Street Fighter 3: 3rd Strike/Ken: Difference between revisions

From SuperCombo Wiki
(→‎Standing Normals: added blank "karaDistance" parameters for template consistency)
(→‎Jumping Normals: updated frame data and meter gain in the new template for new jump punch moves)
Line 707: Line 707:
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=5
|active=Until Landing
|active=until landing
|recovery=
|onBlock=+3~+7
|onHit=+3~+7
|onHit=+3~+7
|onHitCrouch=+7
|onHitCrouch=+7
|onBlock=+3~+7
|parry=H
|damage=10
|damage=10
|stun=7
|stun=7
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=0
|selfMeterHit=2
|selfMeterBlock=1
|oppMeterHit=0
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 0, Hit: 2, Block: 1.
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20LP%20(Neutral)}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20LP%20(Neutral)}}
}}
}}
Line 731: Line 737:
{{AttackData-3S
{{AttackData-3S
|startup=4
|startup=4
|active=Until Landing
|active=until landing
|recovery=
|onBlock=-1~+8
|onHit=-2~+7
|onHit=-2~+7
|onHitCrouch=+7
|onHitCrouch=+7
|onBlock=-1~+8
|parry=H
|damage=8
|damage=8
|stun=7
|stun=7
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=0
|selfMeterHit=2
|selfMeterBlock=1
|oppMeterHit=0
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 0, Hit: 2, Block: 1.
* Self meter gain: Whiff: 0, Hit: 2, Block: 1.
Line 763: Line 777:
|startup=6
|startup=6
|active=5
|active=5
|recovery=
|onBlock=+4~+11
|onHit=+2~+10
|onHit=+2~+10
|onHitCrouch=+10
|onHitCrouch=+10
|onBlock=+4~+11
|parry=H
|damage=17
|damage=17
|stun=11
|stun=11
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=2
|selfMeterHit=11
|selfMeterBlock=6
|oppMeterHit=2
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 2, Hit: 11, Block: 6.
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP%20(Neutral)}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP%20(Neutral)}}
}}
}}
Line 794: Line 814:
|startup=5
|startup=5
|active=5
|active=5
|recovery=
|onBlock=+2~+11
|onHit=+1~+10
|onHit=+1~+10
|onHitCrouch=+10
|onHitCrouch=+10
|onBlock=+2~+11
|parry=H
|damage=17
|damage=17
|stun=11
|stun=11
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=2
|selfMeterHit=11
|selfMeterBlock=6
|oppMeterHit=2
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 2, Hit: 11, Block: 6.
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MP}}
}}
}}
Line 818: Line 844:
|startup=7
|startup=7
|active=3
|active=3
|recovery=
|onBlock=+10~+14
|onHit=+9~+13
|onHit=+9~+13
|onHitCrouch=+13
|onHitCrouch=+13
|onBlock=+10~+14
|parry=H
|damage=23
|damage=23
|stun=15
|stun=15
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=3
|selfMeterHit=19
|selfMeterBlock=10
|oppMeterHit=4
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 3, Hit: 19, Block: 10.
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HP%20(Neutral)}}
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HP%20(Neutral)}}
}}
}}
Line 849: Line 881:
|startup=6
|startup=6
|active=4
|active=4
|recovery=
|onBlock=+5~+12
|onHit=+1~+13
|onHit=+1~+13
|onHitCrouch=+13
|onHitCrouch=+13
|onBlock=+5~+12
|parry=H
|damage=23
|damage=23
|stun=15
|stun=15
|attackLevel=Overhead
|karaDistance=
|guard=H
|parry=H
|cancelOptions=
|selfMeterWhiff=3
|selfMeterHit=19
|selfMeterBlock=10
|oppMeterHit=4
|oppMeterBlock=0
|description=
|description=
* Self meter gain: Whiff: 3, Hit: 19, Block: 10.
* Self meter gain: Whiff: 3, Hit: 19, Block: 10.

Revision as of 18:33, 28 March 2025

Introduction

After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend and rival, Ryu.

As one of the most famous fighting game characters ever, and a popular pick in every Street Fighter game, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.

Super Arts

SAI (Shoryureppa)

Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes and overheads.

SAII (Shinryuken)

A fairly good anti-air since you can mash it for lots of hits. Does the most damage out of his supers by a good amount. While it does combo from slightly farther away, it has mostly the same long-range hit confirm problem as SA1. Since it has a single, long bar, this super gives you the least opportunity to use EX moves.

SAIII (Shippujinraikyaku)

The universal choice for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms — it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.

Pros & Cons

Strengths Weaknesses
  • Shippūjinraikyaku: SA3 is one of the best supers in the game. Active on frame 3, it provides abundant hit confirms, looping okizeme, and plenty of meter for EX moves.
  • Good normals: Ken's normals are great and have lots of utility.
  • Meterless damage: Target combo and W shoryu give Ken access to some of the highest meterless damage in the game.
  • Quick on his feet: Ken has the 6th best walk speed in the game, an 11 frame dash, and EX air tatsu to escape corners.
  • Well-rounded: Ken doesn't have any glaring weaknesses, and he has tools for any situation.
  • No gimmicks: Ken lacks the explosive damage output of other high tier characters. He thrives on consistent, strong fundamental play and good decisions.
  • Everyone knows the matchup: Ken is an extremely popular character with a straightforward gameplan. Everyone you know has played this matchup a billion times.

Character Colors

(kcolor).gif
Ken
#3S_KE
3S Ken Art.png
Vitals
Life Points 1200
Stun Points 64
Super Art Stock/Size
SA1 2/112
SA2 1/104
SA3 3/80
Ground Movement
Forward Dash duration/distance 12 (16)
(95px)
Back Dash duration/distance 15 (54px)
Jumping
Back Jump duration 42(4+36+2)
Neutral Jump duration 40(4+34+2)
Forward Jump duration 41(4+35+2)
Back Super Jump duration 47(6+39+2)
Neutral Super Jump duration 46(6+38+2)
Forward Super Jump duration 46(6+38+2)
Wake up
Wake up duration 75
Quick rise duration 48

Frame Data

3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end 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. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
3s ken cl.lp 1.png
Frame 4
3s ken cl.lp 2.png
Frames 5-6
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 3 5 +3 +3 +3 3 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 0 2 1 0 0
  • Layered anti-air. Jab jab jab.
  • Tick throw option
FATonline.png
5LP (far)
Far LP
Lp.png (far)
3s ken st.lp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 4 +4 +4 +4 2 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
self, sp, su 0 2 1 0 0
  • Even better layered anti-air option due to self-cancel property.
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
3s ken cl.mp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 4 10 +1 +2 +3 17 7 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
tc, sp, su 2 11 6 2 0
  • Tick throw option
  • Theoretically hit-confirmable directly into super, but with only an 11f cancel window, it's very difficult.
  • Also cancels into target combo for an easy hit-confirm into super
  • Good mash option to beat throws on wakeup
  • SGGK into target combo with parry -> cl.MP ~ LP+LK ~ HP
FATonline.png
5MP (far)
Far MP
Mp.png (far)
3s ken st.mp 1.png
Frame 7
3s ken st.mp 2.png
Frames 8-9
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 3 10 +3 +4 +5 16 11 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 2 11 6 2 0
  • The emperor punch. One of best moves in the game.
  • Good hitbox, good frame data, links into SA3 for a hit-confirm
FATonline.png
5HP (cl)
Close HP
Hp.png (cl)
3s ken cl.hp 1.png
Frame 7
3s ken cl.hp 2.png
Frames 8-9
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 3 15 -2 0 +2 23 15 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 3 19 10 4 0
  • Anti-air option
  • Cancelable into specials in case of parry
  • A common option select is to late cancel this into HP DP on parry
FATonline.png
5HP (far)
Far HP
Hp.png (far)
3s ken st.hp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
9 3 15 0 +2 +4 23 13 - HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Actual ridiculous hitbox with fierce priority
  • Good anti-air coverage in some matchups, but dangerous if the opponent parries it, as it cannot be canceled
FATonline.png
5LK
Stand LK
Lk.png
3s ken st.lk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 4 7 +2 +2 +2 7 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 0 2 1 0 0
FATonline.png
5MK
Stand MK
Mk.png
3s ken st.mk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8 7 16 -6 -2 0 19 15 6 HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 2 11 6 2 0
  • Easiest kara button to use despite low kara range
  • Good anti-air / anti jump-out button, but watch out for parry
  • Common buffer parry bait -- tap down or toward on block
FATonline.png
5HK
Stand HK
Hk.png
3s ken st.hk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 6 19 -4 -2 0 26 11 6 HL H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Good long range poke with heavy button priority
  • Vulnerable to jump-ins
FATonline.png




Command Normals

4MK
Inazuma Kakato Wari (Short)
B.png+Mk.png
3s ken b+mk 1.png
Frame 20
3s ken b+mk 2.png
Frame 21
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
18 4 10 +1 +2 +3 21 13 10 H*H H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 2 11 5 2 0
  • Difficult to get optimal kara range. If you push back for even 1f before you push the MK button, you will lose range.
  • Just fast enough that people still get hit with it sometimes
  • Hit-confirmable into SA3 via 1f link
FATonline.png
5MK (Hold)
Inazuma Kakato Wari (Long)
Mk.png (Hold)
3s ken st.mk.png
Frames 9-12
3s ken b+mk 1.png
Frames 38-39
3s ken b+mk 2.png
Frames 40-41
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
8>25 8 10 -1 +2 +3 29 22 6 HL*H*H H*H*H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 4 21 10 4 0
  • Not typically used because it's hard to make the overhead part actually hit without some kind of setup, and even if Ken does that, the opponent has a long time to react.
FATonline.png
6MK
Fumikomi Maegeri
F.png+Mk.png
3s ken f+mk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
16 4 15 -4 -1 0 14 7 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Not typically used because even if it works, it doesn't cancel or link into anything, and leaves Ken negative on hit.
FATonline.png
6HK
Shiden Kakato Otoshi
F.png+Hk.png
3s ken f+hk 1.png
Frames 31-33
3s ken f+hk 2.png
Frames 34-35
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
30 5 18 -1 +1 +3 21 11 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Very slow overhead, not really used on purpose
  • If this hits a crouching opponent, you can link into SA3
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
3s ken cr.lp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 3 5 +3 +3 +3 3 3 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
self, sp, su 0 2 1 0 0
  • 1f faster than 2LK, with better frame advantage and shorter overall recovery
  • More vulnerable to parry than 2LK due to HL parry property
  • Sometimes useful as a mash, interrupt, or dash-in button since it's 1f faster than low short and +3 on block.
  • Hit-confirmable into SA3 via light chain like 2LP > 2LK or 2LK > 2LP.
FATonline.png
2MP
Crouch MP
D.png+Mp.png
3s ken cr.mp 1.png
Frame 6
3s ken cr.mp 2.png
Frames 7-9
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 4 7 +3 +4 +5 16 7 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 2 11 6 2 0
  • One of the best general purpose pokes in the game
  • Great hitbox and frame data
  • Cancels or links into SA3
  • This is the button to whiff for meter build in neutral
FATonline.png
2HP
Crouch HP
D.png+Hp.png
3s ken cr.hp 1.png
Frame 8
3s ken cr.hp 2.png
Frames 9-10
3s ken cr.hp 3.png
Frame 11
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 17 -6 -4 -2 23 13 - HL HL
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 3 19 10 4 0
  • Anti-air option
  • The late hitbox cannot be canceled, so be wary when anti-airing
  • 2HP xx super works as a whiff punish on a surprising number of buttons
  • Is itself whiff punish bait, so be careful trying to clip people with this
FATonline.png
2LK
Crouch LK
D.png+Lk.png
3s ken cr.lk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 3 7 +1 +1 +1 3 3 - L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
self, sp, su 0 2 1 0 0
  • Low hit-confirm option with light chains, usually 2LK > 2LP or 2LK > 2LK.
  • Slower startup and less frame advantage than 2LP, but less vulnerable to guess parry since it can only be parried low.
FATonline.png
2MK
Crouch MK
D.png+Mk.png
3s ken cr.mk 1.png
Frame 7
3s ken cr.mk 2.png
Frames 8-11
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 5 17 -4 -3 -2 15 3 13 L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
sp, su 2 11 6 2 0
  • Cancel options: sp su
  • Commonly understood as a "13f hit-confirm" because it has 13 super-cancelable frames. Realistically you have more like 10f after accounting for input delay and screen draw.
  • Try looking at your score, opponent's health bar, or opponent's stun gauge to confirm more easily.
  • Great neutral / whiff punish button due to long range, SA cancel, and 6f startup
  • His best kara throw option.
  • Unfortunately, kara throw is difficult because you have to move the lever to 4 / 5 / 6 LP+LK in exactly 1f.
  • Used to kara shoryuken for W shoryu combos
  • Vulnerable to jump-ins and whiff punishes due to 28f total duration

I promise you that this is a hit confirm, even though YOU might not be able to hit confirm it. It's difficult. Don't waste too much energy grinding this if you aren't already solid with your other hit-confirm options.

FATonline.png
2HK
Crouch HK
D.png+Hk.png
3s ken cr.hk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 5 26 -14 D D 23 3 13 L L
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Good range, causes a knockdown
  • Useful meterless whiff punish when you lack meter
  • Same kara range as 2MK, but much less safe if you mess up the kara throw input
  • Can also be used for W shory combos due to having the exact same kara range as 2MK
  • Easy whiff punish, very negative on block, vulnerable to jump-ins
FATonline.png




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
3s ken nj.lp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 until landing - +3~+7 +3~+7 +7 10 7 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 0 2 1 0 0
FATonline.png
j.LP
Jump LP
Uf.png+Lp.png
3s ken j.lp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 until landing - -1~+8 -2~+7 +7 8 7 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 0 2 1 0 0
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
8MP
Jump MP (Neutral)
U.png+Mp.png
3s ken nj.mp 1.png
Frame 7
3s ken nj.mp 2.png
Frames 8-9
3s ken j.mp 3.png
Frames 11-12
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 5 - +4~+11 +2~+10 +10 17 11 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 2 11 6 2 0
FATonline.png
j.MP
Jump MP
Uf.png+Mp.png
3s ken j.mp 1.png
Frame 7
3s ken j.mp 2.png
Frames 8-9
3s ken j.mp 3.png
Frames 11-12
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 5 - +2~+11 +1~+10 +10 17 11 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 2 11 6 2 0
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
3s ken nj.hp.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 3 - +10~+14 +9~+13 +13 23 15 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
3s ken j.hp 1.png
Frame 7
3s ken j.hp 2.png
Frame 8
3s ken j.hp 3.png
Frames 9-10
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 - +5~+12 +1~+13 +13 23 15 - H H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- 3 19 10 4 0
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
8LK
Jump LK (Neutral)
U.png+Lk.png
3s ken nj.lk 1.png
Frame 6
3s ken nj.lk 2.png
Frames 7-onwards
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 Until Landing - +3~+7 +3~+7 +7 8 7 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
j.LK
Jump LK
Uf.png+Lk.png
3s ken j.lk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 10 - -1~+6 0~+6 +6 8 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
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8MK
Jump MK (Neutral)
U.png+Mk.png
3s ken nj.mk 1.png
Frame 6
3s ken nj.mk 2.png
Frames 7-11
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 6 - +3~+10 +3~+10 +10 16 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • Pretty good neutral option
  • Controls air space in air-to-air situations
  • Hit confirmable on grounded hits, even when it hits pretty high up
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j.MK
Jump MK
Uf.png+Mk.png
3s ken j.mk 1.png
Frame 6
3s ken j.mk 2.png
Frames 7-11
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
5 6 - +3~+10 +3~+10 +10 16 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
  • The cross-up button
  • Useful both from neutral and for okizeme
  • Hit-confirmable
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8HK
Jump HK (Neutral)
U.png+Hk.png
3s ken nj.hk 1.png
Frames 8-9
3s ken nj.hk 2.png
Frames 10-12
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 5 - +7~+13 +9~+13 +13 23 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Good air-to-air option that covers different angles than neutral jump MK
  • Hit-confirmable with big frame advantage
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j.HK
Jump HK
Uf.png+Hk.png
3s ken j.hk 1.png
Frame 7
3s ken j.hk 2.png
Frames 8-10
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 4 - +5~+12 +5~+12 +12 22 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
  • Great jump-in button
  • Extremely plus if you hit it as late as possible, up to +12 on hit
  • Big damage hit confirms
  • Useful "mixup" against anti-air parry since it can combo into SA3 from very high or very low hits
  • Will occasionally hit crossup, try to be ready for a juicy combo
  • Jump back HK is useful as a low-commitment anti-air in some matchups (e.g., Dudley)
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Target Combos

MPHP
Target Combo
Mp.png>Hp.png
3s ken cl.mp.png
3s ken cl.hp 1.png
3s ken cl.hp 2.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 - - -2 0 2 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • One of the best target combos in the game
  • Very easy hit confirm with or without meter
  • Confirms into DP meterless
  • Confirms into SA3 with meter
  • You can also confirm TC xx hadouken xx SA3 to make the super buffer a little easier
  • Not the best SGGK option due to zero (0) kara range, but it still option selects throw or parry into a hit confirm.




Throws

LPLK (mash)
Hizageri
Lp.png+Lk.png (mash)
3s ken lp+lk.png
(kenhg).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - Soft KD Soft KD 27 12 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 7, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 7.
  • Mash for more hits
  • Good okizeme
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4LPLK
Jigoku Kuruma
B.png+Lp.png+Lk.png
3s ken lp+lk.png
(kenjg).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 19 14 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
  • Back throw, side-switches with the opponent
  • Incredible corner carry
  • Ken actually recovers before the opponent hits the ground, so if this is going to kill them, you can sneak in a little shoryu before the end of the round for a bit of extra meter build
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6LPLK
Seoi Nage
F.png+Lp.png+Lk.png
3s ken lp+lk.png
(kensn).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 1 21 - D D 21 8 - - -
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
  • Okizeme is worse than neutral throw, but since this isn't mashable you get more guaranteed damage.
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Universal Overhead

MPMK
Straight Hit
Mp.png+Mk.png
3s ken mp+mk.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 8 7 -5~0 0~+7 +1~+8 7 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Standard universal overhead
  • Hit confirms into LP DP if you don't have meter
  • Hit confirms into SA3 if you do have meter
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Taunt

HPHK
Taunt
Hp.png+Hk.png
3s ken hp+hk.png
(kent).gif
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
15 2 27 -18 -18 - 2 6 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 4, Hit: 8, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
  • You lose the taunt bonus from any connected, parried or guarded action including throw.
  • You retain the taunt bonus if you block attacks, you lose it if you get hit.
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Special Moves

236P
Hadouken
Qcf.png+P.png
3s ken qcf1.png
Frame 12
3s ken qcf2.png
Lp.png/Mp.png/Hp.png Frame 13-onwards
3s ken exqcf 1.png
Frame 12
3s ken exqcf 2.png
Ex.png Frame 13-onwards
Lp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 - 38 -11 -10 -10 10 3 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
  • If you're using the TC xx hadouken xx SA3 confirm, you should use LP hadouken.
FATonline.png


Mp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 - 38 -11 -10 -10 10 - - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
FATonline.png


Hp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 - 38 -11 -10 -10 10 - - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
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Ex.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
11 - 38 -6 Soft KD Soft KD 20 5 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
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Ken's fireballs are unsafe near point blank, but become safer the farther they are spaced out. The sweet spot is a bit outside his normal poke range, where it's hard to consistently parry on reaction. Be aware of the opponent's meter, as some fast ranged supers can be a threat even against well-spaced fireballs. The EX version is the most useful overall due to its knockdown and relative safety on block. Cancelling a normal into Hadoken can give more time for hitconfirming SA3, and throwing a raw fireball xx SA3 can mess up the opponent's parry timing when going for a chip KO.

623P
Shoryuken
Dp.png+P.png
3s ken dp.lp 1.png
Frames 3-4
3s ken dp.lp 2.png
Frames 5-6
3s ken dp.lp 3.png
Lp.png/Mp.png Frames 7-10
3s ken dp.hp 1.png
Frames 4-5
3s ken dp.hp 2.png
Frames 6-7
3s ken dp.hp 3.png
Hp.png Frames 8-24
3s ken exdp 1.png
Frames 2-3
3s ken exdp 2.png
Frames 4-5
3s ken exdp 3.png
Ex.png Frames 6-24
Lp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 8 26 -17 Soft KD Soft KD 26 11 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1-4f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
  • Ken's fastest meterless DP at 2f startup
  • Be wary of TC xx LP DP, as it will drop from long range TC hits
  • Vulnerable to parry due to being one hit
  • Extremely high damage potential due to shoryu -> kara shoryu combo
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Mp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 14 28 -24 Soft KD Soft KD 28 15 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1-5f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
  • Typically this is the one you're going to cancel into super from, as the first hit keeps the opponent grounded
  • Second hit means the opponent will get hit if they're expecting to parry LP DP and counterattack
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Hp.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
3 21 32 -31 Soft KD Soft KD 32 15 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1-3f All Inv, 4-7f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
  • Great meterless anti-air with multiple hits
  • Fully invulnerable until the first active frame
FATonline.png


Ex.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 20 38 -36 Soft KD Soft KD 34 17 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • 1-5f All Inv
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Also a great anti-air
  • Fully invulnerable through the first active frame
FATonline.png
214K
Tatsumaki Senpukyaku
Qcb.png+K.png
3s ken qcb 1.png
Frame 7-8 / EX: Frame 5-6
3s ken qcb 2.png
Lk.png/Mk.png/Hk.png/Ex.png Frame 17-19 / EX: Frame 12-13
Lk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 7 14 -5 -3 -3 19 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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Mk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 14 15 -6 -4 -4 23 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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Hk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 17 15 -7 -5~-3 -5~-3 27 15 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
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Ex.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
4 21 13 -3 -1 -1 34 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Niche combo tool
  • Can close out a round if you aren't in range for a shoryuken and don't have meter for a super
  • Especially useful against characters who can't crouch 2MK xx EX tatsu (Urien, Alex, Dudley, Hugo, Q, Sean)
FATonline.png
214K (air)
Air Tatsumaki Senpukyaku
Qcb.png+K.png (air)
3s ken qcb 2.png
Lk.png/Mk.png/Hk.png/Ex.png
Lk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 4 - -5~+1 -5~+1 -1~+1 27 9 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 2, Hit: 17, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png


Mk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 6 - -6~+1 -6~+1 -1~+1 40 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 3, Hit: 25, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


Hk.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
7 8 - -6~+1 -6~+1 -1~+1 40 13 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: 4, Hit: 26, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png


Ex.png Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
6 13 - -1~+1 Soft KD Soft KD 52 17 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Tatsu vector is modified by Ken's jump
  • Excellent corner escape
  • Can create left/right mixups from a jump in
  • In some situations (notably when it hits crossup midscreen) Ken get dash in W shoryu for big damage
  • Easiest / most consistent option in case of crossup is just land 5MK
FATonline.png




Super Arts

236236P (SA1)
Shoryureppa
Qcf.pngQcf.png+P.png (SA1)
3s ken sa1.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
1 34 45 -38 Hard KD Hard KD 69 6 - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Middle ground between the other two supers
  • Two bars -- more opportunity to use meter than SA2, but less than SA3
  • Limited hit confirms
  • Better damage than SA3, but harder to hit in general
FATonline.png
236236K (SA2)
Shinryuken
Qcf.pngQcf.png+K.png (mash K) (SA2)
3s ken sa1.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 36 61 -80 Hard KD Hard KD 67 - - - A
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • Mash for more hits
  • Potentially big damage, but limits your meter usage due to having one long bar
  • Limited hit confirms
FATonline.png
236236K (SA3)
Shippu Jinraikyaku
Qcf.pngQcf.png+K.png (SA3)
3s ken sa3.png
Startup Active Recovery Block Hit Cr. Hit Damage Stun Kara Guard Level Parry Level
2 9 27 -11 Hard KD Hard KD 51 16 - - H
Cancel Options Self Meter Gain Whiff Hit Block / Tech Opponent Meter Gain Hit Block / Tech
- - - - - -
  • This is the one you want to pick
  • Punishes tons of moves on block and even on hit
  • Very fast with great range, one of the best whiff punish tools in the game
  • Confirmable from just about everything Ken wants to do
FATonline.png

3S Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
Necro
Oro
Remy
Ryu
Sean
Twelve
Urien
Yang
Yun
Gill