(→2MK) |
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{{AttackDataCargo-SF6/Query|ken_623lp}} | {{AttackDataCargo-SF6/Query|ken_623lp}} | ||
* '''Anti-Air Invuln:''' 1-?f | * '''Anti-Air Invuln:''' 1-?f | ||
* Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super | |||
{{AttackDataCargo-SF6/Query|ken_623mp}} | {{AttackDataCargo-SF6/Query|ken_623mp}} | ||
* '''Anti-Air Invuln:''' 1-?f | * '''Anti-Air Invuln:''' 1-?f | ||
* Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super | |||
{{AttackDataCargo-SF6/Query|ken_623hp}} | {{AttackDataCargo-SF6/Query|ken_623hp}} | ||
* '''Anti-Air Invuln:''' 1-?f | * '''Anti-Air Invuln:''' 1-?f | ||
* '''Projectile Invuln:''' 5-11f | * '''Projectile Invuln:''' 5-11f | ||
* Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super | |||
{{AttackDataCargo-SF6/Query|ken_623pp}} | {{AttackDataCargo-SF6/Query|ken_623pp}} | ||
* '''Full Invuln:''' 1-10f | * '''Full Invuln:''' 1-10f |
Revision as of 05:16, 19 January 2023
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Pre-release information
This page is under construction based on pre-release data. Join the SF6 Resource Hub for info on editing. |
Introduction
Former US National Fighting Champ, and ex-VP of the Masters Foundation. Accusations of orchestrating a criminal plot have forced Ken to abandon his family and business and go into hiding.
The original shotoclone, Ken is very similar to his old training partner Ryu. Both characters have fairly similar movesets, but Ken carves out a path all his own. With emphasis on aggression and close-range combat, Ken acts as a more offense focused alternative to the Shoto playstyle.
Ken shares the iconic Hadoken and Shoryuken with Ryu, but there's about where their kits begin to diverge. Ken's signature special is his command sprint Quick Dash, which can be used both as a pressure tool and to empower his other specials. If certain specials are used out of Quick Dash, they gain enhanced properties rivalling that of Overdrive moves. In particular, while his normal Tatsumaki is a decent combo ender, Dash Tatsumaki gives incredible corner carry off of any clean hit. Each of these enhanced specials act as different combo enders or extenders, and each one gives something valuable to Ken's kit, whether that be corner carry, strong okizeme, or even sideswapping mid-combo.
Excellent corner carry is a running theme in Ken's kit. While he pokes with 5MK, 2MK and 5HP, Ken looks for a clean hit to Drive Rush. After a confirm, Ken can carry you all the way to the corner and set you up for some truly nasty corner pressure. Any successful hit leads into powerful corner combos that deal great damage and give good okizeme, allowing him to loop pressure continuously. The Jinrai Series of kicks acts as great rekka pressure options in this scenario, and even come with built-in mixup tools. All of this adds up to Ken being a neutral and offense monster, capable of easily tagging the opponent and dragging them into the corner off of any successful opening.
While Ken may seem like an offensive rushdown monster at first, what keeps him in check is the considerably bad block advantage on many of his moves. Each version of Jinrai Kicks and Dragon Lash are either punishable on block or interruptible, causing his offense to be based on making the opponent unsure of when to press. Smart players will quickly learn not to press until something punishable comes out, which can force Ken to play reactively and wait for the opponent to give him an opening.
Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn Street Fighter with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.
Pick if you like: | Avoid if you dislike: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Ken | |
---|---|
Vitals | |
Life Points | 10000 |
Ground Movement | |
Forward Walk Speed | 0.047 |
Backward Walk Speed | 0.032 |
Forward Dash Speed | 19 |
Backward Dash Speed | 23 |
Forward Dash Distance | 1.322 |
Backward Dash Distance | 0.923 |
Drive Rush Min. Distance (Throw) | 0.745 |
Drive Rush Min. Distance (Block) | 2.449 |
Drive Rush Max Distance | 3.590 |
Jumping | |
Jump Speed | 4+38+3 |
Jump Apex | 2.115 |
Forward Jump Distance | 1.90 |
Backward Jump Distance | 1.52 |
Throws | |
Throw Range | 0.8 |
Throw Hurtbox | 0.33 |
Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
- Standard 4 Frame jab.
- Chains into Stand LP/Crouch LP/Crouch LK
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 4 | 14 | Sp SA TC | 600 | LH | +4 | -2 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 17 | Sp SA | 800 | LH | +3 | -2 |
- Great poke, confirmable into specials on hit.
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | 0 | -2 |
- Great range, makes it a great punish tool
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 20 | TC | 600 | LH | +3 | -5 |
- Whiffs on Crouchers at far ranges.
- Confirmable into the target combo follow up
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 23(25) | - | 800 | LH | +1 | -5 |
- Causes a Spinning State on Punish Counter allowing for follow ups.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 9 | Chn Sp SA | 300 | LH | +5 | -1 |
- Being +5 on hit allows Ken to link into his 5MP>HP Target Combo for a solid conversion.
- Chains into Crouch LP/Crouch LK/Stand LP
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 14(16) | Sp SA | 700 | LH | +3 | 0 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 24 | Sp SA | 800 | LH | +3 | -10 |
- Good anti air, moves ken forward.
- Only move that combos into HK Jinrai on regular hit.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Chn | 200 | L | +1 | -3 |
- Chains into Stand LP and Crouch LP
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 19 | Sp SA | 500 | L | -2 | -6 |
- Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 24(27) | - | 900 | L | KD +40 | -10 |
- Causes a Hard Knockdown on regular hit
- Causes a longer Hard Knockdown on Counter/Punish Counter
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 7 | 3 land | - | 300 | H | +9 | +5 |
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 3 land | Sp | 700 | H | +9(+11) | +5(+7) |
- Ken's only jumping normal that grants hard knockdown when used as an air to air
- Ken's only cancellable jumping normal
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 6 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
- Causes a spiked knockdown on Counter/Punish Counter. Not a Hard Knockdown
- Hits extremely deep
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit Cross-Up
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 6 | 3 land | - | 500 | H | +9(+13) | +5(+9) |
- Can hit Cross-Up
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 7 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
8j.HK
Command Normals
Ken has no Command Normals
Target Combos
5MP~HP
No results
- Target combo causes a juggle which can be converted into all of his run specials.
5MK~MK~HK
No results
- Strong buffer in neutral from far ranges
No results
- Whiffs on crouching opponents
Universal Mechanics
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +20 | - |
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +6 | - |
Drive Moves
Drive Impact (HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
26 | 2 | 35 | - | 800 | LH | KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 |
See Drive Impact
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal
- Full Invuln: 1-22f; Armor Break
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry
- Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
- Perfect Parry vs. projectiles puts you into a fixed 11f recovery
Drive Rush (66)
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
96 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
205 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Special Moves
Hadoken (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 33 | SA3 | 600 | LH | -1 | -7 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 35 | SA3 | 600 | LH | -3 | -9 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 37 | SA3 | 600 | LH | -5 | -11 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 28 | SA2 SA3 | 400x2 | LH | +2 | -2 |
Shoryuken (623P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 21+12 land | SA3 | 1100(800) | LH | KD +33 | -23 |
- Anti-Air Invuln: 1-?f
- Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 28+12 land | SA3 | 700,600 (1300) | LH | KD +33 | -28 |
- Anti-Air Invuln: 1-?f
- Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 10 | 35+15 land | SA3 | 800,300x2 (1400) | LH | KD +25 | -36(-38) |
- Anti-Air Invuln: 1-?f
- Projectile Invuln: 5-11f
- Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10(14)10 | 35+15 land | - | 200x5,600 (1600) | LH | KD +22 | -40 |
- Full Invuln: 1-10f
Tatsumaki Senpu-kyaku (214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2(6)3 | 14+18 land | - | 300,400 (700) | LH | KD +46(+38) | -14 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 2(13)2 | 11+20 land | - | 450x2 (900) | LH | KD +44(+32) | -12 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 2(13)2(13)2 | 14+17 land | - | 300x2,400 (1000) | LH | KD +36 (-38 cr) | -12 (-42 cr) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | 4(5)3(6)3(6)3(15)3 | 21+13 land | - | 300,200x3,800 (1700) | LH | KD +28 | -61 |
- 2nd hit of Heavy Tatsu whiffs on Crouching Opponents
Aerial Tatsumaki Senpu-kyaku (j.214K)
No results
No results No results
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(1)2(2)2(2)2(3)2 | 14(21) land | - | 900(700) each | LH | +5 (+10) Front 0 (+5) Back |
-5(0) |
- Instant Air EX Tatsu travels in nearly a straight line in air, acting as a great corner escape.
Dragonlash Kick (623K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18(21) | 6 | 4+17 land | - | 1000(950) | LH | +2 | -4 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23(25) | 5 | 5+20 land | - | 1100 | LH | +3(+4) | -8(-7) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28(30) | 5 | 5+16 land | - | 1200 | LH | +3(+4) | +1(+2) |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9(19) | 2(7)6 | 3+21 land | - | 500,700 | LH | +1(+4) | -9(-6) |
- All non-EX Versions on Punish Counter cause a ground bounce allowing for follow ups.
- First 2 active frames of all Dragon Lash Kicks whiff on non-airborne opponents
- 3rd active frame of all Dragon Lash Kicks whiff on crouching opponents increasing the advantage and allowing for Dragon Lash Loops
Jinrai Kick (236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 28 | SA3 | 500 | LH | +1 | -11 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 24 | SA3 | 600 | LH | +2 | -7 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 3 | 19 | SA3 | 700 | LH | KD +42 | -2 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 25 | SA2 SA3 | 600 | LH | -4 | -7 |
Kazekama Shin Kick (236K~6LK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 19 | SA3 | 500 | L | +3 | -5 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 20 | SA2 SA3 | 500 | L | +3 | -5 |
- Non-EX Frame Traps from Medium Kick Jinrai Kicks
Gorai Axe Kick (236K~6MK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 24 | SA2 SA3 | 1000 | H | -3 | -7 |
- EX Frame Traps after EX Jinrai on block
- From Non-EX On Hit and Block the overhead is interruptible even during burnout
Senka Snap Kick (236K~6HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 25 | SA3 | 800 | LH | KD +33(+38) | -3 |
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA2 SA3 | 800 | LH | KD +37 | -4 (-18) |
Kasai Thrust Kick (236KK~6K~6K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 29 | SA2 SA3 | 500(400) | LH | KD +31 | -12 |
- Can be input on hit/block/whiff
- 2f gap before final hit on block
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 29 | SA2 SA3 | 500(400) | LH | KD +34 | -12 |
- Can be input on hit/block/whiff
- True blockstring into final hit
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 37 | SA2 SA3 | 500(400) | LH | KD +42 | -20 |
- Can be input on hit/block/whiff
- 7f gap before final hit on stand block (20f gap if 2nd hit whiffs on crouching)
KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | - | - | - | - | - | - | - |
- Followups can be input from 11-31f; 45f total animation if no followup is input
- Followups will not reverse direction if Ken crosses under the opponent
Run Normal Followups (KK~K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11~ | - | 16 | - | - | - | - | - |
- Fastest Run~Stop time is 27f
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
- Cancellable into Level 3 Super (applies a 10% damage scaling penalty)
- Notably can't benefit from Drive Rush like other overheads
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+10 | 4 | 20 | SA | 800 | LH | +3 | -4 |
- Puts airborne opponents into limited juggle state (e.g. after MP~HP Target Combo)
- Cancellable into any Super
- Acts as a Normal move with no additional damage scaling when cancelled to Lv.3 Super
Run Special Followups (KK~Special)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+8 | 11 | 33+15 land | SA3 | 500,450,250x3 (1700) | LH | KD +25 | -35(-36) |
- Projectile Invuln: 3-12f; forward momentum helps pass through fireballs
- First 3 hits are cancellable into Level 3 Super; final hit whiffs vs. crouch block
- Does not vary based on attack button strength
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+13 | [2(2)3(2)]x4,2(5)3 | 3+17 land | - | 200x4,400 (1200) | LH | +3 (KD +43) |
-9 |
- Backwards hitbox can Crossup if dashing under opponent (-9 on Hit)
- Pulls opponent toward Ken when this happens, allowing for multiple hits
- Does not vary based on attack button strength
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+9(20) | 4(5)6 | 9+15 land | - | 500,700 | LH | +2(+4) | -8(-6) |
- Properties are essentially the same as OD Dragonlash Kick, but with a shorter ground bounce
- 1st hit only connects vs. airborne, 2f better advantage vs. crouching, side switch after juggle
- Functional startup vs. standing opponents is 11+20f
- Does not vary based on attack button strength
Super Arts
Level 1 Super (214214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 41 | - | 2000 | LH | KD +9 | -24 |
- Strike/Throw Invuln: 1-10f; Armor Break
- Depletes 1/2 Drive bar from opponent on hit
- Switches sides with the opponent
Level 2 Super (236236K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2(10)3(10)3(12)3(11)2 | 28 | - | 2800 | LH | KD +36 | -5 |
- Full Invuln: 1f (until freeze); Armor Break
- Depletes 1 Drive bar from opponent on hit
- Ken's infamous SA3 from Third Strike, a flurry of 5 kicks followed up by a Tatsumaki ender on hit
Level 3 Super (236236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(1)6(16)13 | 30+25 land | - | 4000 (1800~2400) | LH | HKD +15 | -40(-43) |
- Full Invuln: 1-18f; Armor Break
- Depletes 1.5 Drive bars from opponent on hit
- When used as an anti-air the non cinematic version does 2400 damage
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(1)6(16)13 | 30+25 land | - | 4500 (2000~2600) | LH | HKD +21 | -40(-43) |
- Full Invuln: 1-18f; Armor Break
- Depletes 2 Drive bars from opponent on hit
- When used as an anti-air the non cinematic version does 2600 damage