Capcom vs SNK 2/Ken

From SuperCombo Wiki
Ken-cvs-stance.gif

Introduction

Ken CvS2 colors.png

Frame Data

Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close Jab.gif HL 400 4 ch/sp/su 3 4 6 +7 +7 -
Close Strong.gif HL 700 8 sp/su 4 3 20 -3 -3 -
Close Fierce.gif HL 1100[900] 11[9] sp/su[su] 4 8 24 -8 -8 [] Refers to later active frames
Close Short.gif HL 500 5 sp/su 5 8 7 +2 +2 -
Close Forward.gif HL 900 9 sp/su 4 8 11 +3 +3 -
Close Roundhouse.gif HL 1400 14 sp/su 5 9 13 +4 +4 -
Far Jab.gif HL 300 3 ch/sp/su 3 4 6 +7 +7 -
Far Strong.gif HL 900 9 su 6 6 17 -1 -1 -
Far Fierce.gif HL 1300 13 su 6 4 26 -4 -4 -
Far Short.gif HL 500 5 sp/su 5 8 7 +2 +2 -
Far Forward.gif HL 100 10 - 8 8 12 +2 +2 -
Far Roundhouse.gif HL 1300 13 - 10 5 30 -11 -11 -
crouch Jab.gif HL 200 2 ch/sp/su 4 4 6 +7 +7 -
crouch Strong.gif HL 800 8 sp/su 5 7 1 +4 +4 -
crouch Fierce.gif HL 1100[700] 11[7] sp/su[su] 4 11 26 -13 -13 [] Refers to later active frames
crouch Short.gif L 300 3 ch/sp/su 4 4 8 +5 +5 -
crouch Forward.gif L 900 9 sp/su 5 6 17 -1 -1 -
crouch Roundhouse.gif L 1300 13 sp/su 7 6 35 -15 -15 Knockdown
Jump up Jab.gif H 500 5 sp 4 22 - - - -
Jump up Strong.gif H 900 9 sp 5 10 - - - -
Jump up Fierce.gif H 1300 13 - 6 8 - - - -
Jump up Short.gif H 600 6 sp 5 22 - - - -
Jump up Forward.gif H 1000 10 - 6 10 - - - -
Jump up Roundhouse.gif H 1400[1300] 14[13] sp[-] 4 8 - - - [] Refers to later active frames
Jump forward Jab.gif H 500 5 sp 4 22 - - - -
Jump forward Strong.gif H 800 80 sp 5 10 - - - -
Jump forward Fierce.gif H 1200 12 - 6 8 - - - -
Jump forward Short.gif H 600 6 sp 4 22 - - - -
Jump forward Forward.gif H 900 9 - 7 7 - - - -
Jump forward Roundhouse.gif H 1300 13 - 7 7 - - - -
Right.gif + Forward.gif H 1000 10 - 29 5 20 -5 -5 -
Right.gif + Roundhouse.gif HL 1200 12 - 13 7 22 -3 -3 -
Throw Right.gif or Left.gif + Fierce.gif 52px 1700 - - 4 1 13 - - -
Throw Right.gif or Left.gif + Roundhouse.gif 52px 2200 - - 6 1 13 - - -
Air Throw Any direction but U.png+Roundhouse.gif 24px 2000 - - 1 1 0 - - Vertical Low Requirement: 54px, Vertical High Requirement: 64px
Hadoken Jab.gif HL 700 7 - 15 - 43 (Total 57) -10 -10 Knockdown on air hit, Forces Stand
Hadoken Strong.gif HL 800 8 - 15 - 44 (Total 58) -11 -11 Knockdown on air hit, Forces Stand
Hadoken Fierce.gif HL 1000 10 - 15 - 45 (Total 59) -12 -12 Knockdown on air hit, Forces Stand
Shoryuken Jab.gif HL 1600[800] 16[8] - 3 18 15+After Landing 9F -18 - [] Refers to later active frames, Invincible 1-2F, 3-20F (Translation needed), Airborne 7-35F
Shoryuken Strong.gif HL 1000*800[800] 10*8[8] - 3 16 23+After Landing 9F -32 - [] Refers to later active frames, Invincible 1-2F, 3-24F (Translation needed), Airborne 7-49F
Shoryuken Fierce.gif HL 1900[800] 19[8] - 3 2*2*28 37+After Landing 10F -41 - [] Refers to later active frames, Invincible 1-8F, 9-22F (Translation needed), Airborne 9-59F
Ryusen Kyaku Short.gif H 1300[1200] 13[12] - 22 17 24 -11 - [] Refers to later active frames, 0-38F Airborne
Ryusen Kyaku Forward.gif H 1400[1300] 14[13] - 29 12 24 -5 - [] Refers to later active frames, 0-41F Airborne
Ryusen Kyaku Roundhouse.gif H 1500[1400] 15[14] - 34 10 24 -4 - [] Refers to later active frames, 0-44F Airborne
Hurricane Kick Short.gif HL 500*300x2 5*3x2 - 3 3(7)2(2)2 13+After Landing 4F -9 (assuming all hits) -3 0-31F Airborne, [2nd] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick Forward.gif HL 500*300x8 5*3x8 - 3 3(7)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 13+After Landing 4F -33 (assuming all hits) -3 0-55F Airborne, [2nd,4th,6th,8th] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick Roundhouse.gif HL 500*300x10 5*3x10 - 3 3(7)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2 13+After Landing 4F -33 (assuming all hits) -3 0-63F Airborne, [2nd,4th,6th,8th,10th] aimed backwards, First hit forces standing, All but first hit whiffs on crouching
Hurricane Kick (air) HL 700x4 7x4 - 5 2(2)2(2)2(2)2 After landing 7F +13 +13 knock down on air hit, [2nd, 4th] aimed backwards, Forces Stand
Zenpo Tenshin Jab.gif - - - - 7 18 10 - - Can pass through opponents
Zenpo Tenshin Strong.gif - - - - 8 24 10 - - Can pass through opponents
Zenpo Tenshin Fierce.gif - - - - 9 30 10 - - Can pass through opponents
Geri Kick Short.gif HL 1200 12 - 11 5 17 +2 +2 Hold Any Kick Button to Cancel to Inazuma Kick on 17F, Forces Stand
Geri Kick Forward.gif HL 400*900 4*9 - 5 2*5 27 -8 -8 Hold Any Kick Button to Cancel to Inazuma Kick on 7F, Forces Stand
Geri Kick Roundhouse.gif HL 1400 14 - 11 4 27 - +7 Hold Any Kick Button to Cancel to Inazuma Kick on 14F
Inazuma Kick K.png H 1000 10 - 27 3 23 -2 -2 Forces Stand
Shinryuken - Level 1 Short.gif HL 2700~2900 - - 4+5 2*2*2*20 20+After Landing 9F -10 - 1-8F Invincible, Airborne 9-54F, Mash buttons and spin stick to increase damage/hits
Shinryuken - Level 2 Forward.gif HL 3300~4400 - - 4+5 2*2*2*23 17+After Landing 14F -20 - 1-14F Invincible, Airborne 9-54F, Mash buttons and spin stick to increase damage/hits
Shinryuken - Level 3 Roundhouse.gif HL 3800~6000 - - 4+5 2*2*2*26 25+After Landing 9F -27 - 1-22F Invincible, Airborne 9-65F, Mash buttons and spin stick to increase damage/hits
Shoryu Reppa - Level 1 Jab.gif HL 2600 - - 4+5 4*4(17)5*26 19+After Landing 7F -28 - 1-8F Invincible, Airborne 9-83F, 12-30F (translation needed), Forces Stand
Shoryu Reppa - Level 2 Strong.gif HL 3800 - - 4+5 4*4*4(14)3*5*26 30+After Landing 7F -39 - 1-14F Invincible, Airborne 43-98F, 16-34F (translation needed), Forces Stand
Shoryu Reppa - Level 3 Fierce.gif HL 5600 - - 4+5 4*4(17)4*4(14)3*1*26 30+After Landing 7F -39 - 1-22F and 37-53 Invincible, Airborne 69-115F, 16-34F (translation needed), Forces Stand
Shippu Jinraikyaku - Level 3 K.png HL 6300 - - 4+5 2*2(9)2(11)2(11)2*2(6)2(8)2(2)2(2)2(2)2(2)2 55+After Landing 5F -65 - 1-22F Invincible, 57-140F Airborne, Forces Stand
Block Frames
Move Name HL Damage Stun Cancel Ability Startup Active Recovery On Guard On Hit Notes

The Basics

 In N Groove, 
  Take advantage of your roll and attack your opponent
  with a LP, d + LP, d + LK, [Insert Special Move Here].

Advanced Strategy

RCing (Roll Canceling) is good if your opponent is more offensive.

Match-ups

CvS2 Wiki Navigation

General
Controls
Notation
HUD
Glossary
System
Roll Cancel
Combo
CvS2 Versions
Netplay/ Training
FAQ
Grooves
Groove Overview
Groove Subsystems
C-Groove
A-Groove
P-Groove
S-Groove
N-Groove
K-Groove
Capcom Characters
Akuma (Gouki)
Balrog (Boxer)
Blanka
Cammy
Chun-Li
Dan
Dhalsim
Eagle
E.Honda
Guile
Ken
Kyosuke
Maki
M. Bison (Dictator)
Morrigan
Rolento
Ryu
Sagat
Sakura
Vega (Claw)
Yun
Zangief
SNK Characters
Athena
Benimaru
Chang
Geese
Haohmaru
Hibiki
Iori
Joe
Kim
King
Kyo
Mai
Nakoruru
Raiden
Rock
Rugal
Ryo
Terry
Todo
Vice
Yamazaki
Yuri
Boss Characters
Shin Akuma
Ultimate Rugal
Evil Ryu
Orochi Iori