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* () refers to knockdown advantage when canceled from {{clr|M|5MP}}~{{clr|H|HP}} | * () refers to knockdown advantage when canceled from {{clr|M|5MP}}~{{clr|H|HP}} | ||
* Does not have an {{clr|OD|OD}} version; button strength does not affect move properties | * Does not have an {{clr|OD|OD}} version; button strength does not affect move properties | ||
* {{clr|PC|Counter-hit/Punish Counter}} advantage carries through all hits | |||
* Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) | * Applies 15% damage scaling to next hit when beginning a combo (100/85/75...) | ||
<br> | <br> | ||
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On some very unsafe moves like {{clr|SA|Supers}} and DPs, Ken can punish with Run~Tatsu for a powerful starter that becomes {{sf6-adv|VP|+7}} and guarantees the opponent will be fully cornered. | On some very unsafe moves like {{clr|SA|Supers}} and DPs, Ken can punish with Run~Tatsu for a powerful starter that becomes {{sf6-adv|VP|+7}} and guarantees the opponent will be fully cornered. | ||
The backward hits of Run~Tatsu can hit behind Ken, creating strange-looking juggles that can sometimes give a side switch into another juggle ender. It's not worth attempting this kind of cross-up on the opponent's wakeup, as it's telegraphed, risky, and fairly unrewarding. | The backward hits of Run~Tatsu can hit behind Ken while pulling the opponent toward him, creating strange-looking juggles that can sometimes give a side switch into another juggle ender. It's not worth attempting this kind of cross-up on the opponent's wakeup, as it's telegraphed, risky, and fairly unrewarding. | ||
}} | }} | ||
Revision as of 20:11, 22 March 2025
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 | |
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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 |
Frame Data Glossary - SF6 | |
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Hitbox Images |
🟥 (Red): Attack hitbox
🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles
🟦 (Blue): Vulnerable throw hurtbox
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Active |
How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.
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Cancel |
Available options for canceling one move into another move.
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Cancel Hitconfirm Windows |
Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.
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Damage |
Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.
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Damage Scaling |
Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown. Scaling Types:
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Drive Rush Cancel Advantage |
Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack. Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.
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Forced Knockdown |
Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset. As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence. Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.
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Guard |
Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.
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Juggles |
When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:
The following is a more detailed overview of the SF6 juggle system:
Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.
Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.
Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.
An example to tie everything together:
Drive Rush notes:
More recently, the official definitions used by Capcom are slightly different than these community-designated terms. When reading official patch notes, the following terms are used instead:
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On Hit/Block |
These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.
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Recovery |
How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.
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Startup |
How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.
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IASA / Actionable Recovery |
Some moves play out an extended recovery animation when no other button/direction is input (for crouching moves, it applies when holding any down direction). These are often referred to as "actionable recovery" frames; in some games, the term IASA (Interruptible As Soon As) refers to the frame that Actionable Recovery begins. Letting the Actionable Recovery frames play out can change the character's position, potentially setting up spacing traps by recovering farther away. For example, Manon 5HP will recover much farther away from the opponent if no input is performed immediately after her recovery; holding back or down-back to block will keep her much closer to the opponent.
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Normals
Standing Normals
5LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 13f
- Drive Rush cancel advantage: +4 oH / -1 oB
- Run~Stop cancel advantage: -14 oH / -19 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Ken's longest range 4f light. It cannot link to a medium like 2LP, though it gets similarly useful Counter-hit confirms. Due to its lower recovery, 5LP is the best light normal to use for safety against Drive Impact armor.
5LP can combo into 623HP, 236KK, or 236LK even from farther ranges. When used as a punish starter, Ken's most consistent enders are 2MK > 623HP or 5MK~MK~HK.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 4 | 14 | Sp SA TC | 600 | LH | +4 | -2 |
- Cancel Hitconfirm Window: 16f / 17f (TC)
- Drive Rush cancel advantage: +12 oH / +6 oB
- Run~Stop cancel advantage: -6 oH / -12 oB
A short ranged combo and pressure tool that can be confirmed directly into his 5MP~HP Target Combo. If you're not confident in that confirm, a close range 2LP can link to 5MP, making it much easier. 5MP can also link to 5LP at point blank, though the follow-ups are much more limited in damage.
This button is a great option out of Drive Rush, as it keeps Ken at close range and allows him to Throw or frame trap with another 5MP.
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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10 | 5 | 17 | Sp SA | 800 | LH | +3 | -2 |
- Cancel Hitconfirm Window: 19f
- Drive Rush cancel advantage: +15 oH / +10 oB
- Run~Stop cancel advantage: -3 oH / -8 oB
A long-ranged cancelable poke that moves Ken forward, giving Ken great pressure, spacing traps, and whiff punish potential. The lenient cancel window allows players to hitconfirm a follow-up on reaction instead of wasting meter on a blocked cancel. With a whopping 5 active frames, 5HP can be up to +2 on a meaty connect (though this generally pushes you out of Throw range).
The forward movement and pushback largely cancel each other out on block, leaving Ken safe at a range that is frustrating for opponents to deal with when he repeatedly loops this button. Their fast normals can easily whiff, while longer ranged buttons can be Counter-hit on startup if Ken chooses a different option.
5HP can combo into moves like Run~623P, Run~214K, 236MK, or 623KK. The last one is notable, as it becomes +4 against crouching opponents, allowing for a link into 2LP > 5MP~HP. On Counter-hit or after Drive Rush, it can combo to 236HK or 623MK; this allows for the same 623MK crouching extension. Unfortunately, 5HP cannot link from Ken's most common Drive Rush starter (2MK).
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 2 | 12 | Sp SA | 300 | LH | 0 | -2 |
- Cancel Hitconfirm Window: 12f
- DR cancel is delayed until after 2nd active frame
- Drive Rush cancel advantage: +3 oH / +1 oB
- Run~Stop cancel advantage: -14 oH / -16 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Great range for a light normal, making it a useful -5 punish option. Buffering a special move like HP Shoryuken or OD Tatsu just outside Ken's max 5LK range allows it to counterpoke into a knockdown. Unfortunately, it cannot combo when canceled to Drive Rush without a Counter-hit or Punish Counter starter.
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 20 | TC | 600 | LH | +3 | -5 |
- Whiffs on crouching opponents at farther ranges unless they extend a vertical hurtbox
- Front leg hurtbox is raised on frames 4-15 (can dodge some low attacks)
- Cancel Hitconfirm Window: 19f (TC)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A strong advancing poke that can be confirmed into a knockdown with his 5MK~MK~HK Target Combo. It can link to 2MK as a Punish Counter, further increasing its use as a whiff punish. However, it is somewhat susceptible to Drive Impact in neutral.
With its 19f hitconfirm window, skilled players can confirm the Target Combo off a single hit. If this confirm is too difficult, it's best to space 5MK just outside the range where it would normally connect, so the TC will only come out if the opponent walks forward or sticks out an attack.
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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12 | 2 | 23(25) | - | 800 | LH | +1 | -5 |
- 2f extra recovery on whiff
- Punish Counter: KD +56 Spin (limited juggle state); can juggle into DR~5HP at any range
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
A slow, long-range roundhouse kick that moves Ken forward during startup. The button is highly committal; it's uncancelable, unsafe at closer ranges, has high whiff recovery, and is susceptible to Drive Impact. However, it lets Ken harass opponents and drain Drive meter at a range where most characters do not have threatening normals.
The main benefit of 5HK is its Punish Counter launching properties, as it allows Ken to follow up with a powerful Drive Rush juggle at nearly any range, making it a great whiff punish tool. It's also an excellent harassment tool against opponents in Burnout, creating easy spacing traps on block.
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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4 | 2 | 9 | Chn Sp SA | 300 | LH | +5 | -1 |
- Chains into 5LP/2LP/2LK
- Cancel Hitconfirm Window: 12f
- DR cancel is delayed until after 1st recovery frame
- Drive Rush cancel advantage: +4 oH / -2 oB
- Run~Stop cancel advantage: -12 oH / -18 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air
From close range, 2LP links naturally into 5MP~HP Target Combo, giving Ken above average damage from a light starter. It can link to 5LK even at max range where nothing else is possible. On Counter-hit, 2LP links to 2MP (damage) or 2MK (max-range consistency). All of Ken's chained jabs create a natural frame trap on block, making it a useful pressure option.
There are a couple areas where 2LP is weaker than 5LP, however. It chains more slowly, making it more susceptible to Drive Impact when attempting to break the armor with a 3-hit chain. It also has less range than 5LP, making it a worse punish against -4 attacks. In general, though, 2LP is Ken's light normal of choice.
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 3 | 14 | Sp SA | 700 | LH | +3 | 0 |
- Cancel Hitconfirm Window: 15f
- Drive Rush cancel advantage: +10 oH / +7 oB
- Run~Stop cancel advantage: -8 oH / -11 oB
- Topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air
While it is a solid pressure button, 2MP cannot link into anything without meaty timing, Drive Rush, or Counter-hit/Punish Counter. At 0 on block, Ken cannot force a frame trap without potentially trading light normals. This can actually be beneficial if the opponent is low on health or Ken has a large life lead. After Drive Rush it becomes +4 on block, making it an above-average pressure starter. The low whiff recovery gives it some utility as a low-commitment counterpoke in neutral, but the hitbox does not always properly hit an opponent's whiff recovery.
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 4 | 24 | Sp SA | 800 | LH | +3 | -10 |
- Forces Stand
- Cannot hit cross-up; only the first 2 active frames are cancelable
- Cancel Hitconfirm Window: 16f
- Drive Rush cancel advantage: +21 oH / +8 oB
- Run~Stop cancel advantage: +3 oH / -10 oB
A decent anti-air and combo tool that moves Ken forward slightly. If the early frames connect, Ken can cancel into Run~Stop, though this doesn't often work in anti-air situations.
In general, this is the preferred button to combo into from Drive Rush unless you want to keep the opponent crouching. 2HP is the only button that can combo into 236HK without Drive Rush or Counter-hit, which is especially useful in corner combos. DR~2HP > Run~Stop allows a link to 5MP or 2LP, which is a nice grounded extension that doesn't require excessive meter use; just make sure to let go of crouch before inputting the Run cancel.
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 3 | 10 | Chn | 200 | L | +1 | -3 |
- Chains into 5LP/2LP/2LK
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Ken's main low combo starter that can begin a 3-hit light confirm. Can link into 5MP when used out of Drive Rush for a quick low confirm.
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 3 | 19 | Sp SA | 500 | L | -2 | -6 |
- Cancel Hitconfirm Window: 13f
- DR cancel is delayed until after active frames
- Drive Rush cancel advantage: +8 oH / +4 oB
- Run~Stop cancel advantage: -8 oH / -12 oB
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
A perfectly average Shoto-style 7f low forward in terms of range and frame data, but it ends up being an exceptional button because of Ken's strong offensive cancel options. The unreactable cancel window matters less for Ken, as he can easily cancel into Medium Jinrai Kicks on block; this is relatively safe, with fast invincible OD moves and Supers being the only consistent punish. This gives Ken the ability to loop his offense from a safe range without spending resources.
Canceling into Drive Rush allows a link into 2HP for good damage; from here, the optimal route is usually Run~Stop into 2LP > 5MP~HP, though you can get decent damage with a lower execution combo route. A link to 5HP would give Ken a high damage crouching 623MK route, but this only links on Counter-hit or Punish Counter. On block, only 5LP/2LP form a true blockstring, but you can frame trap the opponent's delayed throw/button with 5HP or delayed 5MP.
Counter-hit 2LP can link into 2MK at max range, making it more consistent than 2MP after light chains. Ken does not get any follow-up links or block pressure from DR~2MK, though it can be a useful way to start an approach if you have extra meter to spend.
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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8 | 3 | 24(27) | - | 900 | L | HKD +31 | -10 |
- Counter-hit/Punish Counter: HKD +47
- On block, plays out a fixed 27f recovery (cannot be made safer with meaty timing)
- Has juggle potential; not a Hard Knockdown when juggled into
Just like 2MK, Ken's 2HK is a faster but shorter ranged version of Ryu's sweep. Most characters can punish it with a sweep of their own or some other long poke, but if well-spaced Ken may be able to avoid a high damage punish from a cancelable button. Since Ken already relies on 2MK to open up a stand blocking opponent, this should primarily be used as a whiff punish tool.
Its juggle potential allows it to combo after Air Tatsu, j.MP air-to-air, or corner 5MP~HP > OD Hadoken, though in practice this is rarely useful over his other juggle enders.
Jumping Normals
j.LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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5 | 7 | 3 land | - | 300 | H | +9 | +5 |
A quick air-to-air that hits above Ken, useful against close jumps if you're not confident in your cross-cut Shoryuken input.
j.MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 4 | 3 land | Sp | 700 | H | +9(+11) | +5(+7) |
- Puts airborne opponents into limited juggle state
- Cancelable into into Air Tatsu (may not hit based on opponent spacing)
- Shifts Ken's hurtbox upward during startup
Ken's best air-to-air due to its knockdown property. The cancel into Air Tatsu can be delayed significantly, affecting how it connects in air juggles.
j.HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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9 | 6 | 3 land | - | 800 | H | +7(+15) | +3(+11) |
- Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents
Hits extremely deep, making it a strong close range jump-in. Often used in strike/throw situations from a neutral jump, especially against characters with no invincible uppercut specials; some characters have great difficulty anti-airing without trading hits at this range.
j.LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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6 | 6 | 3 land | - | 300 | H | +5(+10) | +1(+6) |
- Can hit Cross-up
The backwards hitbox is slightly wider than j.MK, but the combo options are much more limited after Ken lands. Due to its low hitstun/blockstun, Ken can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal.
j.MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
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7 | 6 | 3 land | - | 500 | H | +9(+13) | +5(+9) |
- Can hit Cross-up
- Shifts Ken's hurtbox upward during startup
The better of Ken's cross-up buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo follow-ups.
j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 7 | 3 land | - | 800 | H | +11(+15) | +7(+11) |
Good horizontal range and a strong hitbox, making it a threat at mid/long range especially when mixed with empty jump and Air Tatsu.
8j.HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 6 | 3 land | - | 900 | H | +13(+15) | +9(+11) |
- Shifts Ken's hurtbox upward during startup
Ken's highest damage jumping attack, making it a good combo starter after a stun. The hitbox doesn't reach far downward like diagonal j.HK, but it's relatively fast for air-to-air purposes.
Command Normals
Ken has no Command Normals.
Target Combos
5MP~HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 27 | Sp SA | 400 | LH | KD +28 | -14 |
- Puts opponent into limited juggle state
- Cancel Hitconfirm Window: 17f (single hit) / 43f (full TC)
- Drive Rush cancel advantage: KD +48 oH / +6 oB
- Run~Stop cancel advantage: KD +30 oH / -12 oB
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Very useful Target Combo for hitconfirms, as it has a long cancel window and even links from 2LP. The juggle state has some added benefits, like allowing OD Hadoken to connect high for a corner juggle, giving a ground bounce to OD Dragonlash, and vitally allowing all Run special moves to fully connect.
5MK~MK~HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2 | 27 | TC | 400(320) | LH | KD +28 | -12 |
- () refers to scaled damage from 5MK combo starter
- True blockstring from 5MK even at max delay
- Cancel Hitconfirm Window: 46f (TC)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 3 | 28 | - | 700(490) | LH | KD +32(30) | -11(-32) |
- () refers to scaled damage from 5MK~MK combo starter
- Last hit whiffs on crouch blocking opponents (much more unsafe)
- 2f blockstring gap before final hit
- 2f worse KD Advantage if only the final hit connects
Ken's forward-moving 5MK can be confirmed into this strong Target Combo, making it a useful poke and counter-poke. The hits do not chain quickly enough to break Drive Impact armor, so be wary of overusing this string. It is possible to directly hitconfirm 5MK into the TC with some practice, but the move still has utility even outside of hitconfirms; simply buffering 5MK~MK in neutral is an effective counterpoking strategy against longer-range buttons.
If the first 2 hits are blocked, the final HK follow-up can frame trap the opponent's attempted punish. However, the opponent can avoid this by simply punishing with a crouching normal, since it whiffs on crouchers. Since the second 5MK knocks the opponent airborne, there is no need to worry about HK whiffing on a crouching opponent on hit.
Throws
Forward Throw (LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +20 | - |
- Punish Counter: HKD +24
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Ken can walk forward for a manually timed corner throw loop, with 3 frames of leniency on the timing against standard sized characters. He is only +1 after a Forward Dash, so attempting to throw loop would lose to reversal 4f normals. Dashing would still allow him to use a meaty light normal, but this is much weaker against delayed throw tech.
Midscreen, Ken can chase the opponent's Back Rise with Drive Rush to continue his pressure, while still being able to block wakeup reversals. In particular, DR~5HP hits on the opponent's first wakeup frame, giving him a powerful combo on hit or a frame trap on block. While he can't quite get into throw range directly off the Drive Rush, the threat of his other options makes it easy to sneak in a throw anyway.
Back Throw (4LPLK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +6 | - |
- Side switch
- Punish Counter: HKD +6
- Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)
Ken's Back Throw gives great corner carry after the side switch. Even if Ken starts with his back to the wall, he is left too far away to enforce any pressure on the opponent's wakeup. One of many tools that allows Ken to dictate screen position regardless of where he started.
Drive System
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 |
- Armor (2-hit): 1-27f; Range: 2.470 (1.390 movement + 1.08 hitbox)
- On Hit/PC: Applies 20% damage scaling to next hit when beginning a combo
- On Block: Applies 20% scaling multiplier to all follow-up hits after Wall Splat; the next attack can incur additional Starter Scaling
- Combos when canceled from 2HP or Punish Counter 5HP (no corner wallsplat; useful for depleting Drive gauge, especially after Perfect Parry)
- A blocked DI can combo into another DI if opponent is not fully cornered (Stuns if opponent has less than 1.5 Drive bars)
- This happens because a blocked DI is not considered a "hit" for combo purposes
- Causes both the 20% Starter and 20% Multiplier scaling to apply to the follow-up combo
See Drive Impact on the Gauges page for more details.
When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout
- 5HP: 7[3]
- 2HP: 9[5]
- 2MP: 10[6]
- 5MP, 2MK, 5MP~HP: 11[7]
- Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters
Against the following characters in Burnout:
- JP (22K), frame 3 counter
- Marisa (214K), frame 3 armor
- Zangief (5[HP]), frame 4 armor
It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun.
* Denotes a move that causes Lock on Counter-hit, allowing the opponent to escape a Stun by mashing on wakeup.
- 5HP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~2HP* > DI: 1f blockstring gap prevents opponent from absorbing the hit
- DR~2MP > DI: 2f blockstring gap prevents opponent from absorbing the hit
- DR~5MP* > DI: 3f blockstring gap will work vs. Zangief 5[HP]
- DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]
Drive Reversal (6HPHK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-22f; Range: 1.578; Armor Break
- 5f extra recovery on hit; 4f screen freeze during startup
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
- Full Invuln: 1-20f; Range: 1.578; Armor Break
- 5f extra recovery on hit; no screen freeze
See Drive Reversal on the Gauges page for more details.
Drive Parry (MPMK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
See Drive Parry on the Gauges page for more details.
- Perfect Parry:
- Applies a 50% damage scaling multiplier to any punish afterwards
- vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
- vs. projectiles, puts you into a fixed 11f recovery
Drive Rush (MPMK~66)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
3+8 | - | 15(37) | - | - | - | - | - |
- 1-bar version performed out of Parry
- Startup is 1+8 immediately after successful Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
9 | - | 15(37) | - | - | - | - | - |
- 3-bar version performed on hit/block from a cancelable normal
- Can also be performed from whiffed cancelable light normals
See Drive Rush on the Gauges page for more details. See Strategy page for Blockstring Gaps and Combo Routes
- Startup refers to minimum time before an attack can cancel the Drive Rush animation
- The first 15 recovery frames are cancelable into any attack
- The final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry)
- Only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
- Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
- Only applies scaling once per combo; does not apply when a Drive Rush enhanced attack starts the combo
Distance:
- 0.745 (min, cancel into immediate Throw)
- 2.449 (min, earliest blocking/movement frame)
- 3.721 (max, final DR frame)
Special Moves
Hadoken (236P)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 33 | SA3 | 600 | LH | -1 | -7 |
- Slow 1-hit projectile; Projectile Speed: 0.06
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 35 | SA3 | 600 | LH | -3 | -9 |
- Medium-speed 1-hit projectile; Projectile Speed: 0.07
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 37 | SA3 | 600 | LH | -5 | -11 |
- Fast 1-hit projectile; Projectile Speed: 0.08
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 4f (Super)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 28 | SA2 SA3 | 400x2 | LH | +2 | -2 |
- Fast 2-hit OD projectile; Projectile Speed: 0.095
- Puts airborne opponents into limited juggle state
- Cancel Hitconfirm Window: 12f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
The standard Shoto projectile. As a pure zoning tool it's a bit worse than Ryu's fireball due to longer recovery and worse hit/block advantage. When combined with Ken's amazing Drive Rush, however, it's one of the better projectiles in the game; a properly spaced LP Hadoken followed by Drive Rush is an inexpensive way to close the gap, and may even allow you to anti-air if the opponent tries to jump the projectile. LP Hadoken can also be timed meaty on the opponent's wakeup to prevent reversal Level 1 Supers, giving Ken a near risk-free pressure tool against opponents in Burnout.
OD Hadoken has recovery similar to a Sonic Boom and doesn't knock down, making it even better at converting into Drive Rush extensions; in exchange, the follow-up damage is scaled. The OD priority of the fireball causes it to land as a Punish Counter during a projectile war, increasing Ken's frame advantage even further. In the corner, it can be used after 5MP~HP Target Combo for safety on block or a juggle follow-up on hit.
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: 1-14f (cannot hit cross-up); Airborne 7-35f (Forced Knockdown state)
- Puts opponents into limited juggle state; can get follow-ups after high corner anti-air
- Reduced damage on active frames 3-10 (high connect anti-air)
- Cancel Hitconfirm Window: 18f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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: 1-8f (cannot hit cross-up); Airborne 8-43f (Forced Knockdown state)
- Cancel Hitconfirm Window: 18f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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: 1-9f (cannot hit cross-up); Projectile Invuln: 5-11f; Airborne 9-51f (Forced Knockdown state)
- 3rd hit whiffs vs. crouch block (2f worse advantage, less chip and Drive damage)
- Cancel Hitconfirm Window: 14f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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 (cannot hit cross-up); Airborne 9-24f, 33-74f (Forced Knockdown state)
- Ken's primary reversal option; all hits form a true blockstring
A great anti-air, defensive tool, and combo ender. Higher strengths gain additional range in exchange for slower startup. All versions can be used in juggles to some degree, with OD Shoryuken and the later hits of HP Shoryuken having the highest juggle potential.
As an anti-air, the LP version is the strongest overall; it has the most air invincibility, the best angle for cross-cut DP, and on a high connect it will deal more damage than the other versions. The MP/HP versions can be useful against farther jumps, especially against characters that can halt their jump trajectory like Cammy or Kimberly.
OD Shoryuken has a lot of invincibility and good range for blowing through the opponent's offense. It pushes the opponent far away, allowing Ken to escape corner pressure. He doesn't gain enough advantage for true oki on hit, but he can Drive Rush while safely blocking reversals and out-spacing the opponent's normals.
Meterless Shoryuken can be canceled into SA3 for increased anti-air damage. However, this comes with a much higher damage scaling penalty; it actually does less damage than a raw anti-air SA3. If canceled in the middle of a combo, the usual damage scaling rules apply. If canceling to SA3, it's important to time the Shoryuken as late as possible to ensure the full cinematic hit occurs. If you get the non-cinematic juggle version, you can follow up with 623HP midscreen or 623LP > 623MP in the corner to mitigate some of the lost cinematic damage. If the first hit of SA3 whiffs entirely, the double corner juggle may not work, so stick with 623HP in this case.
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 |
- Airborne: 5-28f (Forced Knockdown state)
- 1st hit puts opponent into limited juggle state
- If 1st hit whiffs, 2nd hit deals 700 damage with reduced knockdown advantage
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 2(13)2 | 11+20 land | - | 450x2 (900) | LH | KD +44(+32) | -12 |
- Airborne: 8-41f (Forced Knockdown state)
- Better knockdown advantage if 1st hit connects
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) |
- Airborne: 10-61f (Forced Knockdown state)
- 2nd/3rd hits whiff on crouching opponents on hit or block
- Knockdown advantage is the same regardless of which hit connects
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 |
- Airborne: 10-77f (Forced Knockdown state)
Ken's version of Tatsu is a bit more limited in use than that of Ryu or Akuma; it cannot counter projectiles, and is used in fewer combo scenarios compared to his other specials. The main benefit of Tatsu is that it grants corner carry while keeping Ken close enough for oki.
LK Tatsu is one of the fastest special moves in the game at 4 frames of startup. At close range, it will hit twice and launch the opponent into a juggle state that combos into LP/MP Shoryuken or SA2. When it connects in a juggle or from farther out, it can only land one hit and will not get a follow-up. As a defensive tool, LK Tatsu can be used as a high-risk callout similar to mashing a 4-frame jab. This is especially useful against blockstrings that would normally cause a trade combo in the opponent's favor, as they will instead be knocked down.
MK Tatsu offers more combo consistency and corner carry. It combos from 2LP, making it a decent knockdown ender from a 2-hit light chain without having to confirm that the opponent is standing. On hit, Ken can dash forward twice, leaving him point blank at +6 for some great oki. The downside is that the damage is underwhelming, and Ken usually benefits more from comboing into other specials like Run~Shoryuken, Run~Tatsu, or Dragonlash side switches.
HK Tatsu has a good mix of damage and corner carry, but it comes with a massive downside: the opponent must be standing, or else the last 2 hits will whiff even on a successful hit, leaving Ken open to a massive punish. In just about any situation where this move is hitconfirmable, you could just as easily confirm into Run~Shoryuken for way more damage, or Run~Tatsu for much better corner carry and oki. HK Tatsu generally connects twice when juggled into, losing some of its already average damage.
OD Tatsu is primarily used as a juggle ender due to its high damage and great corner carry, but also sees niche use as a whiff punish tool and a callout against backward jumps. The horizontal range is much greater than it first appears, allowing Ken to reach a recovering opponent even when their hurtbox doesn't linger. If the opponent tries to jump back out of a midscreen tick throw scenario where Ken has frame advantage (e.g. DR~5LP + Throw), OD Tatsu will reach the opponent before they land. This carries some risk, as an air normal can still hit Ken due to his lack of invincibility, but many players won't attempt this since it makes them more vulnerable to Shoryuken instead.
Aerial Tatsumaki Senpu-kyaku (j.214K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 2(5)2(6)2 | 14 land | - | 900 | LH | KD +42(+46) | -4(0) |
- Forced Knockdown state until landing; can hit cross-up
- Puts opponents into limited juggle state on hit
- Ken is in a crouching state from 4th recovery frame onward
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
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) |
- Forced Knockdown state until landing; can hit cross-up
- Cross-up deals 5f less hitstun and 200 less damage
- Can hit twice vs. airborne opponents
- 7f extra landing recovery on whiff; Ken is in a crouching state from 4th recovery frame onward
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Air Tatsu can alter Ken's jump timing, making it harder for the opponent to anti-air. It can only be done from a forward jump, even when canceled from j.MP. The button strength does not affect the trajectory of the move unlike the grounded version. Meterless Air Tatsu can start a juggle regardless of which side it hits on, but hitting same-side sends a midscreen opponent much farther away; only SA2 works consistently. After a cross-up, Ken has more options like SA1/SA3, OD Dragonlash, and HP Shoryuken.
OD Air Tatsu has a much better air trajectory and keeps the opponent grounded, but the frame advantage varies significantly depending on how it connects. The cross-up version is much harder to combo after due to the reduced hitstun. If used very early in Ken's forward jump, it travels a long horizontal distance, potentially allowing Ken to escape the corner. However, his increased landing recovery on whiff makes it harder to avoid punishment unless the opponent whiffs a very slow anti-air. j.214KK makes Ken land faster than the meterless version, making it a bit easier to pick up a corner juggle after an air-to-air.
Dragonlash Kick (623K)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18(21) | 6 | 4+17 land | - | 1000(950) | LH | +2 | -4 |
- Airborne 9-27f (Forced Knockdown state); Low Crush 9-32f
- First 3 active frames only hit airborne for Spike knockdown and 1000 damage (OTG bounce on airborne Punish Counter)
- The final 3 active frames hit standing/crouching for 950 damage
- Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23(25) | 5 | 5+20 land | - | 1100 | LH | +3(+4) | -8(-7) |
- Airborne 14-32f (Forced Knockdown state); Low Crush 14-37f
- First 2 active frames only hit airborne for Spike knockdown (OTG bounce on airborne Punish Counter)
- 1f better advantage vs. crouching opponents on hit or block
- Applies 30% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28(30) | 5 | 5+16 land | - | 1200 | LH | +3(+4) | +1(+2) |
- Airborne 19-37f (Forced Knockdown state); Low Crush 19-40f
- First 2 active frames only hit airborne for Spike knockdown (OTG bounce on airborne Punish Counter)
- 1f better advantage vs. crouching opponents on hit or block
- Applies 30% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to next hit)
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) |
- Airborne 10-26f (Forced Knockdown state); Low Crush 11-32f
- Initial active frames 2(7)1 only hit airborne opponents; causes a limited juggle OTG bounce and side switch vs. airborne opponents
- The next 3 active frames hit standing opponents, while the final 2 active frames hit crouching opponents (3f better advantage vs. crouching)
- In juggles, both hits count for damage scaling; applies an extra 5% damage scaling to next attack when comboed into
Ken hops into the air before swinging his leg downward. The hitbox starts high, only hitting airborne opponents and causing a spike knockdown if it hits. The later active frames reach downward until it can reach standing opponents, then crouching opponents for better advantage (except on the LK version). Higher strength versions have increased range with slower startup, and each version has its own unique use case.
LK Dragonlash is the fastest and is primarily used for pressure when the opponent is in Burnout since it leaves Ken even on block. In this scenario, all cancels from medium buttons leave a slight blockstring gap that can lead to +4 Counter-hits, but are also vulnerable to anti-air specials like Shoryuken. If the burned out opponent attempts a reversal Super after blocking 623LK, Ken can kara-cancel his button press into Parry, making his pressure exceedingly safe. Outside of Burnout, 623LK is also a tricky punish against delayed throw techs and crouching buttons with its airborne and Low Crush properties; if successful, Ken can get a full 5MP~HP punish combo afterward, but can be punished himself if blocked.
MK Dragonlash has more range than LK, but the slower startup makes it harder to abuse the airborne and Low Crush frames; on a hard read, it can be used against low pokes like 2MK but can be punished much more heavily on block. The main purpose of this version is to extend combos on crouching opponents. If you whiff punish a crouching poke or confirm the opponent is crouching during a Drive Rush combo into 5HP, you can combo into 623MK followed by 2LP. As long as you don't force standing with 2HP, this loop can continue until Drive meter is exhausted, making it an effective meter dump to secure a full-resource kill.
HK Dragonlash is a good approach tool when mixed with Ken's other offensive options. It grants frame advantage on block and leaves Ken in throw range; if the opponent stand blocks, a throw is not guaranteed, as their 4f normal will beat an immediate throw. It's important not to overuse this move, as the startup is fairly reactable and can be countered with standing normals, anti-air specials, or Drive Impact. If the opponent is late on their DI input (within the final 4 frames before it connects on a crouching opponent), Ken will recover fast enough to block or punish with his own DI. If you manage to hit the opponent crouching, you can link naturally into 2LP, though most people will stand block or parry unless they committed to a button press.
OD Dragonlash is a combo tool that switches sides when juggled into, resulting in a ground bounce that can combo into Shoryuken, OD Tatsu, or any Super. Most combo routes will instead use a Target Combo into Run~Dragonlash for the same effect, but this version is fast enough to be used after HK Jinrai for good damage. The ground bounce is a little higher than the meterless Quick Dash version, but this doesn't offer much besides a juggle into OD Jinrai for marginally more damage and an SA2 cancel. On grounded opponents, there is little reason to use this version. It combos from 5HP naturally or from a medium whiff punish starter, allowing for a follow-up link on crouching opponents like the MK version. In most cases, though, Ken has better ways to spend his meter.
Jinrai Kick (236K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 28 | SA3 | 500 | LH | +1 | -11 |
- Follow-up can be delayed up to 3f (can be input on hit/whiff/block)
- Cancel Hitconfirm Window: 14f (Super), 34f (6K follow-up)
- 6HK follow-up will not combo if canceled on last possible frame
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 24 | SA3 | 600 | LH | +2 | -7 |
- Follow-up can be delayed up to 2f (can be input on hit/whiff/block)
- Cancel Hitconfirm Window: 14f (Super), 29f (6K follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 3 | 19 | SA3 | 700 | LH | KD +42 | -2 |
- Puts opponent into limited juggle state
- Follow-up can be delayed up to 5f (can be input on hit/whiff/block)
- Cancel Hitconfirm Window: 14f (Super), 27f (6K follow-up)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 25 | SA2 SA3 | 600 | LH | -4 | -7 |
- Follow-up can be delayed up to 6f (can be input on hit/whiff/block)
- Cancel Hitconfirm Window: 17f (Super), 25f (6K follow-up)
Jinrai is a spinning roundhouse kick reminiscent of ST Ken's "Crazy Kicks". Higher strengths become progressively safer on block with longer range, but are also slower, affecting Ken's combo routes. It functions similarly to a Rekka, with 3 varying follow-ups: 6LK (Low), 6MK (Overhead), and 6HK (Knockdown). Delaying these follow-ups can affect the frame gap between hits, allowing for frame traps or juggles that wouldn't otherwise work.
LK Jinrai is mostly used as a combo ender from light normals; in particular, it's slightly better than HP Shoryuken when canceling a jab string into SA3. It also works in certain variations of corner Jinrai Loop juggles (see below). It doesn't have much utility on block, as it's the most unsafe and doesn't frame trap into any of it's follow-ups.
MK Jinrai is the most important version for Ken's gameplan. It is a true blockstring from 5HP, dealing significant Drive damage on block; alternatively, it can frame trap when canceled from 2MK if the opponent does anything except block. It can then cancel to 6LK for a safe string if spaced properly, or 6HK if you confirm the hit. If the opponent tries to Drive Impact between any of these blockstring gaps, Ken recovers fast enough to counter with his own DI (unless the armor absorbs Ken's initial button press).
Ken is susceptible to Perfect Parry when abusing Jinrai string mindlessly, but he can just input no follow-up and react to the Parry with a walk up Throw, making it a guess heavily in Ken's favor. The only "universal" answer to MK Jinrai is for the opponent to use an invincible reversal with 7-frame startup or less, like most OD DPs and some fast Supers like Terry or E.Honda's SA1. Eating an OD reversal is usually a fine trade from the perspective of the Ken player, as it just pushes the opponent closer to Burnout.
HK Jinrai is too slow to safely cancel from a blocked normal, and only combos naturally from 2HP; it's usually confirmed into using Drive Rush or Punish Counter routes. It launches the opponent on hit, after which Ken will usually end with the 6HK follow-up or a juggle like OD Dragonlash. HK Jinrai is safe on block, has good range, and doesn't extend a hurtbox during startup, making it a useful neutral tool similar to 5HK. It also puts the opponent in proximity guard earlier than most attacks, preventing the opponent from walking out of range. The pushback keeps Ken in a great block situation, while allowing easy follow-up hitconfirms. However, it's a bit harder to find the sweet spot where the 6LK follow-up connects while remaining safe from 5-frame attacks.
OD Jinrai combines the benefits of fast startup and long range, allowing it to combo more consistently in juggles and from any canceled normal. It also allows an extra follow-up that changes slightly depending on which of the 6LK/6MK/6HK follow-ups were used. If the opponent is in Burnout, this can lead to powerful chip damage sequences that can't be interrupted even with its built-in high/low mixup.
Jinrai Loops: On certain corner Jinrai juggles, delaying the 6LK follow-up as late as possible will be knock the opponent high into the air. It can then be followed by another Jinrai~6LK, then finishing with HP Shoryuken, OD Tatsu, or any Super. Common examples are:
- 236HK~delay 6LK, 236LK~6LK, (ender) - 2f window on 6LK
- 236HK~delay 6LK, 236KK~6HK, 236LK~6LK, (ender) - 2f window on 6LK
- 5MP~HP > 236LK~delay 6LK, 623KK, (ender) - 2f window on 6LK
- 5MP~HP > 236LK~delay 6LK, 236LK~6LK, (ender) - 1f window on 6LK, must be 2nd to last possible frame
Kazekama Shin Kick (236K~6LK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 19 | SA3 | 500 | L | +3 | -5 |
- Cancel Hitconfirm Window: 15f (Super - single hit only)
- Full sequence: 50-53f (236LK~6LK), 46-48f (236MK~6LK)
- Applies 20% damage scaling to next hit when beginning a combo; applies an extra 5% damage scaling to next attack when comboed into
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 20 | SA2 SA3 | 500 | L | +3 | -5 |
- Cancel Hitconfirm Window: 14f (Super - single hit only)
- Full sequence: 37-43f (236KK~6LK)
A low follow-up that can be input on hit, block, or whiff. At longer ranges, the low kick can whiff even when Jinrai connects. Slightly punishable at close range, but can be easily spaced safely in most matchups. A great tool for safely draining the opponent's Drive meter with the sequence 5HP > 236MK~6LK.
MK Jinrai is the best starter for frame trapping on block. The 6LK follow-up creates a small gap, and if the opponent presses a button, Ken can link into 5LK on Counter-hit (except at absolute max range). If the opponent tries to Drive Impact before the 6LK, Ken will recover fast enough to counter when starting with MK/HK Jinrai.
OD Jinrai cannot frame trap into 6LK even when delayed, but it's great for combo consistency due to its forward movement.
236K~6LK is an important juggle tool in Jinrai Loops; see the description of Jinrai Kick for more details.
Blockstring Gaps: (longer gap if follow-up is delayed)
- 236LK~6LK: 6-9f
- 236MK~6LK: 2-4f
- 236HK~6LK: 0-2f
- 236KK~6LK: No Gap
Gorai Axe Kick (236K~6MK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
- Long interruptible gap on hit/block (even during Burnout)
- Causes a small limited juggle OTG bounce vs. airborne opponents
- Can only follow up with SA3 cancel if 6MK starts the combo (e.g. opponent tries to jump away)
- Cancel Hitconfirm Window: 16f (Super - single hit only)
- Leg hurtbox is raised on frames 4-21 (can dodge some low pokes)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 24 | SA2 SA3 | 1000 | H | -3 | -7 |
- Useful for setting up 4f trade combos, or a true blockstring into Overhead against burned out opponents
- Causes limited juggle OTG bounce vs. airborne opponents (like after 5MP~HP Target Combo)
- Cancel Hitconfirm Window: 16f (Super - single hit only)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
- Leg hurtbox is raised on frames 5-18 (can dodge some low pokes)
An overhead follow-up that can be input on hit, block, or whiff. The meterless version is safe on block, while the OD version is punishable depending on the spacing and the opponent's attack ranges. It is unfortunately telegraphed by the initial Jinrai Kick, so opponents can simply switch from crouch to stand block to cover the high/low mixup. If you notice the opponent always defends this way, you can input no follow-up and instead use 2MK to steal back your turn despite the frame disadvantage.
Gorai Axe Kick is cancelable into SA3 (or SA2 on the OD version), but it is very difficult to confirm on reaction. If the opponent has shown that they don't stand block or if you're in a desperate situation, using this cancel can quickly turn the tides of the fight. The overhead kick does not combo from Jinrai on grounded hits, so there is always some risk that the opponent could Drive Impact or Perfect Parry. The Super cancel can also be used to save you from DI; this is much easier to do on the OD version, as Ken has enough time to input the 3rd Jinrai attack before the cancel.
The overhead slams airborne opponents down for a ground bounce. For the meterless version, this bounce isn't very useful; it really only comes into play if the opponent tries to jump after blocking HK Jinrai, as the SA3 cancel will whiff in other contexts. It's more practical on the OD version, where it can extend juggles more reliably into a Super or the final OD Jinrai follow-up.
OD Gorai Axe Kick trades on block with 4-frame normals when input at the fastest speed. Whether or not Ken gets a trade combo depends on the spacing and which normal he trades with, as there can be significant pushback. Ken is technically in a Punish Counter state for this trade, making it less advantageous than you might expect. If the opponent is in Burnout, this instead becomes a true blockstring, forcing the opponent to block correctly against either the Low or Overhead ender. It also does the most chip damage, making it the most useful in chip kill scenarios.
Hit/Blockstring Gaps: (longer gap if follow-up is delayed)
- 236LK~6MK: 6-9f Hit, 18-21f Block
- 236MK~6MK: 5-7f Hit, 14-16f Block
- 236HK~6MK: (KD Hit), 9-14f Block
- 236KK~6MK: 1-7f Hit, 4-10f Block
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 |
- Puts opponents into limited juggle state
- Whiffs on crouching opponents on hit or block unless they extend a vertical hurtbox
- Disadvantage on whiff: 236LK -23/-35; 236MK -22/-31; 236HK KD/-26
- Cancel Hitconfirm Window: 19f (Super - single hit only)
- Full sequence: 56-60f (236LK~6HK), 52-56f (236MK~6HK), 47-54f (236HK~6HK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA2 SA3 | 800 | LH | KD +37 | -4 (-18) |
- Puts opponents into limited juggle state
- Whiffs on crouching opponents on hit or block; disadvantage on whiff: -18 from 236KK
- True blockstring vs. standing opponents (up to 3f gap if delayed)
- Cancel Hitconfirm Window: 22f (Super - single hit only)
- Full sequence: 47-55f (236KK~6HK)
A knockdown ender that can be input on hit, block, or whiff. The opponent must be standing or in a juggle state for this to connect, so it is most often used in hitconfirm routes involving 2HP to force stand. Senka Snap Kick is the ideal ender when you know Jinrai is going to hit. The opponent is launched far away, forcing Ken to use Drive Rush for any midscreen oki. Ken gets 5f better knockdown advantage when starting with HK Jinrai due to the initial juggle state, affecting his oki setups.
If the opponent is cornered, Ken can juggle a grounded 236HK~6HK into LP Shoryuken, whereas normally a grounded Senka Snap Kick can only combo into SA3 via a cancel. After a corner 5MP~HP Target Combo, Ken has two ways to juggle into Senka Snap Kick: 236LK~6HK is auto-timed and juggles into 6-frame attacks like MP Shoryuken or SA2, while 236MK~6HK requires a manual delay on the 6HK but can juggle into HP Shoryuken or a cinematic SA3.
The OD version of this sequence is usually used to combo into SA2, greatly improving Ken's midscreen damage.
Blockstring Gaps: (Stand block only; longer gap if follow-up is delayed)
- 236LK~6HK: 8-13f
- 236MK~6HK: 4-8f
- 236HK~6HK: 0-6f
- 236KK~6HK: 0-3f
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 |
- () refers to scaled damage from 236KK combo starter; 2f gap before final hit on block
- Cancel Hitconfirm Window: 16f (Super - single hit only)
- Full sequence: 68-74f (236KK~6LK~6K)
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 29 | SA2 SA3 | 500(400) | LH | KD +34 | -12 |
- () refers to scaled damage from 236KK combo starter; true blockstring into final hit
- Cancel Hitconfirm Window: 16f (Super - single hit only)
- Partial sequence: 45f (236KK~6MK~6K, starting from 6MK overhead)
- Counts as 2 hits for damage scaling when comboed into (applies to next hit)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 37 | SA2 SA3 | 500(400) | LH | KD +42 | -20 |
- Only combos on standing opponents (since 236KK~6HK whiffs vs. crouching)
- () refers to scaled damage from 236KK combo starter; 7f gap before final hit on stand block (20f gap if 2nd hit whiffs on crouching)
- Cancel Hitconfirm Window: 16f (Super - single hit only)
- Full sequence: 80-88f (236KK~6HK~6K)
A third hit of Jinrai that can only be performed from the OD version; the animations and properties change based on which attack was used second in the Jinrai sequence. All versions deal the same damage and are unsafe on block, but have their own unique knockdown advantage; none give particularly good midscreen oki, though the 6MK route leaves the opponent a bit closer for potential Drive Rush pressure. The 6HK sequence sets up a KD +42 safe jump if close enough to the corner; it also has the least damage scaling if you decide to cancel into a Super, though this only matters on relatively short combos.
The 6LK and 6MK enders will combo into SA2 or SA3 consistently, but a midscreen 6HK ender only combos into SA2 due to the knockback. In juggle routes where 236KK~6MK causes a ground bounce, the final ender may cause some hits of SA2 to whiff.
Quick Dash (KK)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | - | - | - | - | - | - | - |
- Follow-ups can be input from 11-31f; 45f total animation if no follow-up is input
- Ken is in a Counter-hit state during the entire animation (including follow-ups)
- Run Distance: 1.37 (early stop) / 2.92 (max)
A command run similar to Ken's V-Skill 1 from SFV. Can be stopped short, or canceled into one of several follow-up attacks. Ken cannot be holding crouch while inputting KK (for example, 2MK > Quick Dash requires letting go of the down input). If Ken crossed under the opponent (like after anti-air 2HP > Quick Dash), his follow-up attacks will not reverse their direction to hit the opponent.
Inputting this move with 3 kick buttons helps to ensure that it takes priority over an OD special move; for example, if you buffered a Jinrai motion before inputting 5KKK, your attack will be canceled into Quick Dash instead. To avoid this, using 2 kick buttons will make cancels into OD moves more consistent.
Emergency Stop (KK~LK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11~ | - | 16 | - | - | - | - | - |
- Fastest Run~Stop time is 27f
- Ken is in a Counter-hit state for the entire duration
Much slower than its SFV counterpart, so it's a lot more risky to use for pressure when canceled from normals. Can still catch opponents off guard when mixing it with his other follow-ups. Primarily used for combo extensions, such as DR~2HP > Run~Stop, 5MP~HP. Can also be used to threaten a Run~Shoryuken from long range against projectile characters.
Thunder Kick (KK~MK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
- Cancel Hitconfirm Window: 16f (SA3)
- Front leg hurtbox is raised on frames 10-20 (useful vs. some low pokes)
A somewhat telegraphed overhead. Cannot benefit from Drive Rush bonus advantage like most other overheads, instead relying on specific meaty setups or Counter-hits to score a follow-up link. With a hard read or strong reactions, this overhead can help to steal a round with a cancel directly into SA3. Notably his most damaging Punish Counter starter, due to its lack of extra scaling and high base damage.
Forward Step Kick (KK~HK)
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 5MP~HP Target Combo)
- Cancel Hitconfirm Window: 15f (Super)
- Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)
Ken's classic Step Kick. It is treated like a Normal move in that it can cancel into all three Super Arts. Useful to stop the opponent from mashing fast normals in response to Quick Dash, as it will frame trap on block when canceled from 5HP and give Ken a Counter-hit link. This is risky, however, as Ken's extended hurtbox leaves him punishable by 4f normals at this range. When used from farther away, the pushback keeps Ken safe from punishment.
Run~Shoryuken (KK~623P)
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) |
- Anti-Air Invuln: 1-19f; Projectile Invuln: 3-12f; Airborne 12-52f (Forced Knockdown state)
- First 3 hits are cancelable into SA3; final hit whiffs vs. crouch block (slightly worse advantage/chip damage)
- Does not have an OD version; button strength does not affect move properties
- Cancel Hitconfirm Window: 27f (Super)
Due to its forward momentum, Run~Shoryuken is fairly good against fireballs when started from long range. This is usually impractical as a pure reaction; instead, you can input a Quick Dash from longer range, then input the Shoryuken on reaction to a fireball while stopping if nothing comes out.
Run~Shoryuken is one of Ken's best combo enders due to its damage and potential for oki. It combos from pokes like 2MK, requiring a very quick input to ensure the combo doesn't drop, and from counterpokes like 2MP that can be buffered to only come out on hit. Both of these buttons also combo from Counter-hit 2LP, allowing Ken to get some of the highest meterless damage in the game from a light starter. On hit, Ken can dash and then microwalk to get in throw range even midscreen, or Drive Rush into a Throw or slightly delayed 5HP for huge block advantage.
To get a full SA3 animation, Run~Shoryuken must be canceled on the first 2 hits. This causes the DP itself to miss out on significant damage, but in most grounded cancel routes this is still a stronger route than Jinrai.
The surprise factor of a long-range Run~DP makes it a useful chip tool against opponents in Burnout when canceled into SA3.
Run~Tatsumaki Senpukyaku (KK~214K)
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 |
- Airborne 10-61f (Forced Knockdown state)
- () refers to knockdown advantage when canceled from 5MP~HP
- Does not have an OD version; button strength does not affect move properties
- Counter-hit/Punish Counter advantage carries through all hits
- Applies 15% damage scaling to next hit when beginning a combo (100/85/75...)
Run~Tatsu gives Ken a massive amount of corner carry in his combos. On a grounded hit, it leaves the opponent in a strike/throw mixup, though this is a fairly uncommon way to land it; it only combos naturally from 5HP, which can already give stronger alternative combo routes. Canceling from 5MP~HP is much more practical; it loses 2 hits of damage but gives great oki. Ken can dash twice to be point blank at KD +5, causing a meaty 5LP to become +6 oH / +1 oB.
On some very unsafe moves like Supers and DPs, Ken can punish with Run~Tatsu for a powerful starter that becomes +7 and guarantees the opponent will be fully cornered.
The backward hits of Run~Tatsu can hit behind Ken while pulling the opponent toward him, creating strange-looking juggles that can sometimes give a side switch into another juggle ender. It's not worth attempting this kind of cross-up on the opponent's wakeup, as it's telegraphed, risky, and fairly unrewarding.
Run~Dragonlash Kick (KK~623K)
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) |
- Airborne 10-32f (Forced Knockdown state)
- Does not have an OD version; button strength does not affect move properties
- In juggles, both hits count for damage scaling; applies an extra 5% damage scaling to next attack when comboed into
Run~Dragonlash acts functionally like a meterless version of OD Dragonlash, giving Ken a free sideswitch juggle from 5MP~HP. The ground bounce is not quite as high as OD Dragonlash, making the follow-ups a bit more limited, though you'll usually just end with a Shoryuken or a Super anyway.
Like the regular version of the move, it hits airborne first, then standing opponents, then crouching opponents 2f later; the startup is functionally 11+20 vs. standing, 11+22 vs. crouching. Both hits of the juggled version apply damage scaling, weakening the damage potential slightly.
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: 1-9f; Armor Break
- Side switch (great reversal when cornered)
- Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
- 30% minimum damage scaling
Switches sides with the opponent after a successful hit, making it a great reversal when cornered especially during Burnout. However, Ken will lose any advantageous screen positioning he had, so it's not ideal for ending combos unless it wins the round. Ken is left too far for any sort of follow-up pressure afterward.
The attack itself is 1 hit that transitions to a longer animation when successful. It has juggle potential, making it useful after OD Dragonlash or Run~Dragonlash, as well as some corner Jinrai juggles, but the range can limit its use in other midscreen juggle routes.
While it's quite unsafe on block, this Super has a surprisingly fast whiff animation.
The full damage distribution is: 500,300x2,900.
Level 2 Super (236236K)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 2(10)3(10)3(12)3(11)2 | 32 | - | 2800 | LH | KD +36 | -19 |
- Armor Break
- Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
- Distribution: 1000x10 (hit) / 1000x5 (block)
- 40% minimum damage scaling
Ken's infamous SA3 from SF3: 3rd Strike. A flurry of 5 kicks followed up by a Tatsumaki ender on hit.
One of the fastest Supers in the game, this move has excellent range, giving Ken access to unique punishes that most characters lack. It can't be used as a reversal, but it can be canceled into if Ken's poke is absorbed by Drive Impact.
Much like SA1, this works great as a juggle ender; the extra range and faster startup also makes it more consistent midscreen. If the opponent is juggled too high, it's possible for Ken to lose some damage.
Because it hits 5 times on block, SA2 can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ken uses a blockstring into SA2, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.
The full damage distribution is: 300x4,200x5,600.
Level 3 Super (236236P)


Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(1)6(16)13 | 30+15 land | - | 4000 (1800~2400) | LH | HKD +15 | -30(-33) |
- Full Invuln: 1-18f; Airborne 10-27f, 35-75f (Forced Knockdown state); Armor Break
- Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); up to 1.1 bars if opponent stand blocks
- Non-cinematic version only depletes up to 1 bar on hit
- Cinematic time regenerates ~2 Drive bars for Ken
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3(1)6(16)13 | 30+15 land | - | 4500 (2000~2600) | LH | HKD +21 | -30(-33) |
- Full Invuln: 1-18f; Airborne 10-27f, 35-75f (Forced Knockdown state); Armor Break
- Available at 25% HP or below
- Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); up to 1.6 bars if opponent stand blocks
- Non-cinematic version only depletes up to 1.7 bars on hit
- Cinematic time regenerates ~2.1 Drive bars for Ken
- 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
An uppercut Super that looks like a mix between his classic Shinryuken and Shoryureppa. The first hit leads to a cinematic that does more damage and drains more Drive meter from the opponent.
In juggles where the first hit whiffs, the non-cinematic version does less damage but can be followed up with HP Shoryuken, OD Tatsu, or a corner LP Shoryuken > MP Shoryuken. All hits of the Super are a true blockstring, so the opponent can't interrupt between the two uppercuts if you attempt a chip KO; however, if the opponent crouch blocks, the final 2 hits whiff, causing a reduction in total chip damage.
If canceled from a raw Shoryuken (as is often the case when used as an anti-air), the total starter scaling will be 30%, significantly weakening it as an anti-air. It is also much more likely to result in a non-cinematic juggle.
Because it hits several times on block, the early hits can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ken uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the health and Drive meter situation.
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
215 (total) | - | - | - | - | - | - | - |