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{{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}} | ||
==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]. | |||
=== | ===Far Normals=== | ||
=== | ==== <span class="invisible-header">frlp</span> ==== | ||
{{MoveData | |||
| name = Far Jab | |||
| input = 5LP | |||
| subtitle = fr.{{Icon-Capcom|lp}} | |||
| image = Ken_stfarjab2.png | |||
| imageSize = 93x92px | |||
| 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 | |||
|invul = N/A | |||
|actrange = 26+ | |||
|juggle = No | |||
|meter = 2/1 | |||
|description= A simple jab. | |||
*Chainable, ok reach, good priority. | |||
}} | |||
}} | |||
=== | <span class="mw-customtoggle-frlp" style="color: cyan">Click to toggle detailed hitbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frlp"> | |||
{{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}} | |||
{| | |||
| | |||
|- | |- | ||
| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
</div> | |||
== | ==== <span class="invisible-header">frmp</span> ==== | ||
< | {{MoveData | ||
=== | | 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"> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}} | ||
{{STDiagramCellColSpan| 2 | | |||
{{STDiagramCellColSpan| | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 23}} | ||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
*< | |||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 8}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 9}} | ||
| | |||
{{STDiagramCellColSpan| | |||
{{STDiagramCellColSpan | |||
|} | |} | ||
*< | </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| | {{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| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 7}} | ||
|} | |} | ||
*< | </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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}} | ||
{{STDiagramCellColSpan | |||
|} | |} | ||
*< | </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| | {{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| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 5}} | ||
|} | |} | ||
</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| | {{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| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 4 | 17}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 13}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCellColSpan | 2 | 23}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
*< | </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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 6}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan | 3 | 8}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 8}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan | 2 | 11}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
*< | </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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 5}} |{{STDiagramCell| 6}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 9}} |{{STDiagramCell| 5}} |{{STDiagramCellColSpan| 4 | 21}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
</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| | {{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| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 3 | 7}} | ||
|} | |} | ||
*< | </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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 8}} |{{STDiagramCell| 10}} |{{STDiagramCell| 12}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 11}} |{{STDiagramCellColSpan | 3 | 23}} | ||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan | 2 | 5}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 2 | 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan | 3 | 9}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
{{STDiagramCellColSpan| | |||
|} | |} | ||
</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 | | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 3}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 8}} |{{STDiagramCell| 11}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 25}} | ||
|} | |} | ||
*< | </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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_njjab1_njstrng1&4_djstrng1&4_njfrc1&4_djfrc4.png}} |{{STDiagramImageCell| 1 | Ken_njjab2.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | |||
{{STDiagramCell | |||
|} | |} | ||
==== | </div> | ||
*< | |||
===== <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| | {{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| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 20}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
{{STDiagramCellColSpan| 2 | | |||
| | |||
{{ | |||
|} | |} | ||
</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| | {{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| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 40}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 5}} |{{STDiagramCell| 13}} |{{STDiagramCellColSpan| 3 | ∞}} | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djjab1.png}} |{{STDiagramImageCell| 1 | Ken_djjab2.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| ∞}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| 4}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 4}} |{{STDiagramCell| 8}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
{{STDiagramCellColSpan| | |||
|} | |} | ||
</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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_djshrt1.png}} |{{STDiagramImageCell| 1 | Ken_djshrt2.png}} |{{STDiagramImageCell| 1 | Ken_djshrt3.png}} |{{STDiagramImageCell| 1 | Ken_djshrt4.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan| 2 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | |||
{{STDiagramCellColSpan| 2 | |||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} |{{STDiagramCell| 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 5}} |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
|} | |} | ||
</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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 7}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| ∞}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 5}} |{{STDiagramCellColSpan | 2 | 13}} |{{STDiagramCellColSpan| 4 | ∞}} | ||
| | |||
{{STDiagramCellColSpan| 2 | | |||
|} | |} | ||
</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}} | ||
{{STDiagramImageCell| 1 | Ken_throwb.png}} |{{STDiagramImageCell| 1 | Ken_throw.png}} |{{STDiagramImageCell| 1 | Ken_throwf.png}} | |||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramImageCell| 1 | Ken_airthrow.png}} | |||
|} | |} | ||
</div> | |||
==Special Moves== | |||
{{ | |||
{{ | === <span class="invisible-header">Hadoken</span> === | ||
|- | {{MoveData | ||
| name = Hadoken | |||
| | | input = 236P | ||
| subtitle = Fireball/{{motion|qcf}}+{{Icon-Capcom|p}} | |||
|- | | image = Ken_fb8jab.png | ||
| imageSize = 166x85px | |||
| | | caption = Mainly for applying pressure. | ||
{{ | | data = | ||
| | {{AttackData-SSF2T | ||
|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"> | |||
*<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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb7bjab.png}} |{{STDiagramImageCell| 1 | Ken_fb8bjab.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 40}} | ||
|} | |} | ||
*<b>Strong Version:</b> | *<b>Strong Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb7bstrng.png}} |{{STDiagramImageCell| 1 | Ken_fb8bstrng.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 41}} | ||
|} | |} | ||
*<b>Fierce Version:</b> | *<b>Fierce Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_fb5.png}} |{{STDiagramImageCell| 1 | Ken_fb6frc.png}} |{{STDiagramImageCell| 1 | Ken_fb7frc.png}} |{{STDiagramImageCell| 1 | Ken_fb8frc.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2...}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 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. | |||
</div> | |||
=== <span class="invisible-header">Shoryuken</span> === | |||
{{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| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 12}} |{{STDiagramCell| 6}} |{{STDiagramCell| 10}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 3 | 18}} |{{STDiagramCellColSpan| 3 | 19}} | ||
|} | |} | ||
*<b>Strong Version:</b> | *<b>Strong Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 2}} |{{STDiagramCell| 20}} |{{STDiagramCell| 6}} |{{STDiagramCell| 18}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCellColSpan| 2 | 22}} |{{STDiagramCellColSpan| 3 | 27}} | ||
|} | |} | ||
*<b>Fierce Version:</b> | *<b>Fierce Version:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 1}} |{{STDiagramCell| 25}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 2 | 26}} |{{STDiagramCellColSpan| 3 | 34}} | ||
|} | |} | ||
</div> | |||
Ken's | === <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) | |||
}} | |||
}} | |||
<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>Startup:</b> | *<b>Startup:</b> | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCell| 1}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 3 | 7}} | ||
|} | |} | ||
*<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| | {{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| 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}} | ||
|} | |} | ||
</div> | |||
=== <span class="invisible-header">Kuuchuu Tatsumaki Senpukyaku</span> === | |||
{{MoveData | |||
*<b> | | 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| | {{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 | {{STDiagramCell| 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}} | ||
|} | |} | ||
</div> | |||
===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. | |||
'' | ==== <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) | |||
}} | |||
}} | |||
<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"> | |||
*<b>Startup:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt1.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt2.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt3.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 3 | 7}} | ||
|} | |} | ||
*<b> | |||
*<b>Active:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckshrt4.png}} |{{STDiagramImageCell| 1 | Ken_ckshrt5.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{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> | |||
</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| | {{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 | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}} | |||
|} | |} | ||
*<b>Active/Recovery:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 2}} |{{STDiagramCell| 5}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCellColSpan| 4 | 13}} | ||
|} | |} | ||
</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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}} | ||
|} | |} | ||
*<b> | |||
*<b>Active/Recovery:</b> | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 4}} |{{STDiagramCell| 6}} |{{STDiagramCell| 2}} |{{STDiagramCell| 4}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| | {{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 | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCellColSpan| | {{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}} | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| | {{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 | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 8}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 5 | 16}} | |||
|} | |} | ||
'''Active/Recovery''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 18}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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}} | ||
| | |||
{{ | |||
|- | |- | ||
{{ | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCellColSpan| 2 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}} | ||
|} | |} | ||
* | |||
*'''HCF Version''' | |||
'''Startup''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_ckrh1.png}} |{{STDiagramImageCell| 1 | Ken_ckrh2.png}} |{{STDiagramImageCell| 1 | Ken_ckrh3.png}} |{{STDiagramImageCell| 1 | Ken_ckrh4.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 4 | 12}} | |||
|} | |} | ||
'''Active/Recovery''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| Frame Count}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 10}} |{{STDiagramCell| 4}} | ||
|- | |- | ||
{{ | {{STDiagramCell| Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCellColSpan| 4 | 20}} | ||
|} | |} | ||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell| | {{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| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan| 2 | 6}} |{{STDiagramCellColSpan| 3 | 7}} | ||
|} | |} | ||
===Super | |||
* | </div> | ||
==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| | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | Ken_super1.png}} |{{STDiagramImageCell| 1 | Ken_super2&8.png}} |{{STDiagramImageCell| 1 | Ken_super3&9.png}} |{{STDiagramImageCell| 1 | Ken_super4.png}} |{{STDiagramImageCell| 1 | Ken_super5.png}} |{{STDiagramImageCell| 1 | Ken_super6.png}} |{{STDiagramImageCell| 1 | Ken_super7.png}} |{{STDiagramImageCell| 1 | Ken_super2&8.png}} |{{STDiagramImageCell| 1 | Ken_super3&9.png}} |{{STDiagramImageCell| 1 | Ken_super10.png}} |{{STDiagramImageCell| 1 | Ken_super11.png}} |{{STDiagramImageCell| 1 | Ken_super12.png}} | ||
|- | |- | ||
{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 1+[18]+1}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 6}} |{{STDiagramCell| 5}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 26}} |{{STDiagramCell| 6}} |{{STDiagramCell| 25}} |{{STDiagramCell| 2}} | ||
|- | |- | ||
{{STDiagramCell | {{STDiagramCell | Simplified}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 6}} |{{STDiagramCellColSpan| 3 | 13}} |{{STDiagramCell| 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 26}} |{{STDiagramCellColSpan| 3 | 33}} | ||
|} | |} | ||
</div> | |||
==Misc Animations== | |||
====Jump Animations==== | ====Jump Animations==== | ||
*<b>Neutral Jump:</b> | *<b>Neutral Jump:</b> | ||
Line 1,161: | Line 2,249: | ||
{{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 7*}} | {{STDiagramCell| Simplified}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} |{{STDiagramCellColSpan| 7 | 43}} |{{STDiagramCell| 1}} |{{STDiagramCell| 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.<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}} | ||
{{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 |
---|---|
|
|
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 |
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Short | Forward | Roundhouse | Hold | Old Alternative |
--Born2SPD
Video Overview
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
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.
|
Click to toggle detailed hitbox data.
frmp
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.
|
Click to toggle detailed hitbox data.
frhp
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.
|
Click to toggle detailed hitbox data.
frlk
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.
|
Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
frhk
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.
|
Click to toggle detailed hitbox data.
Close Normals
cl.lp
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.
|
Click to toggle detailed hitbox data.
clmp
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.
|
Click to toggle detailed hitbox data.
clhp
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.
|
Click to toggle detailed hitbox data.
cllk
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.
|
Click to toggle detailed hitbox data.
clmk
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.
|
Click to toggle detailed hitbox data.
clhk
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.
|
Click to toggle detailed hitbox data.
Crouching Normals
crlp
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.
|
Click to toggle detailed hitbox data.
crmp
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.
|
Click to toggle detailed hitbox data.
crhp
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.
|
Click to toggle detailed hitbox data.
crlk
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.
|
Click to toggle detailed hitbox data.
frmk
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 |
|
Click to toggle detailed hitbox data.
crhk
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.
|
Click to toggle detailed hitbox data.
Neutral Jump Normals
njlp
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.
|
Click to toggle detailed hitbox data.
njmp
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.
|
Click to toggle detailed hitbox data.
njhp
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.
|
Click to toggle detailed hitbox data.
njlk
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.
|
Click to toggle detailed hitbox data.
njmk
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.
|
Click to toggle detailed hitbox data.
njhk
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.
|
Click to toggle detailed hitbox data.
Diagonal Jump Normals
djlp
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.
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Click to toggle detailed hitbox data.
djmp
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.
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djhp
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.
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djlk
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.
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Click to toggle detailed hitbox data.
djmk
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.
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djhk
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.
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Click to toggle detailed hitbox data.
Throws
Ken can throw with ,
,
, and
. He also has an Air Throw.
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.
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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.
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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.
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Click to toggle throwbox data.
Special Moves
Hadoken
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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.
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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 | |
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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 | |
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 7 | 3 | 1 |
Simplified | 13 |
- Active:
- Jab Version:
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Frame Count | 1 | 1 | 2 | 2... |
Simplified | 40 |
- Strong Version:
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File:Ken fb6bstrng.png | File:Ken fb7bstrng.png | File:Ken fb8bstrng.png | |
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 41 |
- Fierce Version:
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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
Click to toggle detailed hitbox data.
- Jab Version:
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Frame Count | 2 | 4 | 2 | 12 | 6 | 10 | 3 |
Simplified | 2 | 18 | 19 |
- Strong Version:
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Frame Count | 2 | 4 | 2 | 20 | 6 | 18 | 3 |
Simplified | 2 | 4 | 22 | 27 |
- Fierce Version:
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Frame Count | 2 | 2 | 1 | 25 | 6 | 25 | 3 |
Simplified | 2 | 2 | 26 | 34 |
Tatsumaki Senpukyaku
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.
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- Startup:
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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.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
Simplified | 12 | 0 |
Kuuchuu Tatsumaki Senpukyaku
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.
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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.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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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)
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.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
- Active:
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Frame Count | 3 | 5 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 2 | 2 | 2 | 3 |
Simplified | 17 |
Nata Otoshi Geri (Outside Crescent)
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.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
- Active/Recovery:
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Frame Count | 3 | 3 | 3 | 3 | 2 | 5 |
Simplified | 3 | 3 | 13 |
Oosoto Mawashi Geri (Big Roundhouse)
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.
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Click to toggle detailed hitbox data.
Inazuma Kick
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.
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Click to toggle detailed hitbox data.
- QCF Version
Startup
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
Active/Recovery:
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- QCDF Version
Startup
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
Active/Recovery
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- HCF Version
Startup
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Frame Count | 3 | 3 | 3 | 3 |
Simplified | 12 |
Active/Recovery
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Frame Count | 2 | 3 | 3 | 10 | 4 |
Simplified | 2 | 20 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
Super Combo
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.
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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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.