Ken (SSFIV): Difference between revisions

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{{Super Street Fighter IV}}
{{Super Street Fighter IV}}
[[Category: Old SSFIV Pages]]

Revision as of 02:55, 2 July 2011

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Damage Values Framedata Advantage Stun Duration
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Close LP HL 30 50 20 ch/sp/su 4 2 5 +4 +7 10 13
Close MP HL 60 100 40 sp/su 6 3 18 -7 -2 13 18
Close HP HL 90 150 60 sp/su 6 3 19 -4 +1 17 22 Forces stand
Close LK HL 30 50 20 ch/sp/su 6 2 7 +2 +5 10 13
Close MK HL 70 100 40 sp/su 8 3 12 -1 +7 13 21 Forces stand
Close HK HL 110 200 60 sp/su 8 3 21 -6 -2 17 21
Far LP HL 20 50 20 ch/sp/su 4 2 5 +4 +7 10 13
Far MP HL 70 100 40 su 7 5 5 +4 +7 13 16
Far HP HL 100 200 60 - 11 3 16 -1 +3 17 21
Far LK HL 40 50 20 - 4 3 7 +1 +4 10 13
Far MK HL 80 100 40 - 7 3 13 -2 +1 13 16
Far HK HL 130 200 60 - 12 3 21 -6 -2 17 21
crouch LP HL 30 50 20 ch/sp/su 3 3 6 +2 +5 10 13
crouch MP HL 70 100 40 sp/su 5 5 9 0 +3 13 16
crouch HP HL 100 200 60 sp/su 5 5 22 -9 -4 17 22 Forces stand
crouch LK L 20 50 20 ch/sp/su 3 4 7 0 +3 10 13
crouch MK L 60 100 40 sp/su 4 4 14 -4 -1 13 16
crouch HK L 110 100 60 - 8 3 21 -6 - 17 - untechable knockdown
Jump up LP H 50 50 20 - 7 9 - - - 8 11 startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 4 - - - 11 15 startup leg projectile invincibility
Jump up HP H 100 200 60 - 7 4 - - - 15 18 startup leg projectile invincibility
Jump up LK H 40 50 20 - 7 10 - - - 8 11 leg projectile invincibility
Jump up MK H 80 100 40 - 6 7 - - - 11 15 leg projectile invincibility
Jump up HK H 100 200 60 - 6 2 - - - 15 18 leg projectile invincibility
Jump forward LP H 40 50 20 - 7 8 - - - 8 11 leg projectile invincibility
Jump forward MP H 70 100 40 - 5 6 - - - 11 15 leg projectile invincibility
Jump forward HP H 100 200 60 - 5 4 - - - 15 18 startup leg projectile invincibility
Jump forward LK H 50 50 20 - 5 7 - - - 8 11 startup leg projectile invincibility
Jump forward MK H 80 100 40 - 6 4 - - - 11 15 startup leg projectile invincibility
Jump forward HK H 100 200 60 - 5 7 - - - 15 18 startup leg projectile invincibility
b+MK H 80 100 40 - 15 2 17 -5 -2 13 16
f+MK HL 60 100 40 - 11 5 11 -2 +1 13 16
f+HK H 120 150 60 - 21 2 20 -4 -1 17 20 hold HK to feint (27f duration)
Target Combo 1 HL 30 50 30 sp/su 6 3 24 -9 -4 17 22 Forces stand
Focus Attack LVL 1 HL 60 100 20 da (10~17)​+12 2 42 -28 -28 15 15 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 HL 90 150 40 da (18~50)​+12 2 42 -22 - 21 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 - 150 200 60 da 53+15 2 42 - - - - 1-67f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~53f dash cancellable
Forward Throw 0.9 120 80 40 - 3 2 20 - - - - untechable knockdown
Back throw 0.9 130 80 40 - 3 2 20 - - - - untechable knockdown
Hadoken HL 60 100 10/20 su 13+1 - 47 (total duration) -7 -3 8+18 8+22 launch vs air, 16~17f cancellable, see notes below
Hadoken EX HL 50*40 50*50 -250/0 su 13+1 - 44 (total duration) -1 +2 8+13​[29] 8+16​[32] launch vs air, juggle(1), 16~17f cancellable, [] = minimum stun for all hits, see notes below
Shoryuken LP HL 100[80] 100 30/40 su 3 3+8 18+6 -14 - 20 - 1~2f invincible, 3~5f unthrowable, 3~13f lower body invincibility, 6~31f airborne
Shoryuken MP HL 90*60 125*75 30/30*16 su 4 3*11 25+14 -29 - 20 24*- 1~6f invincible, 7~17f lower body invincibility, 8~42f airborne, 1st hit launch on counterhit or vs air, 2nd hit launch, 2nd hit juggle(2), 1st hit cancellable
Shoryuken HP HL 70*40*30 100​*50*50 30/​30*10*10 su 3 2*2*12 30+9 -30 - 20 24*- 1~4f invincible, 5~6f unthrowable, 5~18f lower body invincibility, 7~48f airborne, 1st hit launch on counterhit or vs air (fully hittable), 2nd hit does not remove fully hittable state, 2nd~3rd hit launch, 3rd hit juggle(2), 1st~2nd hit cancellable
Shoryuken EX HL 70*30​*30*50 100*25​*25*80 -250/0 su 4 2*2*2*6 45+9 -41 - 20 - 1~9f invincible, 10-17f lower body invincibility, 6~60f airborne, launch, 2nd~4th hit juggle(1,2,3), 1st~2nd hit cancellable
Hurricane Kick LK HL 60*50*50 70*50*50 20/​20*10*10 su 6 1(4)2(6)2 11+6 -6 -2 20 24 7~20f lower body projectile invincibility, 7~31f airborne, armor break, 1st hit forces stand, 3rd hit juggle(1), 2nd~3rd hit whiff vs crouch, 3rd hit aimed backwards, advantage based on 2nd hit, 1st hit cancellable
Hurricane Kick MK HL 60*30x3 50*40x3 20/​20*10x3 su 6 2(5)​2(5)2(5)​1(5)2(5)2 14+9 -4 0 20 24 8~41f lower body projectile invincibility, 8~48f airborne, armor break, 1st hit forces stand, 3rd~6th hit juggle(1), 2nd~6th hit whiff vs crouch, 3rd/5th hit aimed backwards, 1st hit cancellable
Hurricane Kick HK HL 60*30x4 50*40x4 20/​20*10x4 su 6 2(6)​1(5)1(5)​1(5)1(5)​1(4)2(4)2 12+12 -5 -1 20 24 9~51f lower body projectile invincibility, 9~63f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable
Hurricane Kick EX HL 50*40x4 50x5 -250/0 su 6 2(4)​1(3)1(4)​1(3)1(3)​1(4)1(3)1 9+14 -3 +1 20 24 9~38f lower body projectile invincibility, 8~47f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards, 1st hit cancellable
Hurricane Kick LK (air) HL 50 50 10/30 - 8 2(6)2(6)​2(5)2 until ground +10 - - 15 18 launch vs air, juggle(1), 2nd/4th hit aimed backwards
Hurricane Kick MK (air) HL 60 50 10/30 - 7 1(4)1(4)​1(4)1(4)1 until ground +10 - - 15 18 launch vs air, juggle(1), 2nd/4th hit aimed backwards
Hurricane Kick HK (air) HL 70 50 10/30 - 7 1(2)1(3)​1(6)1(3)​1(2)1 until ground +10 - - 15 18 launch vs air, juggle(1), 2nd/4th/6th hit aimed backwards
Hurricane Kick EX (air) H 40 50 -250/0 - 6 1(2)1(2)​1(2)1(2)​1(2)1(1)2 until ground +4 - - 20 24 launch vs air, juggle(4), 2nd/4th/6th hit aimed backwards
Super Combo LP HL 40x3*50​*100x2 0 -1000/0 - 1+1 2*1*8​(20)1*3*7 31+12 -29 -37 20 47x3*- 1~2f invincible, 3f unthrowable, 4~23f 36~74f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
Super Combo MP/HP HL 40x3*50​*100x2 0 -1000/0 - 1+2 2*1*8​(20)1*3*7 31+12 -29 - 20 47x3*- 1~3f invincible, 4f unthrowable, 5~24f 37~75f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
Ultra Combo 1 HL 60*30x9​[440] 0 0/0 - 1+9 2*2​*5x7*1 32+50 -94 - 20 24 1~11f invincible, 12~13f unthrowable, 13~81f airborne, launch (untechable), 1st hit armor break, 2nd~11th hit juggle, 1st hit triggers full animation
Ultra Combo 2 HL 75*17x9​*23*225 0 0/0 - 1+6 2(5)79​(3)2(6)3 8+42 -40 - 20 - 1~8f invincible, 9~106f projectile invincibility, 6~114f airborne, untechable knockdown, 20th hit vs ground triggers final hit, 3rd/5th/7th/etc hit aimed backwards, backward hits launch and deal 23 damage, active frames "79" = 2(2or3)x18
Dash - - - - - - - 18 - - - -
Backdash - - - - - - - 27 - - - - 1~8f invincible
Move Name Block H/L Damage Stun Meter Gain Cancel Ability Startup Active Recovery Block Hit Block Hit Notes
Damage Values Framedata Advantage Stun Duration
Notes:
  • Ken's projectiles are spawned a frame before they hit.
    e.g. If Ken is hit out of a Hadoken on 13f then it will not be a counterhit and the fireball will still appear on the next frame.