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{{USFIVFrameDataRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|14|-|33|47|||-7|-3|17~18f cancellable||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | {{USFIVFrameDataRow|Hadoken|Fireball|qcf + p ex||Hadoken|70|100|10/20|HL|su|14|-|33|47|||-7|-3|17~18f cancellable||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|-|}} | ||
{{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|14|-|29|43|||0|+3|17~18f cancellable||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | {{USFIVFrameDataRow|EX Hadoken|EX Fireball|||Hadoken [[File:EX.gif]]|50*50|50*50|-250/0|HL|su|14|-|29|43|||0|+3|17~18f cancellable||||||Soft Knockdown|Soft Knockdown|-|-|-|-|-|-|JP: ?|}} | ||
{{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|120[80]|100|30/40|HL|su|3|11|18+8|49|||- | {{USFIVFrameDataRow|Shoryuken|Uppercut|dp + p ex||Shoryuken [[File:Jab.gif]]|120[80]|100|30/40|HL|su|3|11|18+8|49|||-19|-|[] refers to active frames 4~11||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~2f|Lower body: 3~13|-|3~5f|6f~|-|}} | ||
{{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|90*60|125*75|30/30*16|HL|su|4|3*11|25+14|56|||-29|-|When blocked, the 1st hit builds up 20 meter (and gives opponent 10) instead of the standard 50% of 15 and 7, and 2nd hit gives full 16 to Ken and 8 to opponent on hit AND block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~6f|Lower body: 7~17f|-|-|8f~|JP: ?|}} | {{USFIVFrameDataRow|||||Shoryuken [[File:Strong.gif]]|90*60|125*75|30/30*16|HL|su|4|3*11|25+14|56|||-29|-|When blocked, the 1st hit builds up 20 meter (and gives opponent 10) instead of the standard 50% of 15 and 7, and 2nd hit gives full 16 to Ken and 8 to opponent on hit AND block||||Soft Knockdown|Soft Knockdown|Soft Knockdown|Soft Knockdown|-|All: 1~6f|Lower body: 7~17f|-|-|8f~|JP: ?|}} | ||
{{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|70*50*30|100*50*50|30/30*10*10|HL|su|3|2*2*12|30+9|57|||-30|-|||||2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|All: 1~4f|Lower body: 5~18f|-|5~6f|7f~|JP: ?|}} | {{USFIVFrameDataRow|||||Shoryuken [[File:Fierce.gif]]|70*50*30|100*50*50|30/30*10*10|HL|su|3|2*2*12|30+9|57|||-30|-|||||2nd-3rd Hit: Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|Soft Knockdown|1st Hit: Free Juggle, 2nd-3rd Hit: Soft Knockdown|-|All: 1~4f|Lower body: 5~18f|-|5~6f|7f~|JP: ?|}} |
Revision as of 03:56, 29 November 2014

Ken
Ken trained alongside Ryu under the tutelage of Gouken and, after the two had gone separate paths, blazed a path of success in America. Not only did he become the American Street Fighter champ, he also was the successor to his father's business empire. Ken also managed to find true love in his wife Eliza, with whom they are now expecting their first child. However, the lure of battle never leaves Ken, and he has once again entered the world of Street Fighting and, most importantly to Ken, may soon have the chance to face off against his former training brother and true rival Ryu in the ultimate battle.
In a nutshell
Ken is the polar opposite of Ryu. While Ryu focuses on controlling the battle from a distance, Ken is more oriented to those who want a more "in-your-face" style of Shoto. Throughout the years of the series, Ken has evolved into a hard-hitting, fast character with an excellent mixup game. He is one of the few characters who have the ability to kara-throw, making him even deadlier when he's not quite in the range you think he can catch you. His greatest strength, however, is also his greatest weakness. If one is not careful, the risks players end up taking with Ken can end with horrible consequences, and the loss of a lot of health. For those who want an easy-to-use character with plenty of explosive, offensive potential, Ken may be for you.
Ultra SFIV Changes
(From Ultra SFIV Arcade Japan)
- Walk Speed: Forward and backward walk speeds increased
- Close MK: Hitbox expanded downward, easier to connect on crouching opponents
- Crouch HK: Startup reduced back to 7 frames from 8 frames
- Thunder Kick (F + HK): On hit now 0 from -1; on block now -1 from -4
- Hadoken: Light, Medium, and Hard versions damage increased to 70 from 60
- EX Hadoken: Damage increased to 100 (50 + 50) from 90 (50 + 40)
- Shoryuken: Medium version 1st hit now causes Soft Knockdown on grounded opponents
- Shoryuken: Hard version damage increased to 150 (70 + 50 + 30) from 140 (70 + 40 + 30)
- Airborne Tatsumaki Senpukyaku: Light, Medium, and Hard versions now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
- Guren Senpukyaku (UC2): Movement distance of first several frames slightly increased
- L, M and H Shoryuken --> EX Focus Cancel --> Forward Dash is now -5 on block at best
(New to Ultra SFIV Console Digital Release)
- Crouch HK: On block now -8 from -6
- Shoryuken: Hard version's 2nd hit --> EX Focus Cancel --> Forward Dash is now -7F on block at best
- EX Airborne Tatsumaki Senpukyaku: Now lose momentum when performed during the beginning of a forward jump to prevent escape from corners
- Shinryuken (UC1): Non-cinematic damage increased to 360 from 330
(Removed from Ultra SFIV Arcade Japan)
Crouch MK: Recovery reduced to 13 frames from 16 frames; on hit now +2 from -1; on block now -1 from -4Crouch HK: Recovery reduced to 19 frames from 21 framesShoryuken: Hard version's 2nd hit can no longer be EX Focus Cancelled on blockEX Airborne Tatsumaki Senpukyaku: Now spins in place, just like Ryu's EX Airborne Tatsumaki SenpukyakuShinryuken (UC1): Non-cinematic damage increased to 390 from 330
Character Specific Data
Ken
VITALS | |||||
---|---|---|---|---|---|
Health: | 1000 | Stun: | 1000 | W-Ultra Scaling: | 75% |
WALKING | DASHING | ||||
Forward Walk Speed: | 0.046 | Forward Dash Distance: | 1.10 | ||
Back Walk Speed: | 0.0345 | Forward Dash Total Frames: | 18 | ||
JUMPING | Back Dash Distance: | 0.75 | |||
Jump Height Apex: | 1.76 | Back Dash Total Frames: | 27 | ||
Jump Total Frames: | 40 (4+36) | Back Dash Invincibility: | 8 | ||
Forward Jump Distance: | 1.92 | Back Dash Airborne: | 10 | ||
Back Jump Distance | 1.92 | Back Dash Recovery: | 9 | ||
THROWS | WAKE-UP TIMING | ||||
Forward Throw Range: | 0.92 | Face Up Total Frames: | 31 | ||
Back Throw Range: | 0.92 | Face Down Total Frames: | 21 | ||
NOTABLE MOVE CLASSES | |||||
High Attacks: | Inazuma Kick, Thunder Kick | Hard Knockdowns: | Crouch HK | ||
Low Attacks: | Crouch LK, Crouch MK, Crouch HK | Armor Breakers: | Tatsumaki Senpukyaku, EX Tatsumaki Senpukyaku | ||
FOCUS ATTACK DATA | |||||
Level 1 Focus Startup Frames: | 22 | L1 EX Red Focus Attack Combo Lead-Ins: | Close HP, Crouch HP, Target Combo, Hadoken (Corner Only), LK/MK/HK HP Shoryuken (1st Hit), Tatsumaki Senpukyaku (1st Hit) | ||
Level 2 Focus Startup Frames: | 30 | ||||
Level 3 Focus Startup Frames: | 68 | ||||
L1 Focus Attack Forward Dash: | -2 | L2 FA Forward Dash (On Block): | +4 | ||
L1 Focus Attack Back Dash: | -11 | L2 FA Back Dash (On Block): | -5 |
Frame Data (At A Glance)
More detailed Frame Data Table at bottom of page.
Moves
Standing Close Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Close LP |
Close Jab | Close lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MP |
Close Strong | Close mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HP |
Close Fierce | Close hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close LK |
Close Short | Close lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close MK |
Close Forward | Close mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Close HK |
Close Roundhouse | Close hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Standing Far Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Far LP |
Far Jab | lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MP |
Far Strong | mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HP |
Far Fierce | hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far LK |
Far Short | lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far MK |
Far Forward | mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Far HK |
Far Roundhouse | hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Crouching Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Crouch LP |
Crouch Jab | d + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MP |
Crouch Strong | d + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HP |
Crouch Fierce | d + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch LK |
Crouch Short | d + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch MK |
Crouch Forward | d + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Crouch HK |
Crouch Roundhouse | d + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Neutral Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Neutral Jump LP |
Neutral Jump Jab | u + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MP |
Neutral Jump Strong | u + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HP |
Neutral Jump Fierce | u + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump LK |
Neutral Jump Short | u + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump MK |
Neutral Jump Forward | u + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Neutral Jump HK |
Neutral Jump Roundhouse | u + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Diagonal Jumping Normals
Name | Nickname | Command | Notes | |
File:No image.png |
Diagonal Jump LP |
Diagonal Jump Jab | ub / uf + lp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MP |
Diagonal Jump Strong | ub / uf + mp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HP |
Diagonal Jump Fierce | ub / uf + hp | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump LK |
Diagonal Jump Short | ub / uf + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump MK |
Diagonal Jump Forward | ub / uf + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Diagonal Jump HK |
Diagonal Jump Roundhouse | ub / uf + hk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Unique Attacks
Name | Nickname | Command | Notes | |
File:No image.png |
Inazuma Kick |
Overhead | b + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Forward Step Kick |
Step Kick | f + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Thunder Kick |
Step Overhead | f + hk | Hold hk to perform a feint |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Target Combo |
Target Combo | mp --- hp | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Focus Attacks
Name | Nickname | Command | Notes | |
File:No image.png | Focus Attack (Level 1) | Level 1 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 2) | Level 2 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png | Focus Attack (Level 3) | Level 3 Focus | mp + mk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Throws
Name | Nickname | Command | Notes | |
File:No image.png |
Shoulder Throw |
Forward Throw | f or n + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Hell Wheel |
Back Throw | b + lp + lk | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Special Moves
Name | Nickname | Command | Notes | |
File:No image.png |
Hadoken |
Fireball | qcf + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Shoryuken |
Uppercut | dp + p ex | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Tatsumaki Senpukyaku |
Hurricane Kick | qcb + k ex armorbreak | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Airborne Tatsumaki Senpukyaku |
Air Hurricane | (in air) qcb + k ex | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Super Combo
Name | Nickname | Command | Notes | |
File:No image.png |
Shoryureppa |
Super Combo | qcf qcf + p | |
~~ Uses and Strategies ~~ (No uses/strategies) |
Ultra Combos
Name | Nickname | Command | Notes | |
File:No image.png |
Shinryuken |
Ultra Combo I | qcf qcf + 3p | |
~~ Uses and Strategies ~~ (No uses/strategies) | ||||
File:No image.png |
Guren Senpukyaku |
Ultra Combo II | qcf qcf + 3k | |
~~ Uses and Strategies ~~ (No uses/strategies) |
The Basics
Combos
Strategy
Matchups
Frame Data