox data.

Ken stclrh1 stfarrh1.png Ken stclrh2 stfarrh2.png Ken stclrh3 stfarrh3.png Ken stclrh4 stfarrh4.png Ken stclrh5 stfarrh5.png Ken stclrh6 stfarrh6.png Ken stclrh7 stfarrh7.png Ken stclrh8 stfarrh8.png Ken stclrh9 stfarrh9.png
Frame Count 1 + 2 2 2 2 5 5 5 5 6
Simplified 9 5 21


Crouching Normals

crlp

Crouching Jab
cr.Lp.png
2LP
Ken crjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 0~5 40 Chain, Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
3 4 5 12 +4 2/1

Another jab.

  • Average reach and very good priority.

Click to toggle detailed hitbox data.

Ken crjab1&3.png Ken crjab2.png Ken crjab1&3.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 2 4 4 1
Simplified 3 4 5


crmp

Crouching Strong
cr.Mp.png
2MP
Ken crstrng3.png
And you thought Alpha 2 Rose's Cr.MP had good priority.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 Special, Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 7 15 +7 4/3

Ken does a crouching straight.

  • Good damage, stun, recovery and priority.
  • This move can be used as a safe meaty against several invulnerable special attacks from the correct distance. However, this can be countered by standing still (which shrinks the hurtbox horizontally) and then either attacking or walking up and throwing. It's also unsafe against most supers.

Click to toggle detailed hitbox data.

Ken crstrng1&5.png Ken crstrng2&4.png Ken crstrng3.png Ken crstrng2&4.png Ken crstrng1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 4 3 3 1
Simplified 4 4 7


crhp

Crouching Fierce
cr.Hp.png
2HP
Ken crfrc2.png
First Hitbox
Ken crfrc3.png
Second Hitbox.
Close Fierce isn't as good on New Ken, so this is an actual alternative now.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2]/22[2] 3~9/10~16 40/80 Special, Super/None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
4 11 (3/8) 23 37 -12 5/4

Ken begins an uppercut from crouching position.

  • Good damage and has a deceptively long horizontal reach.
  • Average to low priority and quite long recovery.
  • Mainly used in combos.
  • Works as an anti-air as an alternative to Shoryuken.

Click to toggle detailed hitbox data.

Ken crfrc1&5.png Ken crfrc2.png Ken crfrc3.png Ken crfrc4.png Ken crfrc1&5.png Ken crfrc6.png
Frame Count 1 + 3 3 8 10 12 1
Simplified 4 11 23


crlk
Crouching Short
cr.Lk.png
2LK
Ken crshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[1] 5~11 40 Chain, Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 4 5 13 +4 2/1

Crouching low kick.

  • Mediocre priority but good reach.
  • Great for simple combos.

Click to toggle detailed hitbox data.

Ken crshrt1&3 crfrwrd1&5.png Ken crshrt2.png Ken crshrt1&3 crfrwrd1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 3 4 4 1
Simplified 4 4 5


frmk
Crouching Forward
cr.Mk.png
2MK
Ken crfrwrd3.png
Why not cancel this into a Hadouken? You earned it.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 9 19 +3 4/3
  • Crouching side kick.
  • Good reach and recovery, but has projected vulnerable hitboxes before and after it becomes active.
  • An important tool when closing the gap on the enemy as it can be canceled into Hadokens.
  • Also used in bread and butter combos.

Click to toggle detailed hitbox data.

Ken crshrt1&3 crfrwrd1&5.png Ken crfrwrd2&4.png Ken crfrwrd3.png Ken crfrwrd2&4.png Ken crshrt1&3 crfrwrd1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Frame Count 1 + 1 2 6 4 4 1
Simplified 4 6 9


crhk
Crouching Roundhouse
cr.Hk.png
2HK
Ken crrh2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 5~11 130 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 6 25 34 -7/Soft Knockdown 5/4

Ken's sweep kick.

  • Soft knockdown on hit.
  • Good range and the priority is such that it beats or trades with a number of moves.
  • Very long recovery however, so good players will often bait and punish this move.
  • Top shoto players will often cancel this move into either a LP Shoryuken (harder to punish and generates meter) or a Hadoken (the pushback makes the move practically unpunishable).
  • Walking up cr.Roundhouse xx Hadouken is an important skill for shoto players to master, due to the spacing it generates.
  • Tied with Ryu for the fastest sweep startup in the game (3 frames), which makes it really good in pressure situations.

Click to toggle detailed hitbox data.

Ken crrh1.png Ken crrh2.png Ken crrh3.png Ken crrh4.png Ken crrh5.png
Frame Count 1 + 3 6 6 8 11
Simplified 4 6 25


Neutral Jump Normals

njlp
Neutral Jumping Jab
nj.Lp.png
8LP
Ken njjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
2 N/A 2+∞ Dependent 2/1

Ken performs a jumping jab that is active throughout the whole jump.

  • Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.
  • It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).

Click to toggle detailed hitbox data.

Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njjab2.png
Frame Count 2


njmp
Neutral Jumping Strong
nj.Mp.png
8MP
Ken njstrng3 djstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 20 24+∞ Dependent 4/3

An aerial punch that stays active for a while.

  • Very good horizontal reach and priority.
  • A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
  • This attack does not hit crouching opponents.
  • The diagonal version is the same, but with less active frames.

Click to toggle detailed hitbox data.

Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njstrng3 djstrng3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 2 20 4 4 4
Simplified 4 20
njhp
Neutral Jumping Fierce
nj.Hp.png
8HP
Ken njfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 11~17(-1) 60(+20) Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 20 24+∞ Dependent 5/4

Ken's strongest jumping punch.

  • Stays out for an unusually long amount of time.
  • Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
  • The Diagonal Jump version stays out shorter, but has better air to ground priority.

Click to toggle detailed hitbox data.

Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njfrc3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 2 20 4 4 4
Simplified 4 20
njlk
Neutral Jumping Short
nj.Lk.png
8LK
Ken njshrt2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
14[2] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
3 40 43+∞ Dependent 2/1

A jumping split kick.

  • Stays active for a while, but has a pitiful reach.
  • Mostly useless.

Click to toggle detailed hitbox data.

Ken njshrt1 njfrwrd1.png Ken njshrt2.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png
Frame Count 3 40
njmk
Neutral Jumping Forward
nj.Mk.png
8MK
Ken njfrwrd2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 18+∞ Dependent 4/3

A slightly better jumping split kick.

  • Stays active for some time.
  • Can be used in certain crossup situations, but neutral Strong/Fierce has a lower hitbox and neutral Roundhouse has better reach and damage.

Click to toggle detailed hitbox data.

Ken njshrt1 njfrwrd1.png Ken njfrwrd2.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 5 13 6 6
Simplified 5 13


njhk
Neutral Jumping Roundhouse
nj.Hk.png
8HK
Ken njrh2.png
First Hitbox
Ken njrh3.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 11~17(-1) 60(+20) Special/None High N/A
Startup Active Recovery Total Frame Adv. Meter
2 8 (4/4) 10+∞ Dependent 5/4

Neutral spin kick.

  • The first active part becomes active very fast, saving you from some troublesome situations.
  • It can also be special canceled for some reason.
  • The second part has good reach, making it an effective normal to keep your opponent away.

Click to toggle detailed hitbox data.

Ken njrh1.png Ken njrh2.png Ken njrh3.png Ken njrh4.png Ken njrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 4 4 4 3 3
Simplified 2 8

Diagonal Jump Normals

djlp
Diagonal Jumping Jab
dj.Lp.png
7LP/9LP
Ken djjab2.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[0] 1~7(-2) 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
2 N/A 2+∞ Dependent 2/1

Ken performs a jumping jab that is active throughout the whole jump.

  • Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.
  • It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
  • Beats Zangief's Lariats from the right distance and still hits him if he crouches.

Click to toggle detailed hitbox data.

Ken djjab1.png Ken djjab2.png
Frame Count 2
djmp
Diagonal Jumping Strong
dj.Mp.png
7MP/9MP
Ken njstrng3 djstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 4/3

An aerial punch, similar to the neutral jump version.

  • Very good horizontal reach and priority.
  • A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
  • This attack does not hit crouching opponents.
  • The neutral version is the same, but with more active frames.

Click to toggle detailed hitbox data.

Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njstrng3 djstrng3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 2 8 4 4 4
Simplified 4 8
djhp
Diagonal Jumping Fierce
dj.Hp.png
7HP/9HP
Ken djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 3~9 40 Special High N/A
Startup Active Recovery Total Frame Adv. Meter
4 8 12+∞ Dependent 5/4

Ken's strongest jumping punch.

  • Very good air to ground priority.
  • Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
  • The Neutral Jump version has more stun and active frames.

Click to toggle detailed hitbox data.

Ken djfrc1.png Ken djfrc2.png Ken djfrc3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 2 8 4 4 4
Simplified 4 8
djlk
Diagonal Jumping Short
dj.Lk.png
7LK/9LK
Ken djshrt3.png
His hurtbox gets a bit bigger after 10 frames.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 N/A 5+∞ Dependent 2/1

Ken's jumping knee.

  • Stays out for quite some time, but safe jumps aside, this does not have many uses.
  • Its main downside is the short reach.

Click to toggle detailed hitbox data.

Ken djshrt1.png Ken djshrt2.png Ken djshrt3.png Ken djshrt4.png
Frame Count 2 3 10
Simplified 5
djmk
Diagonal Jumping Forward
dj.Mk.png
7MK/9MK
Ken djfrwrd4.png
First hitbox. The crossup part.
Ken djfrwrd5.png
Second hitbox. How the hitbox shifts is one of life's greatest mysteries.
First Hitbox Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2]/22[2] 3~9/5~11 40/50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 13 (5/8) 18+∞ Dependent 4/3

Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.

  • His main crossup, alongside Air Tatsu.
  • Unsuitable as an air to air due to the huge startup.

Click to toggle detailed hitbox data.

Ken djfrwrd1.png Ken djfrwrd2.png Ken djfrwrd3.png Ken djfrwrd4.png Ken djfrwrd5.png Ken djfrwrd6 djrh2&4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 1 2 2 5 8 3 3 3
Simplified 5 13
djhk
Diagonal Jumping Roundhouse
dj.Hk.png
7HK/9HK
Ken djrh3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
5 7 12+∞ Dependent 5/4

A full power kick.

  • Can't be used as a crossup due to the nerfed hitbox.
  • Still has good reach, but can be countered if you whiff due to projected hurtboxes.
  • Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.

Click to toggle detailed hitbox data.

Ken djrh1.png Ken djfrwrd6 djrh2&4.png Ken djrh3.png Ken djfrwrd6 djrh2&4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Frame Count 2 3 7 3 3 3
Simplified 5 13


Throws

Ken can throw with Mp.png, Hp.png, Mk.png, and Hk.png. He also has an Air Throw.

Shoulder Throw
Seoi Nage
cl.6MP or 4MP/ cl.6HP or 4HP
Ssf2t ken kthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 48 (from axis) 19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Ken's Punch throw, where he throws his enemy above his head.

  • Can be activated with either Strong or Fierce.
  • The direction you're holding determines the direction you'll throw in.
  • Useful over Knee Bash if you're about to dizzy/K.O. your opponent or if you need the OS with Fierce normals in case the throw attempt fails.


Knee Bash
Tsukami Nage
cl.6MK or 4MK
Ssf2t ken hold.png
Welcome to mixup city, bad boy!
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 48 (from axis) 19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Ken's Hold.

  • Activated with either Forward.
  • The direction you're holding determines the direction you'll throw in.
  • Amount of hits is set at 5, then added/subtracted through mashing.
  • Leads to a bunch of mixups since you can walk under your opponent as they're being thrown.
  • A few examples are walk up combo, walk under combo, jump in combo, tick throws, or jab Shoryuken.
  • More detailed strategies are in the Strategy section.
Hell Wheel
Jigoku Gurama
cl.6HK or 4HK. In the air, any direction except 8 + MK.
Ssf2t ken pthrow.png
Usable in the air, too!
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 48 (from axis) 19 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.

  • Activated with Roundhouse.
  • The direction you're holding determines the direction you'll throw in.
  • Moves the enemy farther than his Punch throw, so it's useful for cornering opponents.
  • Also useful for Throw for the Win tactics, like his Punch throw.
  • May be useful when you use Standing Roundhouse as an OS in case the throw attempt fails.
  • Must be 56 units upwards/48 units downward to use in air.
  • Air version usually comes out accidentally, but still has decent range and activation height.

Click to toggle throwbox data.

Ken throwb.png Ken throw.png Ken throwf.png
Ken airthrow.png


Special Moves

Hadoken

Hadoken
Fireball/Qcf.png+P.png
236P
Ken fb8jab.png
Mainly for applying pressure.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[0] 5~11 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
13 Traveling 40* 53 -4 (Point Blank) 2

Ken's iconic fireball, now with extra hands.

  • This is the weakest version, with the least speed, damage, and recovery.
  • Generally harder to hit enemies out of moves due to the increased startup.
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
13 Traveling 41* 54 -5 (Point Blank) 2
  • Midway in terms of damage, speed, and recovery.
  • All 3 versions have the same startup, but differ in recovery frames. (This is almost imperceptible, however.)
  • Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
  • This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
  • Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.
Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[0] 7~13 110 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
13 Traveling 42* 55 -6 (Point Blank) 2
  • Maximum damage, speed, and recovery. The strongest non-super projectile in the game, in terms of damage.
  • With Hadokens, you can force your enemy to jump and anti air them with a Shoryuken, trap them in the corner, force them to throw fireballs and punish when they least expect it, or put them on the defensive, making it easier to approach.
  • Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)

Click to toggle detailed hitbox data.

  • Startup:
Ken fb1.png Ken fb2.png Ken fb3.png Ken fb4.png
Frame Count 2 7 3 1
Simplified 13
  • Active:
  • Jab Version:
Ken fb5.png File:Ken fb6bjab.png File:Ken fb7bjab.png File:Ken fb8bjab.png
Frame Count 1 1 2 2...
Simplified 40
  • Strong Version:
Ken fb5.png File:Ken fb6bstrng.png File:Ken fb7bstrng.png File:Ken fb8bstrng.png
Frame Count 1 1 2 2...
Simplified 41
  • Fierce Version:
Ken fb5.png Ken fb6frc.png Ken fb7frc.png Ken fb8frc.png
Frame Count 1 1 2 2...
Simplified 42

NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.


Shoryuken

Shoryuken
Dragon Punch/Dp.png+P.png
623P
Ken srk1frc.png
First hitbox (Fierce Only)
Ken srk2.png
Second hitbox. (Jab/Strong ver.)
Ken srk3frc.png
Third hitbox (Fierce ver.)
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
38[2]/22[2] 9~15/2~8 100/90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 18 (4/14) 19 39 -12 (Blocked)/Hard Knockdown 8
  • Ken's unmistakable uppercut. Invincible on frames 1-6.
  • Jab does the most damage in a vacuum and rises the least.
  • Most obvious use is a general-purpose anti-air, as it's easy to land.
  • Properly time this and you'll beat any normal your opponent might throw out. Miss and you'll likely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
  • Allows for continued pressure after a knockdown.
  • Easier to perform in neutral than Ryu's due to the added horizontal priority and lesser recovery.
  • Also can be used to avoid projectiles due to the invincibility frames.
  • Ken's best reversal, since it's safe on block due to the knockback/great rising priority.
  • Likely your go-to combo ender since all other versions will whiff the knockdown part when used in combos.
  • While other Shoryukens do deal more damage when all hits connect, they'll likely whiff if used in combos.
  • In addition, the first hit of jab Shoryu is a confirmed knockdown, while all other Shoryus need more hits to knockdown. This will likely be your go-to combo ender as a result.
  • Not just Ken's bread and butter, it's the whole damn bakery.
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
34[0] ~ 14[0] 9~15 > 2~8 100 ~ 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 26 (4 ~ 22) 27 55 -28 (Blocked) 8
  • Stronger when raw, bit more height and recovery. Invincible on frames 1-6.
  • Airborne after 8 frames (Goes for all versions).
  • Knocks down on hit, but will likely whiff if used in combos.
  • Not invulnerable while ascending, so some air attacks will trade/beat it. For example, Old Chun-Li's diagonal kicks and New Chun-Li's neutral Fierce beat the rising part.
Hp.png First Hitbox Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] ~ 32[0] ~ 12[0] 1~7 > 9~15 > 1~7 30 ~ 100 ~ 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 30 (2 ~ 2 ~ 26) 34 64 -39 (Blocked)/Hard Knockdown (Third Hit) 8

Ken's fiery passion burns in his strongest Shoryuken (when hit raw, in most situations Jab is better). Invincible on frames 1-5.

  • First hit forces a crouching flaming hitstun on hit.
  • Second hit forces a standing flaming hitstun on hit, but will likely whiff if used in combos.
  • Third hit does a hard knockdown, but will also likely whiff if used in combos.
  • Deals the most damage while ascending, but still controls a good amount of air space.
  • Useful if you're not sure a Jab Shoryuken will reach far enough, but will ironically sacrifice damage for it.
  • Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)

Click to toggle detailed hitbox data.

  • Jab Version:
Ken srk1.png Ken srk2.png Ken srk3jab.png Ken srk4jab.png Ken srk5.png Ken srk6.png Ken srk7.png
Frame Count 2 4 2 12 6 10 3
Simplified 2 18 19
  • Strong Version:
Ken srk1.png Ken srk2.png Ken srk3strng.png Ken srk4strng.png Ken srk5.png Ken srk6.png Ken srk7.png
Frame Count 2 4 2 20 6 18 3
Simplified 2 4 22 27


  • Fierce Version:
Ken srk1frc.png Ken srk2frcanm.gif Ken srk3frc.png Ken srk4frcanm.gif Ken srk5frcanm.gif Ken srk6frcanm.gif Ken srk7frcanm.gif
Frame Count 2 2 1 25 6 25 3
Simplified 2 2 26 34


Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Hurricane Kick/Qcb.png+
214K
Ken tatsu2.png
First hitbox.
Ken tatsu6&10&14shrt 6&10&14&18frwrd 6&10&14&18&22rh.png
Second hitbox.
Ken tatsu8&12&16shrt 8&12&16&20frwrd 8&12&16&20&24rh.png
Third hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[1] (First Hitbox) ~ 12[2] (All others) 3~9 x 3(L)/4(M)/5(H) 90 x 3(L)/4(M)/5(H) None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
1 3(7), 2(1)2(2) x 3(L)/4(M)/5(H) 2 + 12 44/51/58 +3 (Last Hit) 6

Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.

  • All strengths are the same in terms of damage, but differ in distance and amount of spins.
  • Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
  • This attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
  • Ken can't use this move as a reversal or a safe jump avoider due to a lack of invincibility, but he can avoid throws since he's instantly airborne.
  • Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

Click to toggle detailed hitbox data.

  • Startup:
Ken tatsu1.png Ken tatsu2.png Ken tatsu3.png Ken tatsu4.png Ken tatsu5.png
Frame Count 1 3 3 3 1
Simplified 1 3 7


  • Active:
    • Short Version: This happens 3 times.
    • Forward Version: This happens 4 times.
    • Roundhouse Version: This happens 5 times.
Ken tatsu6&10&14shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ken tatsu7&11&15shrt 7&11&15&19frwrd 7&11&15&19&23rh.png Ken tatsu8&12&16shrt 8&12&16&20frwrd 8&12&16&20&24rh.png Ken tatsu9&13&17shrt 9&13&17&21frwrd 9&13&17&21&25rh.png
Frame Count 2 1 2 2


  • Recovery:
Ken tatsu18shrt 22frwrd 26rh.png Ken tatsu19shrt 23frwrd 27rh.png Ken tatsu20shrt 24frwrd 28rh.png Ken tatsu21shrt 25frwrd 29rh.png
Frame Count 4 4 4 0
Simplified 12 0

Kuuchuu Tatsumaki Senpukyaku

Kuuchuu Tatsumaki Senpukyaku
Air Hurricane Kick/Air Qcb.png+
AIR 214K
Ken atatsu1&5&9shrt 1&5&9&13frwrd 1&5&9&13&17rh.png
First hitbox.
Ken atatsu3&7&11shrt 3&7&11&15frwrd 3&7&11&15&19rh.png
Second hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
12[2] (All Hits) 3~9 x x 3(L)/4(M)/5(H) 90 x x 3(L)/4(M)/5(H) None High/Unblockable N/A
Startup Active Recovery Total Frame Adv. Meter
0 2(1)2(2) x 3(L)/4(M)/5(H) ∞+7 21(L)/28(M)/35(H) +∞+7 Dependent 6

The Tatsumaki Senpukyaku except airborne.

  • Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
  • 50% chance to be unblockable if hit on the first frame.
  • This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
  • You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
  • Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
  • Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
  • Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
  • Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
  • Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
  • Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

Click to toggle detailed hitbox data.

  • Active:
    • Short Version: This happens 3 times.
    • Forward Version: This happens 4 times.
    • Roundhouse Version: This happens 5 times.
Ken atatsu1&5&9shrt 1&5&9&13frwrd 1&5&9&13&17rh.png Ken atatsu2&6&10shrt 2&6&10&14frwrd 2&6&10&14&18rh.png Ken atatsu3&7&11shrt 3&7&11&15frwrd 3&7&11&15&19rh.png Ken atatsu4&8&12shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Frame Count 2 1 2 2


  • Recovery:
Ken atatsu10shrt 14frwrd 18rh.png Ken atatsu11shrt 15frwrd 19rh.png Ken atatsu12shrt 16frwrd 20rh.png Ken atatsu13shrt 17frwrd 21rh.png Ken atatsu14shrt 18frwrd 22rh.png Ken atatsu15shrt 19frwrd 23rh.png
Frame Count 4 4 4 4 7
Simplified 7

Crazy Kicks

Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.

Kama Barai Geri (Inside Crescent)

Kama Barai Geri
Inside Crescent/Qcf.png+K.png
236K
Ken ckshrt4.png
First Hitbox
Ken ckshrt5.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[2]/30[2] 0~4/7~13 20/90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 3/5 17 32 -8/-4 6

A fast high hitting kick.

  • Combos very easily off of Crouching Short/Forward
  • Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
  • Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
  • The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
  • Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
  • Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckshrt1.png Ken ckshrt2.png Ken ckshrt3.png
Frame Count 2 2 3
Simplified 7
  • Active:
Ken ckshrt4.png Ken ckshrt5.png
Frame Count 3 5
  • Recovery:
Ken ckshrt6.png Ken ckshrt7.png Ken ckshrt8.png Ken ckshrt9.png Ken ckshrt10.png Ken ckshrt11.png Ken ckshrt12.png
Frame Count 4 4 4 2 2 2 3
Simplified 17



Nata Otoshi Geri (Outside Crescent)

Nata Otoshi Geri
Outside Crescent/Qcfd.png+K.png
632K
Ken ckfrwrd6.png
First Hit
Ken ckfrwrd7.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[2] ~ 28[2] 2~8 > 7~13 90 x 2 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
16 6 (3 ~ 3) 13 35 +2/+6(+5) 6

A slower two-hit kick.

  • Grants a lot of frame advantage, but has a VERY slow startup.
  • Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
  • Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
  • Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
  • It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
  • It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
  • Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckfrwrd1.png Ken ckfrwrd2.png Ken ckfrwrd3.png Ken ckfrwrd4.png Ken ckfrwrd5.png
Frame Count 2 2 2 2 8
Simplified 16
  • Active/Recovery:
Ken ckfrwrd6.png Ken ckfrwrd7.png Ken ckfrwrd8.png Ken ckfrwrd9.png Ken ckfrwrd10.png Ken ckfrwrd11.png
Frame Count 3 3 3 3 2 5
Simplified 3 3 13



Oosoto Mawashi Geri (Big Roundhouse)

Oosoto Mawashi Geri
Big Roundhouse/Hcf.png+K.png
41236K
Ken ckrh5.png
First Hitbox
Ken ckrh6.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 0~4/7~13 20/90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
12 7 (3/4) 15 34 0/+3(+2)/Hard Knockdown (First Hitbox)/Far Knockdown (Second Hitbox) 6

Ken's old Far Standing Roundhouse, but worse, and jankier.

  • Less active frames and worse priority than his old RH.
  • First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
  • The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
  • If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
  • Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
  • Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
  • Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
  • While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
  • Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
  • Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
  • It's called a Crazy Kick because it's crazy how jank they made this move.
  • Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckrh1.png Ken ckrh2.png Ken ckrh3.png Ken ckrh4.png
Frame Count 3 3 3 3
Simplified 12
  • Active/Recovery:
Ken ckrh5.png Ken ckrh6.png Ken ckrh7.png Ken ckrh8.png Ken ckrh9.png Ken ckrh10.png
Frame Count 3 4 6 2 4 3
Simplified 7 15



Inazuma Kick

Inazuma Kick
236/632/41236 + HOLD K.png
Hold K during any Crazy Kick input
Ken ckohrh5.png
First Hitbox (HCF version)
Ken ckohrh6.png
Second Hitbox (HCF version)
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 7~13 90 None High N/A
Startup Active Recovery Total Frame Adv. Meter
(7/16/12 + 2)* + 18/20* 6 {3/3) 7 40/49/47* +9/+12 6

Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.

  • One of the game's slower overheads.
  • Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
  • Recommended to perform this from Ken's QCF Kick, since that has the least startup.
  • Rarely used in mixups as a result of the move's poor startup.
  • Kick must be held for the entire duration of the move's startup (7f/16f/12f)

Click to toggle detailed hitbox data.

  • QCF Version

Startup

Ken ckshrt1.png Ken ckshrt2.png Ken ckshrt3.png
Frame Count 2 2 3
Simplified 7

Active/Recovery:

Ken ckshrt4.png Ken ckohshrt1.png Ken ckohshrt2.png Ken ckohshrt3.png Ken ckohshrt4.png
Frame Count 2 2 2 10 4
Simplified 2 18
Ken ckohshrt5.png Ken ckohshrt6.png Ken ckohshrt7.png Ken ckohshrt8.png Ken ckohshrt9.png
Frame Count 3 3 3 3 1
Simplified 6 7
  • QCDF Version

Startup

Ken ckfrwrd1.png Ken ckfrwrd2.png Ken ckfrwrd3.png Ken ckfrwrd4.png Ken ckfrwrd5.png
Frame Count 2 2 2 2 8
Simplified 16

Active/Recovery

Ken ckfrwrd6.png Ken ckohfrwrd1.png Ken ckohfrwrd2.png Ken ckohfrwrd3.png Ken ckohfrwrd4.png
Frame Count 2 2 2 10 4
Simplified 2 18
Ken ckohfrwrd5.png Ken ckohfrwrd6.png Ken ckohfrwrd7.png Ken ckohfrwrd8.png Ken ckohfrwrd9.png
Frame Count 3 3 3 3 1
Simplified 6 7
  • HCF Version

Startup

Ken ckrh1.png Ken ckrh2.png Ken ckrh3.png Ken ckrh4.png
Frame Count 3 3 3 3
Simplified 12

Active/Recovery

Ken ckrh5.png Ken ckohrh1.png Ken ckohrh2.png Ken ckohrh3.png Ken ckohrh4.png
Frame Count 2 3 3 10 4
Simplified 2 20
Ken ckohrh5.png Ken ckohrh6.png Ken ckohrh7.png Ken ckohrh8.png Ken ckohrh9.png
Frame Count 3 3 3 3 1
Simplified 6 7


Super Combo

Shoryureppa
Qcf.pngD.pngDf.png + P.png
236236P
Ken super2&8.png
First and Fourth hit
Ken super3&9.png
Second and Fifth hit
Ken super7.png
Third hit.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] x 5 0~4 x 5 20 x 5 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 8(17)30 33 90 -37 (Point Blank)/Hard Knockdown -

Ken does a Shoryuken, then another Shoryuken.

  • Invincible until Ken falls down from his second DP (Frames 1-57)
  • Creates a juggle state.
  • Ken has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (If they allow you to land).
  • Can't be used as an invincible reversal for some reason. You'll just get a special move instead.
  • Detailed Input: (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)

Click to toggle detailed hitbox data.

Ken super1.png Ken super2&8.png Ken super3&9.png Ken super4.png Ken super5.png Ken super6.png Ken super7.png Ken super2&8.png Ken super3&9.png Ken super10.png Ken super11.png Ken super12.png
Frame Count 1+[18]+1 2 6 6 6 5 2 2 2 26 6 25 2
Simplified 2 2 6 13 2 2 26 33

Misc Animations

Jump Animations

  • Neutral Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken nj3.png Ken nj4.png Ken nj5.png Ken nj6.png Ken nj7.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ken bj1.png Ken bj2.png Ken bj3 fj8.png Ken bj4 fj7.png Ken bj5 fj6.png Ken bj6.png Ken bj7 fj4.png Ken bj8 fj3.png Ken bj9.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken bj8 fj3.png Ken bj7 fj4.png Ken fj5.png Ken bj5 fj6.png Ken bj4 fj7.png Ken bj3 fj8.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 13 5 3 3 3 5 11 1 7*
Simplified 3 1 43 1 7*

New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.

There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.


Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief