Street Fighter V/Ken

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Ken

SFV-Ken Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 5 Throw Range: 0.8
Back Walk Speed: 3.5 Throw Hurt Range: 0.25
DASHING JUMPING
Forward Dash Total Frames: 15 Jump Height Apex: -
Back Dash Total Frames: 24 Jump Total Frames: 46(4+38+4)
Forward Dash Distance: 138.4 Forward Jump Distance: 212.8
Back Dash Distance: 127.7 Back Jump Distance 182.4
NOTABLE MOVE CLASSES
Overheads: b+MK, f+HK (hold) Hard Knockdowns: crHK (CH), EX Shoryuken (hits airborne)
Low Attacks: crLK, crMK, crHK Crush Counters: HP, HK, crHP, crHK

Summary

Bio

Ken is a martial artist born to a wealthy family and Ryu's eternal rival. Married to Eliza and has a son, Mel.


Why Pick Ken?

TBW


Players To Watch

Ceroblast, ChrisT, Momochi, Kenpi


Change List

For list of all changes, see Change/Patch List

Season 3.5

  • Forward throw (Knee Bash) damage increased from 110 to 120, recovery increased by 1f
  • Back throw (Hell Wheel) damage increased from 130 to 140
  • Stand LP upward hitbox reduced to make worse anti-air
  • Crouch LP pushback on hit/block slightly decreased, upwards hitbox reduced to make worse anti-air
  • Crouch LK pushback on hit increased
  • V-Skill (Quick Step) damage reduced from 70 to 50, stun reduced from 150 to 100, added float value on airborne hit and eased combo count, collision box expanded when performed from MP > HP xx VS
  • MP Shoryuken combo count increased
  • EX Shoryuken
  • V-Trigger
    • Shoryuken
      • EX Shoryuken adjusted to hit behind Ken, collision box adjusted for first hit
    • VT2 (Shinryuken) damage reduced from 200 to 180 for max version, eased combo count, reduced horizontal knockback distance on max version allowed follow-ups


Season 3 (Arcade Edition)

  • Forward walk speed increased
  • Forward throw (Knee Bash) damage increased from 100 to 110, distance after hit increased
  • Stand LP pushback on hit and block increased, hurtbox expanded, adjusted collision boxes during attack
  • Stand MP changed from +1 to +2
  • Stand MK pushback on hit increased, hurtbox expanded
  • Stand HP collision box adjusted
  • Crouch LP hitbox reduced, hurtbox expanded
  • Crouch MP hurtbox expanded
  • Jump MP hitbox expanded, hurtbox reduced
  • Jump HP startup changed from 8f to 9f, hitbox and hurtboxes expanded vertically but reduced horizontally
  • Jump HK hitbox reduced
  • b+MK (Inazuma Kick) collision box adjusted
  • f+HK (Thunder Kick) first active frame will not hit crouching opoonents, collision boxes adjusted
  • Shoryuken
    • Collision box adjusted on all versions
    • LP Shoryuken damage increased from 100 to 110
    • MP Shoryuken damage increased from 120 to 130
    • HP Shoryuken damage increased from 130 to 140
    • EX Shoryuken damage increased from 150 to 160, hitbox expanded, opponent can recovery if move hits them while airborne
  • Tatsumaki Senpukyaku
    • MK Tatsu second and third hits damage increased from 20 to 40 if first does not connect, stun increased from 50 to 75 if first hit does not connect
    • HK Tatsu active frames reduced by 1f, first active frame of second hit will not hit crouching opponent
  • V-Trigger
    • Shoryuken
      • Collision box adjusted on all versions
      • LP Shoryuken damage increased from 120-130
      • MP Shoryuken damage adjusted from 140 to 150
      • HP Shoryuken damage adjusted from 150 to 160
      • EX Shoryuken damage increased from 170 to 180, hitbox expanded, opponent can recovery if move hits them while airborne
    • Tatsumaki Senpukyaku
      • MK Tatsu damage increased from 30 to 50 if first hit does not connect, stun increased from 50 to 75 if first hit does not connect
      • HK Tatsu collision box adjusted
      • EX Air Tatsu On block advantage increased by 3f
  • Added V-Trigger 2: Shinryuken


Move List

Unique Attacks

SFV-Ken-Unique.jpg

Special Moves

SFV-Ken-Special.jpg

V-System (V-Trigger / V-Skill / V-Reversal)

SFV-Ken-Vsystem.jpg

Critical Art

SFV-Ken-Critical.jpg


Ken Discussions

Discussions regarding Ken

Ken Shoryuken Forum

Ken Discord Link

Ken Discord

Video Guides

Capcom Fighters' Official Character Introduction


Street Fighter Official Character Guide


Sajam's Character Breakdown


Shoryuken's Rising Up Season Changes



Other Resources

Frame Data

- Champion Edition data courtesy of @D4RK_ONION, @HatsonFGC, @Arlieth, @Frostdiener, BananaCyclone and the Frame Assist Tool team. - Huge thanks for their efforts! - See https://fullmeter.com/fatonline/#/home for more information

Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Stand LP LP 4 2 7 2 5 7 30 70 HL SP,V - - - - 36 84
Stand MP MP 7 2 15 2 3 5 60 100 HL SP,V - - - 10 72 120
Stand HP HP 9 2 20 -3 5 7 80 150 HL SP,V - - - 13 96 180
Stand LK LK 4 2 9 -1 3 5 30 70 HL SP,V - - - - 36 84
Stand MK MK 8 3 19 -2 1 3 60 100 HL V - - - 10 72 120
Stand HK HK 14 2 26 -4 3 KD 80 150 HL V 144 49 44 13 96 180
Crouch LP d+LP 4 3 7 2 5 7 30 70 HL SP,V - - - - 36 84
Crouch MP d+MP 6 3 12 2 5 7 60 100 HL SP,V - - - 10 72 120
Crouch HP d+HP 6 5 22 -9 -4 KD 90 150 HL SP,V 115 46 51 15 108 180
Crouch LK d+LK 4 2 7 1 4 6 20 70 L V - - - - 24 84
Crouch MK d+MK 6 2 14 -4 0 2 50 100 L SP,V - - - 8 60 120
Crouch HK d+HK 8 3 23 -12 KD KD73 90 150 L V 73 24 29 15 108 180
Jump LP u+LP 3 6 - - - - 40 70 M - - - - - 48 84
Jump MP u+MP 5 6 - - - - 70 100 M - - - - 12 84 120
Jump HP u+HP 9 4 - - - - 90 150 M - - - - 15 108 180
Jump LK u+LK 4 7 - - - - 40 70 M - - - - - 48 84
Jump MK u+MK 6 5 - - - - 60 100 M - - - - 10 72 120
Jump HK u+HK 8 5 - - - - 90 150 M - - - - 15 108 180
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Inazuma Kick b+MK 22 3 19 -6 1 3 60 100 M - - - - 10 72 120
Thunder Kick f+HK (hold) 26 3* 22 -4 2 4 80 150 M - - - - 13 96 180
Thunder Kick (feint) f+HK - - 34 - - - - - - - - - - - - -
Chin Buster b+MP 5 2 17 -2 0 2 50 80 HL SP,V - - - 8 60 96
Chin Buster (2nd) b+MP > HP 6 3 27 -13 KD KD 50 80 HL SP,V 88 29 34 8 60 96
Lion Breaker MK > HK 10 4 20 -6 KD KD 50 100 H SP,V 87 28 34 8 60 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Knee Bash LP+LK 5 3 17 - KD KD 30*30*60 (120) 0*0*120 (120) T - 87 28 34 - - -
Hell Wheel b+LP+LK 5 3 17 - - - 140 200 T - 70* 11* - - - -
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Heat Rush HP+HK in VT1 1 - 21 - - - - - - - - - - - - -
Shinryuken (lvl 1) HP+HK in VT2 1+8 13 28+30 -51 KD KD 30*10x4*70 (140) 0x5*200 (200) HL SP (on hit) 77 18 23 8*3*3 36*10x4*70 (146) 0x5*200 (200)
Shinryuken (lvl 2) HP+HK in VT2 (mash) 1+8 25 54+40 - KD KD 30*10x10*40 (170) 0x11*200 (200) HL SP (on hit) 65 6 11 - 36*10x10*70 (176) 0x11 * 200 (200)
Shinryuken (lvl 3) HP+HK in VT2 (mash more) 1+8 31 71+40 - KD KD 30*10x10*5x4*30(180) 0x15*200 (200) HL SP (on hit) 66 7 12 - 36*10x10*5x4*30 (186) 0x15*200 (200)
Quick Step MP+MK - - 22 - - - - - - - - - - - - -
Quick Step (hold) MP+MK (hold) 24 2 25 -6 KD KD 50 100 HL - 92 33 38 8 60 120
Senpu Nataotoshi f+KKK during guard 12 2 21 -2 2 2 40 0 HL - - - - 0 48 0
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Hadoken LP qcf+LP 14 - 34 -8 2 0 50 100 HL CA - - - 8 60 120
Hadoken MP qcf+MP 14 - 34 -8 -2 0 50 100 HL CA - - - 8 60 120
Hadoken HP qcf+HP 14 - 34 -8 -2 0 50 100 HL CA - - - 8 60 120
Hadoken EX qcf+PP 12 33 33 1 3 3 40*50 (90) 0*150 HL V - - - 7*7 (14) 48*50 (98) 0*150 (150)
Shoryuken LP f,d,df+LP 3 11 21+9 -25 KD KD 110 150 HL CA,V 89 30 35 28 132 180
Shoryuken MP f,d,df+MP 4 12 24+11 30 KD KD 90*40 (130) 75*75 (150) HL CA,V 88 29 34 23*10 108*40 (148) 90*75 (165)
Shoryuken HP f,d,df+HP 4 13 30+13 34 KD KD 70*50*20 (140) 50x3 (150) HL CA,V 85 26 31 18*13*5 84*50*20 (154) 60*50*50 (160)
Shoryuken EX f,d,df+PP 4 15 47+13 -45 KD KD 20x6*40 (160) 20x5*50x2 (200) HL V 83 24 29 5x6*10 (40) 24*20x5*40 (164) 24x20*4x50x2 (204)
Tatsumaki Senpukyaku LK qcb+LK 3 6 14+11 -8 KD KD 40*30 (70) 50*50 (100) HL CA,V 96 37 42 10*8 (18) 48*30 (78) 60*50 (110)
Tatsumaki Senpukyaku MK qcb+MK 6 10 14+10 -9 KD KD 40*20*20 (80) 50x3 (150) HL CA,V 95 36 41 10*5*5 (20) 48*20*20 (88) 60*50*50 (160)
Tatsumaki Senpukyaku HK qcb+HK 14 10 5+16 -4 KD KD 30*35*35*40 (140) 60*40*40*60 (200) HL - 77 18 34 8*9*9*10 36*35*35*40 (146) 72*40*40*60 (212)
Tatsumaki Senpukyaku EX qcb+KK 8 13 32+13 -58 KD KD 40x4 (160) 50x4 (200) HL - 88 29 34 10 48*40x3 (168) 60*50x3 (210)
Air Airborne Tatsumaki LK qcb+LK (in air) 9 6 10 - KD KD 80 100 HL - - - - 20 96 120
Air Airborne Tatsumaki MK qcb+MK (in air) 9 6 10 - KD KD 80 100 HL - - - - 20 96 120
Air Airborne Tatsumaki HK qcb+HK (in air) 9 6 10 - KD KD 80 100 HL - - - - 20 96 120
Air Airborne Tatsumaki EX qcb+KK (in air) 8 6 13 - - - 70 100 HL - -- - - 18*18 84 120
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT1
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
In VT2
Shinryuken (lvl 1) HP+HK in VT2 1+8 13 28+30 -51 KD KD 30*10x4*70 (140) 0x5*200 (200) HL SP (on hit) 77 18 23 8*3*3 36*10x4*70 (146) 0x5*200 (200)
Shinryuken (lvl 2) HP+HK in VT2 (mash) 1+8 25 54+40 - KD KD 30*10x10*40 (170) 0x11*200 (200) HL SP (on hit) 65 6 11 - 36*10x10*70 (176) 0x11 * 200 (200)
Move Name Command Startup Active Rcvry Adv
Guard
Adv
Hit
Adv
Counter
Damage Stun Hit
Level
Cancel
Ability
KD Adv
Normal
KD Adv
Rise
KD Adv
Roll
Chip
Damage
Counter
Damage
Counter
Stun
Guren Enjikyaku qcf,qcf+K 5 2 44 -26 KD KD 340 0 HL - 31 60 346 0



Notes:
  • The first active frame of f+HK cannot hit crouching opponents
  • Ken recovers 1 frame faster after back throw if he immediately cancels into a normal or special move

Combos

BnB

  • LP
    • b+MP > HP > HK Tatsu or HP Shoryuken
    • xx HP Shoryuken
  • crMP
    • b+MP > HP xx HK Tatsu or HP Shoryuken
    • LK xx HP Shoryuken (use when b+MP won't reach)
  • MK
    • > HK xx HP Shoryuken
  • HP
    • xx V-Skill, LK Tatsu, HP Shoryuken

Corner

  • MP > HP
    • V-Skill (hold), HP Shoryuken

With Meter

Crush Counter

  • HP
    • b+MP > HP > HK Tatsu or HP Shoryuken
  • HK
    • xx V-Skill, HP Shoryuken

V-Trigger Cancels

V System

V-Reversal

A forward moving strike attack; also notable for being the fastest V-Reversal in the game at 12 frames

V-Skill

Ken's V-Skill allows him to cancel many of his moves into a short run, including moves that normally are not special cancelable such as his sweep. By holding MP+MK, Ken will perform a kick at the end knocking the opponent up and allowing juggle combos as well as generating V-Meter. Run cancels are an important part of many of his combos and pressure, however during the run animation he is in a counter state.

V-Trigger 1

Heat Rush is a 3 bar V-Trigger that powers up many of Ken's special attacks with fire. His Hadokens become fire hadokens causing a knockdown on hit, and his Tatsus and Shoryukens become more damaging and have a higher combo count allowing new powerful combos. In addition, on activation Ken takes a large step forward allowing many him to continue his combos at further ranges than many characters. This is a great choice in most situations

V-Trigger 2

Shinryuken is a 2 bar V-Trigger that when activated causes Ken to do a Shinryuken straight up. By mashing HP+HK during it, Ken can do more hits/damage at the cost of using more V-Gauge. If used entirely on activation, Ken can follow up with either a CA or an EX Shoryuken for more damage by canceling the landing recovery into either. While it is projectile invincibility on startup, Shinryuken does not have any strike invincibility at any point like an EX Shoryuken and with 9f of startup it makes a poor reversal.

Strategy

Playing as Ken

Fighting Against Ken

Ken has some of the deadliest crush counter buttons in the game, and if they are able to consistently confirm off them can lead into big damage and pressure. Be careful throwing out pokes if they prove they can capitalize on this. EX Shoryuken is also a popular move due to its invincibility, damage, and moving forward; always keep it in mind especially near a round's end. Many will try to cancel Shoryuken's into V-Trigger 1 to stay safe; while this prevents them from getting crush countered it is still -7 and should be punished as such. The timing for it is trickier than it seems, but it is a worthwhile skill to practice.