Super Street Fighter 2 Turbo/Ken

From SuperCombo Wiki
Ken's portrait in Super Turbo

Introduction

Ryu's training partner, Ken, has developed his own style of moves and variations since his clone days of Street Fighter II: World Warrior. In ST, he can be a very tough character to beat if played right with the tools he has and the right mindset.

The ST version of Ken has longer start-up on his projectile, making it worse for zoning. While the faster face of the game makes it actually harder to simply react to it, the addition of super moves makes it a very dangerous option against a few characters. On the other hand, N.Ken is much more dangerous up close. His low-knee-bash-SRK pressure game can quickly deplete the enemy's vitality, with only a few correct guesses. Ken also has a number of dizzy combos, giving him even more comeback potential.

If you want to check Youtube and Nico Nico Douga for high level footage, check players such as Aniken, Mattsun, Choshu, and Kiken, among others.

Competitive Overview

Strengths & Weaknesses

Strengths

  • Good projectile and anti-air special moves, but with long recovery;
  • His Jab Shoryuken is a good anti-air move, and very damaging;
  • Very dangerous mix-ups from his knee bash loop;
  • Has a hold, which can be understood as a throw that can not be easily softened for just 50% damage;

Weaknesses

  • Short invincibility in his Shoryukens while active;
  • Long start-up on his projectile;
  • Ground Tatsu has no invulnerability, unlike Ryu's: it does not avoid meaty attacks;
  • Super can be hit-confirmed, but it is never safe on block, and cannot be done on the reversal frame;
  • Average throw range;
  • Most normals have average range;
  • All shotos's diagonal jumping Fierce and Roundhouse attacks have nerfed dizzy properties;
  • The normals with most range have a very long recovery time.

New & Old Versions Comparison

To select O.Ken, choose Ken and then press ← ← ← → Jab/Fierce, pressing Short simultaneously with the punch button for the alternate color.

Here is the list of differences:

  • Obvious stuff: O.Ken can not tech throws, does not have the Crazy Kicks, Knee Bash grab and Super;
  • O.Ken has a faster pre-jump animation by 1 frame;
  • O.Ken does not have an air throw;
  • O.Ken has some differences in some of his normals:
    • Far Standing Jab has better priority;
    • Close Standing Fierce second active hitbox has much better priority;
    • Far Standing Short is the anti air kick like the Far Standing Kick while for N.Ken it's a low hitting kick like the close version;
    • Crouching Short has much better priority;
    • Far Standing Forward has a slower startup;
    • Close Standing Forward is a knee attack, while for N.Ken is a high kick similar to his old Close Standing Roundhouse;
    • Crouching Forward has much better priority;
    • Close Standing Roundhouse is a useless kick with minor anti air priority that hits twice while for N.Ken its a kick that moves him forward while attacking low;
    • Far Standing Roundhouse is the classic mediocre anti air shoto kick while for N.Ken its a kick that moves him forward while attacking low;
    • Crouching Roundhouse has much better priority and do more damage;
    • Both Jumping Fierces do more damage;
    • Diagonal Jumping Short has worse priority during the first 10 active frames;
    • Diagonal Jumping Forward is an aerial kick with very good priority while for N.Ken it's a new kick made almost exclusively for crossup, but its not easy to time like for O.Ken;
    • Neutral Jumping Roundhouse has better air-to-air priority but worse air-to-ground priority and does more damage;
    • Diagonal Jumping Roundhouse can be used as a cross-up attack and has better air-to-air priority, but has somewhat worse air-to-ground priority. It also does more damage;
  • O.Ken's Hadoukens have a 1 frame faster startup. His Strong Hadoukens have 1 frame faster recovery and his Fierce ones have a 2 frame faster recovery;
  • O.Ken's Shoryukens are invulnerable until their apex. Jab and Strong versions do not have 2 grounded frames where Ken is throwable;
  • O.Ken's Fierce Shoryuken have a 1f startup, while N.Ken's have 0f startup. Also, the hitbox on the 1st active part is moved 2px towards in case of N.Ken, which allows him to get it to combo for 3 hits against a Standing ChunLi;

Color Options

Jab Strong Fierce Start Old
Ken-lp.gif Ken-mp.gif Ken-hp.gif Ken-start.gif Ken-old1.gif
Ken-lk.gif Ken-mk.gif Ken-hk.gif Ken-hold.gif Ken-old2.gif
Short Forward Roundhouse Hold Old Alternative

--Born2SPD

Moves Analysis

Disclaimer: To better understand the diagrams, read this.

Normal Moves

Ground Normals

  • Close Standing Jab: (Base max activation range: 25)
Damage 4[6] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stcljab2.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 2 4 5
Simplified 1 + 2 4 5

Ken performs an elbow smash in front and above his head. Fast start-up anti-air up close, with just OK priority.

  • Far Standing Jab:
Damage 4[1] Ken stfarjab1&3.png Ken stfarjab2.png Ken stfarjab1&3.png Ken stfarjab4 stfarstrng6 stfarfrc6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 2 4 4 1
Simplified 1 + 2 4 5

Rapid-fire Jab that has very good priority (Ken's arm is completely invulnerable) but just acceptable reach and very low damage.

  • Crouching Jab:
Damage 4[1] Ken crjab1&3.png Ken crjab2.png Ken crjab1&3.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 2 4 4 1
Simplified 1 + 2 4 5

Rapid-fire ducking Jab with OK reach and very good priority. Ken's arm is completely invincible.

  • Close Standing Strong: (Base max activation range: 31)
Damage 24[1] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclstrng2&6.png Ken stclstrng3.png Ken stclstrng4.png Ken stclstrng5.png Ken stclstrng2&6.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage -1
Frame Count 1 2 2 6 4 3 4
Simplified 1 + 3 2 17

Ken performs a hook. This move has a not very good recovery, so try canceling it into some special such as the hadouken to avoid punishment.

  • Far Standing Strong:
Damage 22[6] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarstrng3.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarstrng5 stfarfrc5.png Ken stfarjab4 stfarstrng6 stfarfrc6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +7
Frame Count 1 2 4 3 3 1
Simplified 1 + 3 4 7

Ken performs a straight punch. This move has very good recovery, reach and priority. Works as anti-air against some moves, but notice Ken's body moves forward a bit, so you need some room to use it correctly. Ken's whole arm is invincible in this attack.

  • Crouching Strong:
Damage 22[1] Ken crstrng1&5.png Ken crstrng2&4.png Ken crstrng3.png Ken crstrng2&4.png Ken crstrng1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +7
Frame Count 1 2 4 3 3 1
Simplified 1 + 3 4 7

Ken does a crouching straight. Good damage, stun, recovery and priority. Ken's whole arm is completely invincible.

  • Close Standing Fierce: (Base max activation range: 41)
Damage 28[7] Ken stclfrc1.png Ken stclfrc2.png Ken stclfrc3.png Ken stclfrc4.png Ken stclfrc5.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / Yes
Frame Advantage -9 / -7
Frame Count 3 2 6 10 13
Simplified 1 + 3 8 23

Ken does a close upper. It works as anti-air if the enemy is on top of you, but it is more vulnerable to cross-ups when compared to the close Fierce from all other shoto characters (O.Ken, Ryu, O.Ryu). In case it hits close, during the first active part, it can be canceled into any special attack for a basic but damaging combo. Bad recovery, punishable if used from point-blank or if the enemy has super (most characters).

  • Far Standing Fierce:
Damage 28[2] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarfrc3.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarstrng5 stfarfrc5.png Ken stfarjab4 stfarstrng6 stfarfrc6.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel Yes
Frame Advantage -7
Frame Count 3 2 6 10 12 1
Simplified 1 + 5 6 23

Similar to far.Strong, but with higher damage and longer reach, but the head hitbox moves forward just as much and the recovery is hideous. This move can not be canceled into specials, so make sure it hits or you will pay the price.

  • Crouching Fierce:
Damage 28[2] / 22[2] Ken crfrc1&5.png Ken crfrc2.png Ken crfrc3.png Ken crfrc4.png Ken crfrc1&5.png Ken crfrc6.png
Stun 3~9 / 10~16
Stun Timer 40 / 80
Chain Cancel No
Special Cancel Yes / No
Super Cancel Yes / No
Frame Advantage -12 / -9
Frame Count 3 3 8 10 12 1
Simplified 1 + 3 11 23

Uppercut from crouching position. It does good damage and has a deceptively long horizontal reach, but just average to low priority and quite long recovery. This move is unsafe on block or hit and is mainly used in combos or as close-up anti-air.

  • Close Standing Short: (Base max activation range: 0)
Damage 12[0] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclshrt2&5 stclfrwrd4.png Ken stclshrt3.png Ken stclshrt4.png Ken stclshrt2&5 stclfrwrd4.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Super Cancel Yes
Frame Advantage +3
Frame Count 2 3 2 4 3 1
Simplified 1 + 5 2 8

Ken performs a low kick that can be canceled into a far Short or crouching Short. This move must be blocked low.

  • Far Standing Short:
Damage 14[0] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stfarshrt3&6.png Ken stfarshrt4.png Ken stfarshrt5.png Ken stfarshrt3&6.png Ken stfarstrng2&4 stfarfrc2&4 stfarshrt2&7.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Stun 0~5
Stun Timer 40
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +2
Frame Count 3 2 2 2 2 3 3 1
Simplified 1 + 7 2 9

Like the Close version, but without cancels and worse priority. Hits low as well.

  • Crouching Short:
Damage 4[1] Ken crshrt1&3 crfrwrd1&5.png Ken crshrt2.png Ken crshrt1&3 crfrwrd1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 0~5
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Super Cancel Yes
Frame Advantage +4
Frame Count 3 4 4 1
Simplified 1 + 3 4 5

Rapid fire crouching low kick. Mediocre priority but good reach.

  • Close Standing Forward: (Base max activation range: 32)
Damage 22[6] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stclfrwrd2.png Ken stclfrwrd3.png Ken stclshrt2&5 stclfrwrd4.png Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -1
Frame Count 3 4 8 10 1
Simplified 1 + 7 8 11

Has same vertical priority from Old Shotos cl.Rh but worse horizontal priority. For some reason, this move triggers from further away than other close normals. OK for anti air up close.

  • Far Standing Forward:
Damage 22[1] Ken stcljab1&3 stclstrng1&7 stfarstrng1 stfarfrc1 stclshrt1&6 stfarshrt1&8 stclfrwrd1&5 stfarfrwrd1.png Ken stfarfrwrd2&4.png Ken stfarfrwrd3.png Ken stfarfrwrd2&4.png Ken stfarfrwrd5.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage +3
Frame Count 3 4 8 6 1
Simplified 1 + 7 8 7

High side kick with good priority, but very slow start-up. Good anti-air if you can hit the button early enough.

  • Crouching Forward:
Damage 22[1] Ken crshrt1&3 crfrwrd1&5.png Ken crfrwrd2&4.png Ken crfrwrd3.png Ken crfrwrd2&4.png Ken crshrt1&3 crfrwrd1&5.png Ken crjab4 crstrng6 crshrt4 crfrwrd6.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage +3
Frame Count 1 2 6 4 4 1
Simplified 1 + 3 6 9

Crouching side kick. This move has good reach and recovery, but is has projected vulnerable hitboxes before it becomes active. It is an important tool when closing the gap on the enemy and trying to push him into the corner as it can be canceled into Hadoukens. It is also used in bread and butter combos.

  • Close/Far Standing Roundhouse:
Damage 26[2] Ken stclrh1 stfarrh1.png Ken stclrh2 stfarrh2.png Ken stclrh3 stfarrh3.png Ken stclrh4 stfarrh4.png Ken stclrh5 stfarrh5.png
Stun 10~16
Stun Timer 80
Chain Cancel No
Special Cancel No
Super Cancel No
Frame Advantage -4
Frame Count 2 2 2 2 4
Simplified 1 + 8 4
Ken stclrh6 stfarrh6.png Ken stclrh7 stfarrh7.png Ken stclrh8 stfarrh8.png Ken stclrh9 stfarrh9.png
Frame Count 4 4 4 5
Simplified 17

In some matchups this can work well as a good poke/punish. One must be careful using it though, as the recovery is quite long if it whiffs.

  • Crouching Roundhouse:
Damage 26[2] Ken crrh1.png Ken crrh2.png Ken crrh3.png Ken crrh4.png Ken crrh5.png
Stun 5~11
Stun Timer 130
Chain Cancel No
Special Cancel Yes
Super Cancel Yes
Frame Advantage -9
Frame Count 3 6 6 8 11
Simplified 1 + 3 6 25

Ken's sweep kick. This move generates a fast knockdown if it hits. It has good range and the priority is such that it beats or trades with a number of moves. The recovery, however, is very long, so good players will try to bait this move so as to punish it afterward. This can be canceled into Hadoukens so you can push the enemy towards his corner or Shoryukens and Short tatsus for super meter.

Aerial normals

  • Neutral Jumping Jab:
Damage 12[2] Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njjab2.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes

Frame Count 2

Ken performs a jumping jab that is active throughout the whole jump. Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws).

  • Diagonal Jumping Jab:
Damage 12[2] Ken djjab1.png Ken djjab2.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes

Frame Count 2

Ken performs a jumping jab that is active throughout the whole jump. Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move. It can be used for jumping on you opponent after a knockdown and not generate much push-back, allowing you to apply mix-ups such as throw, cr.forward xx Hadouken/super or delayed Jab SRK (to beat reversal throws). This beats Zangief's Lariats from the right distance and still hits him if he crouches.

  • Neutral Jumping Strong:
Damage 22[2] Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njstrng3 djstrng3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 5~11
Stun Timer 50
Special Cancel Yes

Frame Count 2 2 20 4 4 4
Simplified 4 20

This aerial punch stays active for quite some time, for a Strong punch. It has very good horizontal reach and Ken's arm is completely invincible. A move to be considered when afraid of wall dives crossing you or aerial attacks in general. This attack does not hit crouching opponents.

  • Diagonal Jumping Strong:
Damage 22[2] Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njstrng3 djstrng3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 5~11
Stun Timer 50
Special Cancel Yes

Frame Count 2 2 8 4 4 4
Simplified 4 8

The same as above but with different frame count.

  • Neutral Jumping Fierce:
Damage 24[2] Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng2 djstrng2 njfrc2.png Ken njfrc3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel Yes

Frame Count 2 2 20 4 4 4
Simplified 4 20

Stays active a lot of time, for a fierce punch.

  • Diagonal Jumping Fierce:
Damage 24[1] Ken djfrc1.png Ken djfrc2.png Ken djfrc3.png Ken njjab1 njstrng1&4 djstrng1&4 njfrc1&4 djfrc4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 3~9
Stun Timer 40
Special Cancel Yes

Frame Count 2 2 8 4 4 4
Simplified 4 8

This move has very good air to ground priority, and Ken's arm is also completely invincible. It can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.

  • Neutral Jumping Short:
Damage 14[2] Ken njshrt1 njfrwrd1.png Ken njshrt2.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel Yes

Frame Count 3 40

This stays out for quite some time, but it has a very short reach. Mostly useless.

  • Diagonal Jumping Short:
Damage 12[2] Ken djshrt1.png Ken djshrt2.png Ken djshrt3.png Ken djshrt4.png
Stun 1~7(-2)
Stun Timer 40
Special Cancel No

Frame Count 2 3 10
Simplified 5

This stays out for quite some time, but safe jumps aside, this does not have many uses. Its main downside is the short reach.

  • Neutral Jumping Forward:
Damage 22[2] Ken njshrt1 njfrwrd1.png Ken njfrwrd2.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 5~11
Stun Timer 50
Special Cancel No

Frame Count 5 13 6 6
Simplified 5 13

OK kick that stays active for some time. It can be used in certain situations where the enemy has trouble knowing which way to block. That aside, prefer neutral Strong, Fierce or Roundhouse.

  • Diagonal Jumping Forward:
Damage 26[2] / 22[2] Ken djfrwrd1.png Ken djfrwrd2.png Ken djfrwrd3.png Ken djfrwrd4.png Ken djfrwrd5.png Ken djfrwrd6 djrh2&4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 3~9 / 5~11
Stun Timer 40 / 50(+10)
Special Cancel No

Frame Count 1 2 2 5 8 3 3 3
Simplified 5 13

Ken's main crossup, along with air tatsu.

  • Neutral Jumping Roundhouse:
Damage 26[2] Ken njrh1.png Ken njrh2.png Ken njrh3.png Ken njrh4.png Ken njrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 11~17(-1)
Stun Timer 60(+20)
Special Cancel Yes / No

Frame Count 2 4 4 4 3 3
Simplified 2 8

Neutral spin kick that has good reach. The first active part becomes active very fast, saving you from some troublesome situations.

  • Diagonal Jumping Roundhouse:
Damage 26[2] Ken djrh1.png Ken djfrwrd6 djrh2&4.png Ken djrh3.png Ken djfrwrd6 djrh2&4.png Ken njstrng5 djstrng5 njfrc5 djfrc5 njshrt3 njfrwrd3 djfrwrd7 djrh5.png Ken njstrng6 djstrng6 njfrc6 djfrc6 njfrwrd4 djfrwrd8 njrh6 djrh6.png Ken njstrng7 djstrng7 njfrc7 djfrc7 njfrwrd5 djfrwrd9 njrh7 djrh7.png
Stun 3~9
Stun Timer 40
Special Cancel No

Frame Count 2 3 7 3 3 3
Simplified 5 7

This has good reach, but as it projects vulnerable hitboxes, it can also be countered if you whiff. From certain distances, this can also be used as anti-air, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head. This move can no longer be used as a cross-up aerial attack.

Throws

Ken can throw using Strong, Fierce, Forward, and Roundhouse. He has an air throw as well. The direction of the joystick determines the direction the enemy gets thrown at. All his throws have the same range and do 22% damage. His Knee Bash Grab does 18% damage at the first hit plus 3% each additional hit. For damage, knee bash is the way to go, for positioning the Roundhouse throw is often preferred, since it approaches the corner faster.

  • Normal Grabs Throwboxes:
Throws Hold Ken throwb.png Ken throw.png Ken throwf.png
Damage 32 Damage 26 + 4*n
Stun 7~13 Set amount of hits 5
Stun Timer 100 Holds do no stun
Range (from axis) 48 (from throwable box) 19
  • Shoulder Throw a.k.a. Seoi Nage: (←/↖/↗/→ + Strong/Fierce)

Both punch throws are the same, which allow Ken to grab the enemy and throw him above his head. This is the best grab to use in case the opponent is 1 throw away from being dizzied, since this is a throw, not a hold, so it can actually dizzy opponents, and the stun is registered sooner than with the Roundhouse throw, which is preferable, since otherwise the the dizzy timer may reach zero before the added stun registers. Another reason to go for this grab is if you need the OS with Fierce normals in case the throw attempt fails, though sometimes Roundhouse may be prefered for it. It all deppends on situation/match-up. Remember that if the opponent is low on health, he'll be forced to take full damage from it, so in that case this should be favored over the Knee Bash. It may even do more damage than a Knee Bash, deppending on how fast your opponent is with his mashing.

  • Knee Bash a.k.a. Tsukami Nage: (←/↖/↗/→ + Forward)

Very nasty grab with very good mixup potential. Read below for more in depth strategies regarding it.

  • Rolling Circle Throw a.k.a. Jigoku Guruma: (←/→ + Roundhouse)

Ken pulls the enemy towards himself, roll on the ground while holding him and throw him with the aid of his leg. This one is good for cornering the opponent: just make sure to use the correct, nearest direction. This may also be interesting to be used in case having the Standing Roundhouse normal as an OS (in case the grab attempt fails) is preferable. Like in the punch throws, the opponent will be forced to take the full damage from it in case he's in low health, meaning you don't necessarilly have to default to Knee Bash everytime.

  • Air Rolling Circle Throw a.k.a. Jigoku Fuusha: (Min activation height: 56/48 upwards/downwards, ←/↖/↙/↓/↘/↗/→ + Forward/Roundhouse)
Damage 32 Ken airthrow.png
Stun 7~13
Stun Timer 100
Range (from axis) 48
(from throwable box) 19

In ST Ken received an air throw, it's a nice situational buff but as any other air throw, it will come out most times accidentally. It has surprisingly decent range though, and the activation height is also pretty decent.

Special Moves

  • Hadouken a.k.a. Fireball: (↓↘→ P)

Detailed Input: (↓ [7~14f] ↘ [7~14f] → [10/9/7f] Jab/Strong/Fierce)

  • Startup:
Ken fb1.png Ken fb2.png Ken fb3.png Ken fb4.png
Frame Count 2 7 3 1
Simplified 13
  • Active:
  • Jab Version:
Damage 18[0] Ken fb5.png Ken fb6jab.png Ken fb7jab.png Ken fb8jab.png
Stun 5~11
Stun Timer 110
Super Meter 2
Frame Count 1 1 2 2...
Simplified 40
  • Strong Version:
Damage 20[0] Ken fb5.png Ken fb6strng.png Ken fb7strng.png Ken fb8strng.png
Stun 5~11
Stun Timer 110
Super Meter 2
Frame Count 1 1 2 2...
Simplified 41
  • Fierce Version:
Damage 22[0] Ken fb5.png Ken fb6frc.png Ken fb7frc.png Ken fb8frc.png
Stun 5~11
Stun Timer 110
Super Meter 2
Frame Count 1 1 2 2...
Simplified 42

Ken throws two flying fists which are engulfed by blue energy towards his enemy. The strength of the punch determines its speed: Jab flies the slowest, while Fierce flies the fastest. The Jab does 11% damage, the Strong does 12% damage and the Fierce one does 14%, which happens to be the highest damaging projectile in the game. All 3 versions (Jab, Strong, Fierce) have Ken release the projectile at the same interval, which is 13 frames, and have vulnerable "after-throw" state that takes 40 frames to recover for Jab, 41 for Strong and 42 for Fierce. This is as fast as O.Ken's Jab Hadouken, just with the start-up slower by one frame. Due to the slower start-up on your move and slower projectiles in general, so it is harder for you to hit enemies out of their moves, compared to Ryu's, O.Ryu's, O.Ken's, Dee Jay's and Sagat's projectiles. Your main goals are to force them to jump, as you have a perfectly good anti-air move in your Shoryuken; push them into their corner, where their mobility is severely hindered; get them in the mood of throwing projectiles as soon as they can, to stop taking chip and for you to jump instead; and put them in a defensive stance, making it easier for you to approach and apply your strong melee game.

Due to a glitch, it's possible to change the recovery of any Hadouken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.

  • Shouryuken a.k.a. Dragon Punch: (→↓↘ P)

Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)

  • Jab Version:
Damage 38[2] / 22[2] Ken srk1.png Ken srk2.png Ken srk3jab.png Ken srk4jab.png Ken srk5.png Ken srk6.png Ken srk7.png
Stun 9~15 / 2~8
Stun Timer 100 / 90
Super Meter 8


Frame Count 2 4 2 12 6 10 3
Simplified 2 18 19
  • Strong Version:
Damage 34[0] + 14[0] Ken srk1.png Ken srk2.png Ken srk3strng.png Ken srk4strng.png Ken srk5.png Ken srk6.png Ken srk7.png
Stun 9~15 + 2~8
Stun Timer 100 + 90
Super Meter 8


Frame Count 2 4 2 20 6 18 3
Simplified 2 4 22 27
  • Fierce Version:
Damage 4[0] + 32[0] + 12[0] Ken srk1frc.png Ken srk2frcanm.gif Ken srk3frc.png Ken srk4frcanm.gif Ken srk5frcanm.gif Ken srk6frcanm.gif Ken srk7frcanm.gif
Stun 1~7 + 9~15 + 1~7
Stun Timer 30 + 100 + 30
Super Meter 8


Frame Count 2 2 1 25 6 25 3
Simplified 2 2 26 34

Ken becomes completely invincible and does an upper; followed up with a rising punch, which is vulnerable around Ken's head (Jab) and torso (Strong, Fierce, see hitboxes images above), then remains completely defenseless as he falls back to the ground. The Jab version will cause a full knockdown on his enemy. It does 23% damage early and 14% while ascending. The Strong one hits up to two times and causes a full knockdown if the rising punch connects. The Fierce version forces a crouching flaming hitstun on the first, close hit; standing flaming hitstun on the second hit - the upper - and causes a full knockdown if the rising fist hits, but this often does not happen if the initial stages connect but from point-blank range. The Jab Shoryuken is very good for evading projectiles and it is Ken's best reversal move by far - possibly the second-best in the whole game, second only to O.Ken's Jab SRK - as it causes good damage if it hits early, always knocks down on hit and is safe on block against most characters.

Ken's Fierce Shoryuken does not do much damage when hitting while ascending, but it controls a good part of the air space in front of him. If you are not recovering from a move and the enemy jumped forward from a distance such that you are unsure if a late Jab Shoryuken will hit, use the Fierce version to knock him out of the air safely. It can also be used to prevent the enemy from jumping straight up in front of you from close to mid distance. Some floaty jumps over Hadoukens can be punished that way. Finally, it hits on the first frame. A perfectly timed safe jump may work half the time against your other Shoryukens, but if you use the Fierce version, you are guaranteed to hit, albeit for low damage. The move, however, is not invulnerable while ascending. A few aerial attacks can trade or beat the move cleanly. For instance, most O.Chun Li's diagonal kicks and N.Chun Li's neutral Fierce beat the rising part of the Fierce and Strong Shoryukens from the front.

Since a properly-timed Dragon Punch will beat most other moves, its simplest and most common application is as a general anti-air counter, because you have a lot of time to react and time the attack as you see the opponent approaching through the air. Because it'll knock down, you can continue pressuring with whatever you like, such as a meaty fireball or a cross-up attack. In addition to it, any character that can not alter its jump arc will be unable to evade any versions of the move, as Ken is invulnerable during the whole active part. Notice that Ken does more damage if it hits early, so time it late if possible.

Ken's Jab Shoryuken is a very strong tool in footsies. You can stuff virtually any normal ground attack from your opponent, and the timing is much more lenient than for Ryu's Shoryuken, as Ken's has slightly more horizontal range and much better vertical range, making it easier to stuff low pokes.

Two of N.Ken's Shoryukens have vulnerable grounded frames. Precisely, Jab and Strong Shoryukens have two vulnerable grounded frames, while Fierce Shoryuken has none. This means Ken may get hit and comboed, which is particularly dangerous and common after cross-up aerial attacks. He can also be thrown if the enemy has a very long range throw or on wake-up, as a reversal.

  • Tatsumaki Senpuu Kiaku a.k.a. Hurricane Kick: (↓↙← K)

Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

  • Startup:
Damage 12[1] Ken tatsu1.png Ken tatsu2.png Ken tatsu3.png Ken tatsu4.png Ken tatsu5.png
Stun 3~9
Stun Timer 90
Super Meter 6

Frame Count 1 3 3 3 1
Simplified 1 3 7
  • Spin:
    • Short Version: This happens 3 times.
    • Forward Version: This happens 4 times.
    • Roundhouse Version: This happens 5 times.
Damage 12[2] Ken tatsu6&10&14shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ken tatsu7&11&15shrt 7&11&15&19frwrd 7&11&15&19&23rh.png Ken tatsu8&12&16shrt 8&12&16&20frwrd 8&12&16&20&24rh.png Ken tatsu9&13&17shrt 9&13&17&21frwrd 9&13&17&21&25rh.png
Stun 3~9
Stun Timer 90


Frame Count 2 1 2 2
  • Recovery:
Ken tatsu18shrt 22frwrd 26rh.png Ken tatsu19shrt 23frwrd 27rh.png Ken tatsu20shrt 24frwrd 28rh.png Ken tatsu21shrt 25frwrd 29rh.png
Frame Count 4 4 4 0
Simplified 12 0

Ken immediately becomes airborne, attacks with a knee bash, then advances with fast spinning kicks that may combo one after the other. Different kicks have different effects: Short has the lowest duration and speed, while Roundhouse has the highest. Unlike Ryu, Ken is never invulnerable during this move.

Ken's Hurricane Kick also travels right over some projectiles and can be used to punish characters like Dhalsim and Guile for trying to use them. However, as it does not cause a knock down, Ken may be punished after or during the move. Because Ken has no invulnerability in his Tatsumaki kicks, however, he can not use them to avoid meaty projectiles and low attacks, even those of Dhalsim and Guile. He can not avoid safe jumps with them, too. As Ken is airborne as the move starts, he can avoid throws with it.

  • Kuuchuu Tatsumaki Senpuu Kiaku a.k.a. Air Hurricane Kick: (In air, ↓↙← K)

Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

  • Spin: (The Air version does not has a startup animation)
    • Short Version: This happens 3 times.
    • Forward Version: This happens 4 times.
    • Roundhouse Version: This happens 5 times.
Damage 12[2] Ken atatsu1&5&9shrt 1&5&9&13frwrd 1&5&9&13&17rh.png Ken atatsu2&6&10shrt 2&6&10&14frwrd 2&6&10&14&18rh.png Ken atatsu3&7&11shrt 3&7&11&15frwrd 3&7&11&15&19rh.png Ken atatsu4&8&12shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Stun 3~9
Stun Timer 90
Super Meter 6

Frame Count 2 1 2 2
  • Recovery:
Ken atatsu10shrt 14frwrd 18rh.png Ken atatsu11shrt 15frwrd 19rh.png Ken atatsu12shrt 16frwrd 20rh.png Ken atatsu13shrt 17frwrd 21rh.png Ken atatsu14shrt 18frwrd 22rh.png Ken atatsu15shrt 19frwrd 23rh.png
Frame Count 4 4 4 4 7
Simplified 7

The Hurricane Kick can also be done while airborne. Again, stronger kicks give it longer duration. Unlike the ground version, it doesn't always move Ken forward; if performed while jumping backwards, Ken will continue moving in that direction. Ken's air Tatsumakis have a 50% chance of being unblockable if the move connects on the first frame.

The Air Hurricane Kick has some interesting effects on the speed and trajectory of the jump, as felineki writes:

The character's vertical velocity is not directly affected. Rather, their gravity value is temporarily adjusted. Every character has their own jump gravity value (as I'm sure you've noticed, Dhalsim falls much more slowly from a jump than Claw). This normally stays constant throughout a jump. However, when a shoto performs a mid-air hurricane kick, their gravity value is temporarily decreased. This gives them the effect of falling more slowly if it is performed on the way down, or allowing them to gain more height if done on the way up.

The decreased gravity value lasts as long as the character's leg is out, able to hit. As soon as they pull their leg back in, the gravity value returns to normal.

In addition, they are given a slight boost in horizontal velocity as the kick starts (a forward boost if jumping forward or straight up, a backward boost if jumping back). This additional velocity lasts until they actually touch the ground.

Similarly to Ryu's, Ken's Air Hurricane Kick has a multitude of uses. It serves as an alternative air attack with alternative properties than Ken's normal attacks and may interact with opponent anti-air moves differently. As it changes jump properties, it can surprise the opponent. Done correctly, it can actually cross-up enemy air counters like the Flash Kick to hit the opponent from behind. Ken's air tatsu, however, can combo (for more than one hit) on the way down, hits crouching characters much more often and is much better for shennanigans. These include the cross-up tatsu and the juice kick.

Unlike Ryu's, Ken's Air Hurricane Kick has no minimal activation height, this allows Ken to perform it very low to the ground. For instance, this allows Ken's juice kicks to have a very parabolic arc. It will also allow it to be activated right before landing, granting the best frame advantage possible.

While the air hurricane kick looks like the grounded one, in fact it has much worse priority. Also, it does not recover instantly when Ken touches the ground. Watch out for this if the enemy has a long reaching move or a super that moves it fast in your direction, such as Chun Li's, as this increased recovery can be exploited for major damage.

  • Crazy Kicks:

In ST, Ken has the ability to do some useless funky/crazy kicks, he has 3 variations of them, which can be turned into a overhead if you hold the kick button or just press any kick in its start-up (before the first hitting frame). These moves have all the same strength: doing it with a Short or Roundhouse will result in the same move.

    • Inside Crescent: (↓↘→ K)

Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)

  • Startup:
Super Meter 6 Ken ckshrt1.png Ken ckshrt2.png Ken ckshrt3.png




Frame Count 2 2 3
Simplified 7
  • Normal:
Damage 4[2] + 30[2] Ken ckshrt4.png Ken ckshrt5.png
Stun 0~4 + 7~13
Stun Timer 20 + 90
Frame Advantage -8 / -4(-5)

Frame Count 3 5
Simplified 3 5
Ken ckshrt6.png Ken ckshrt7.png Ken ckshrt8.png Ken ckshrt9.png Ken ckshrt10.png Ken ckshrt11.png Ken ckshrt12.png
Frame Count 4 4 4 2 2 2 3
Simplified 17
  • Hold:
Damage 4[2] Ken ckshrt4.png Ken ckohshrt1.png Ken ckohshrt2.png Ken ckohshrt3.png Ken ckohshrt4.png
Stun 0~4
Stun Timer 20
Frame Advantage -12

Frame Count 2 2 2 10 4
Simplified 2 18
Damage 24[2] Ken ckohshrt5.png Ken ckohshrt6.png Ken ckohshrt7.png Ken ckohshrt8.png Ken ckohshrt9.png
Stun 7~13
Stun Timer 90
Frame Advantage +9(+8) / +12

Frame Count 3 3 3 3 1
Simplified 6 7

A fast high hitting kick. Good for jump in combos, since comboing a Hadouken with N.Ken is hard and this funky kick will combo easily off of Crouching Short or Forward. The extended part of the move does a high amount of stun damage while adding a good deal of stun timer. This is a huge threat to your enemies, since getting stunned by Ken means eating one of his high-damaging combos into either SRK or super, which will most likely get them killed.
This is also the best crazy kick to use as an overhead because it's the one with the fastest startup, even though it's still way slower than the other character's overheads. Note that the 1st overhead active part don't hit low enough to reach all crouching characters, that means that against the ones that it can reach the move will effectivelly have a 3f faster startup (but will also give -3f of advantage). These characters are Dhalsim, Sagat, T.Hawk, Zangief and O.FeiLong. It can also reach a crouching DeeJay and Boxer, but you have to be very close to them for it to work, since these characters lean back during their crouch blocking animations.
This can be used set up a "built in" safejump on some matchups: cancel a sweep into the non-overhead version of this kick and hold up-towards (so Ken jumps on the first possible moment), that jump will be a safe jump, unless the opponent touches the corner during the knockdown bounce, of course. This works vs Cammy and Fei, and may as well work vs Zangief too but you have to jump with Jumping Jab (to be able to hit Lariat's head hurtbox) but if he's aware of that he may just crouch it so it will whiff.

    • Outside Crescent: (→↘↓ K)

Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)

  • Startup:
Super Meter 6 Ken ckfrwrd1.png Ken ckfrwrd2.png Ken ckfrwrd3.png Ken ckfrwrd4.png Ken ckfrwrd5.png




Frame Count 2 2 2 2 8
Simplified 16
  • Normal:
Damage 4[2] + 28[2] Ken ckfrwrd6.png Ken ckfrwrd7.png Ken ckfrwrd8.png Ken ckfrwrd9.png Ken ckfrwrd10.png Ken ckfrwrd11.png
Stun 2~8 + 7~13
Stun Timer 90 + 90
Frame Advantage +2 / +6(+5)

Frame Count 3 3 3 3 2 5
Simplified 3 3 13
  • Hold:
Damage 4[2] Ken ckfrwrd6.png Ken ckohfrwrd1.png Ken ckohfrwrd2.png Ken ckohfrwrd3.png Ken ckohfrwrd4.png
Stun 2~8
Stun Timer 90
Frame Advantage -12

Frame Count 2 2 2 10 4
Simplified 2 18
Damage 24[2] Ken ckohfrwrd5.png Ken ckohfrwrd6.png Ken ckohfrwrd7.png Ken ckohfrwrd8.png Ken ckohfrwrd9.png
Stun 7~13
Stun Timer 90
Frame Advantage +9(+8) / +12

Frame Count 3 3 3 3 1
Simplified 6 7

A two-hit kick that gives Ken a lot of frame advantage if blocked/hit but has slow start-up. Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
It's usually just an annoyance since it tends to come out when going for a walk in sweep. Because of that, it's vital for any N.Ken mainer to learn to do walk in sweeps while avoiding this move.
It shouldn't be used as an overhead either since it's the one with the slowest startup.
Avoid this move.

    • Roundhouse: (←↙↓↘→ K)

Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [9f] K)

  • Startup:
Super Meter 6 Ken ckrh1.png Ken ckrh2.png Ken ckrh3.png Ken ckrh4.png




Frame Count 3 3 3 3
Simplified 12
  • Normal:
Damage 32[2] Ken ckrh5.png Ken ckrh6.png Ken ckrh7.png Ken ckrh8.png Ken ckrh9.png Ken ckrh10.png
Stun 0~4 / 7~13
Stun Timer 20 / 90
Frame Advantage +0 / +3(+2)

Frame Count 3 4 6 2 4 3
Simplified 7 15
  • Hold:
Damage 32[2] Ken ckrh5.png Ken ckohrh1.png Ken ckohrh2.png Ken ckohrh3.png Ken ckohrh4.png
Stun 0~4
Stun Timer 20
Frame Advantage -13

Frame Count 2 3 3 10 4
Simplified 2 20
Damage 24[2] Ken ckohrh5.png Ken ckohrh6.png Ken ckohrh7.png Ken ckohrh8.png Ken ckohrh9.png
Stun 7~13
Stun Timer 90
Frame Advantage +9 / +12

Frame Count 3 3 3 3 1
Simplified 6 7

His old far standing Roundhouse became this move with less active hitting frames and worse priority. The first active part knocks down, and the second one happens to be one of the few attacks in the game that has that special knockdown that makes the opponent land very far. Not very useful.
Regarding the non-overhead version of this move, know that the 1st active part reaches low enough to hit a crouching Dhalsim, Zangief, T.Hawk, Sagat, Boxer and DeeJay (these last 2 will lean back when crouch blocking, so you'll have to be very close to them for it to work). The 2nd active part has a worse downwards reach by 1px so it will only hit a crouching Dhalsim and DeeJay (again, in DeeJay's case you'll have to be very close for it to reach), and in case it connects it's wise to follow up with a Roundhouse Tatsu or a juice kick, that way you'll have the opponent very close to the corner (if not cornered) and with him waking up close to you, which is a good situation for Ken on these matchups.
Some players like to use this move to fake a Hadouken, since both special moves share the same sprite on the very first part of the startup animation.
There's a little trick you can do with this move when facing another shoto: if you're on the starting side (i.e. left side if you're P1, right side if P2) then the non-overhead version of this move, if done point-blank, will change sides with the opponent. You can then follow up with an immediate Jab Shoryuken for a surprise knockdown, using the crosscut input. Also, the overhead version has the abillity to change sides temporarily on some matchups (works against Ryu, Ken, Chun, Guile, Cammy, FeiLong, Boxer and Claw) if done point-blank, which allows you to make the opponent's reversal whiff completelly.
For overheads you should favor the QCF crazy kick because that one has a faster startup, but this one can still be usefull because it's easier to be spaced safelly against Zangief's SPD, since Ken's hitboxes are projected way ahead his axis and throw vulnerabillity box than the other crazy kicks.
Also, this can be used to set up a "built in" safejump on some matchups: cancel a sweep into the non-overhead version of this kick and hold up-towards (so Ken jumps on the first possible moment), that jump will be a safe jump, unless the opponent touches the corner during the knockdown bounce, of course. This works vs Ryu, Honda, Cammy, Fei, DeeJay and Dictator. Or, if you hit the opponent with the 2nd active part (the one that gives the long knockdown) and hold up-towards until Ken jumps a second time, that second jump will be a safe jump against Ryu, Zangief (make sure to jump with Jab or Strong), T.Hawk, FeiLong, DeeJay and Dictator, as long the opponent doesn't hit the corner of course.

Super Move

  • Shouryuu Reppa: (↓↘→↓↘ P)

Detailed Input: (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)

Damage 18[1] * 5 Ken super1.png Ken super2&8.png Ken super3&9.png Ken super4.png Ken super5.png Ken super6.png Ken super7.png Ken super2&8.png Ken super3&9.png Ken super10.png Ken super11.png Ken super12.png
Stun 0~4 * 5
Stun Timer 20 * 5



Frame Count 1 + [18] + 1 2 6 6 5 2 2 2 26 6 25 2
Simplified 2 2 6 13 2 2 26 33

His double-Shoryuken super. Note that this super is invincible until he's on the way down from the second DP. It seems he has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (if you're allowed to land in the first place). As one of the oddities of ST, Ken cannot use his super for a reversal attack. If you input the super at the reversal timing you'll get your last special move instead.

Misc Animations

Jump Animations

  • Neutral Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken nj3.png Ken nj4.png Ken nj5.png Ken nj6.png Ken nj7.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ken bj1.png Ken bj2.png Ken bj3 fj8.png Ken bj4 fj7.png Ken bj5 fj6.png Ken bj6.png Ken bj7 fj4.png Ken bj8 fj3.png Ken bj9.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken bj8 fj3.png Ken bj7 fj4.png Ken fj5.png Ken bj5 fj6.png Ken bj4 fj7.png Ken bj3 fj8.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 13 5 3 3 3 5 11 1 7*
Simplified 3 1 43 1 7*

N.Ken's prejump animation was nerfed on ST by 1 frame, so unlike O.Ken, that has a considerably fast prejump animation, N.Ken's prejump is of average speed. This for the most part is a disadvantage.
You see the gap between the leg and body hurtboxes during the prejump frames on the back jump? That happens to be just enough to allow the shotos to evade Low Tiger Shots entirelly! You can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likelly end up landing on it, unless you react with an air tatsu to alter your jump trajectory, of course.

The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.

The Basics

Anti-air

N.Ken has a very good, high-priority anti-air (Shoryuken), but sometimes that's not enough for certain situations. Be smart with them and use effective anti-air options for each situation.

*When the opponent jumps at you honestly.

-Jab DP
-Super (this does about 3 hits max and will do more damage than a Jab DP)
-Stand far forward (just decent, use it like you would with Ryu's s.RH)
-hcf+kick (this looks like his old stand far RH, time it well since it doesn't last very long)
-c.Fierce (be aware that it could trade with the opponent's normals)

*When the opponent jumps at you and decides to stick out a move that would reach, but is still far enough away to cause a Jab DP to whiff.

-Stand far Strong (this will beat most any jumping attack at the tip of the punch if the other person sticks out on the way down, and it's safe if they decide not to stick out anything since you pull back your arm really quickly. It's the safest option but beware against Sagat's RH since his legs are really long and s.Strong won't beat it), and O.shotos and O.Chun whose legs are invulnerable.
-Crouching Strong (same as above, specially against low-priority aerial attacks, such as Guile's kicks)
-Super (It travels far forward and will hit them regardless. It's the best option with no guessing involved.)
-Early forward j.RH (Jump at the opponent and kick them before they press their attack)
-Jab DP (If the opponent stuck something out it works, but if they didn't, the DP whiffs and you eat a combo)
-c.RH (If the opponent stuck something out you get hit in the head but that's usually about it, if they didn't stick something out you sweep the opponent clean)

*Against cross up jumps

-Jab DP (You'll need to perform this with a modified command to get it to face the other way. When they are going over your head, do f,df,d,db+Jab and it'll turn Ken around and hit them clean in the back.)
-s.fierce (if you weren't knocked down when the opponent tried a cross up on you, you can shoot them down on the way up with a close stand fierce)

Ground Pokes/Footsies

Pokes
Ken's best pokes are c.Short, c.Forward, c.Strong and s.Roundhouse. For close up pokes c.Strong and c.Short are best, since you gain frame advantage from those two, and for ranges where c.RH won't reach, s.RH is good, but be careful since the move is a bit laggy and can be bad news if whiffed.

Footsie tools
c.Short, c.Forward, and c.Roundhouse are the best for footsies. Usually it consists of several c.Shorts into either c.Forward or c.RH into a fireball.

Advanced Strategy

Knee Bash Mix-Ups

This is one nasty mofo of a throw. Not only does it do good damage, it offers you the chance to mixup and go for something else afterward. Here are some options:

  • Walk up, c.Short x2, hit confirm to super.
  • Walk underneath the opponent, combo. (Go for s.HP xx Jab DP as you recover quickly in case the opponent blocks).
  • Jump in Jab XX Hurricane. When you land you get another mixup, you can go for knee bash, Dragon Punch, tick throw, c.Forward into Dragon, sweep XX fireball. Loads of stuff.
  • Tick throw (e.g. crouching short into Knee Bash)
  • Jab Dragon (If you think the opponent will try to tech out of another Knee Bash attempt)
  • Jump over cross-up j.Forward.
  • c.Forward/sweep into fireball.
  • Walk underneath, c.Forward/sweep into fireball.
  • Nothing at all (If you have conditioned them with a lot of follow-up tick throws, they may well try to reversal, so do nothing, wait for them to land from their reversal move and then combo them).

Safe jump Jab after Knee Bash throw

(From the Yoga Book Hyper, translated by NKI) "If you jump immediately after the Knee Bash throw, it can be a safe jump depending on who your opponent is. It is extremely useful against Ryu, Boxer and Dee Jay, so you definitely want to use it against them. All you have to do is hold up/towards as the throw is finishing. As soon as you're airborne, hit Jab and it will be a meaty on the landing opponent."

Note from NKI: It's only a safe jump against Boxer, and DeeJay's Forward and RH upkicks. (DeeJay can hit Ken with reversal Short upkicks, but not Forward or RH.)

Connecting jump Jab to Hurricane Kick

This is another tricky piece of execution with Ken. You can combo his jumping Jab into any Hurricane Kick (HK is best). This is particularly good after a Knee Bash. The best way to do it is to do a QCB and then at back press Jab followed by HK very quickly. (Or do the Jab at down-back).

"Juice Kick"

Ken's air Hurricane in ST is really nasty and there are several different variations on it. One of the best is known as the "Juice Kick." This is when you do an air hurricane almost immediately after jumping toward the opponent. If you do it right, Ken's arc of travel will be REALLY low to the ground. This almost has the effect of a Dhalsim-style teleport, but you hit at the same time! This is really good against Sagat; if you sense he is going to throw a Low Tiger, you can Juice Kick and connect with his limbs before he recovers!

Button-Release Hadouken

Check this article from Nohoho's blog.

Built-in Shoryuken

Check this article from Nohoho's blog.

Walking Dragon Punch

(From the Yoga Book Hyper, translated by NKI) "Equally as important as well-timed fireballs is the walking DP. That is, walking towards the opponent, and when you get close, doing a Jab DP. If the opponent sticks out a move to try to stop you from walking forward, not only will pretty much every move lose to the DP, but they also get knocked down, so you can continue to pressure them as they get up. Of course if you whiff the DP, the opponent can punish it, but because they'll be scared of that DP, it's pretty easy to close the gap just by walking towards them. You want to keep the pressure on the opponent."

Psychic Dragon Punches

Ken's DP is one of the best moves in ST. It comes out quickly, has mad priority and recovers really fast. Only O. Ken has a better DP style move in this game. You can therefore exploit the assets of the DP to use "Psychic" style tactics to beat pokes and throw attempts to really head-fuck your opponent. The use of Psychic DP's is matchup-dependent, but you can DP through Dhalsim's long limbs, a Shoto's sweep or you can clip an opponent throwing a fireball on startup and pass through the fireball or trade. AI won't expand on this, but take a look at any high-level N. Ken player (particularly Japanese players Ani-Ken and M.Tsun) and you will see lots of uses of this technique.

Fireball Trap

On top of this Ken also has the classic Fireball trap, although in comparison to Sagat and Ryu, Ken's version is weak. At the right ranges, if you throw a Jab fireball and it gets blocked, then you can throw a Fierce fireball for free which the opponent will have no choice but to block. The Jab fireball also travels pretty slowly, allowing you to advance towards the opponent. If they jump over your fireball, anti-air them with one of the methods above, or if they are jumping from far away, sweep them as they land and cancel into a fireball in case they land safely. Mix-up your fireballs when applying pressure from afar and be wary of Ken's recovery on his Fierce fireball, you're asking to be jumped at if you throw this at the wrong time. Be wary when fighting characters like Guile, Sagat and Ryu, whose faster-traveling projectiles will wear you down gradually in a fireball war.

Built-in Safe jumps on sweep

Ken have a a built-in safe jump from his sweep's fast knockdown against a number of characters, when they don't touch the corner. Below is the list of known setups:

  • Sweep canceled into the non-overhead Roundhouse crazy kick (HCF+K) and hold up-forward so Ken jumps on the first possible frame:

Works on Cammy, DeeJay, Dictator, Fei, Honda and Ryu.

  • Sweep canceled into the non-overhead Inside Crescent crazy kick (QCF+K) and hold up-forward so Ken jumps on the first possible frame:

Works on Cammy and Fei, and may as well work vs Zangief too but you have to jump with Jumping Jab (to be able to hit Lariat's head hurtbox) but if he's aware of that he may just crouch it so it will whiff.

  • Don't cancel into anything, just hold up-forward so Ken jumps on the first possible frame:

Works on Guile as well as Chun's Short and Forward Up Kicks, but not her Rh Up Kicks.

--Born2SPD

Combos

High-Stun Combos

Ken doesn't have a dizzy combo that consistently works against every character in the game, but he has pretty buff combos that dizzy depending on your luck.

  • Cross up j.Forward, cr.Strong xx Jab Shoryuken. Hit-confirm the aerial attack so you can cancel into the Jab Shoryuken for major damage and a knockdown on hit, or apply mix-ups in case the move is blocked.
  • Cross up j.Forward, cr.Strong, cr.Forward XX qcf+K will dizzy almost always, but it only works against fat characters like Guile, Sim or 'Gief. Against normal characters, switch the c.Forward with c.Short and it still combos. It only works against standing characters.
  • Cross up j.Forward, cr.Short XX qcf+K (hold K to get the overhead), c.RH. This combo also only works against standing fat characters, but this combo is one of the most fancy combos you can pull off in real matches.
  • Jump/Crossup j.Forward, s.Fierce XX DP+Jab. Although it may not dizzy a lot, this combo usually takes off about 40%-50% of the opponent's life.

Non-cross-up Aerial Combos

j.Forward/Fierce/RH, cr.Forward XX qcf+K. This is the standard 3-hit combo. Easy to land with good enough damage against standing characters (missed FB is a good occasion to use this combo) from a non-crossup jump attack.

j.Jab/Fierce XX air Hurricane Kick, s./cr.RH. You may be able to switch out the RH at the end with a cr.Short XX qcf+K for a 4-hit combo against fat characters. Has to be standing. The air Hurricane Kick gives you a lot of frame advantage so a walk-up throw is also a viable strategy here, especially since N.Ken's forward throw is so good.

j.Short/Jab/Forward, cr.Strong, cr.Roundhouse. The aerial attack is usually combined with a installed (a.k.a. built-in or preparation) Jab Shoryuken, to punish attempts of escaping or countering the aerial attack. Crouching Strong and crouching Roundhouse can be linked, for more damage and super meter. You may also apply mix-ups if the aerial attack is blocked, such as throwing and baiting reversals. Do not cancel the Roundhouse into a projectile if the enemy has an horizontal super ready.

Ground Combos

Cr.Jab, st.Jab xx Shoryuken. Interesting combo against characters which become vulnerable near you, e.g., Boxer's glitched super. Only works on standing characters. You are able to use Cr.Jab x2 against fat characters.

Cr.Short (x2), xx Jab Shoryuken. Hit-confirm combo that does good damage and knocks down. Use renda canceling.

Cr.Forward (meaty), cr.Roundhouse. Cr.Forward (meaty), cr.Forward xx qcf+K. Meaty combos that do good damage and either knock-down or deal a lot of stun damage. The second combo only works on standing characters.

Super Combos

Cr.Short x2 (hit-confirm) XX Super. This is a very important combo: it allows you to deal very high damage if Ken hits, or simply maintain the super meter and apply mix-ups if the attacks are blocked. For this combo to work you need to press Short+any punch for the Super since rapid-fire shorts cannot be canceled normally, but rapid cancel does allow this combo to work with just 1 added button press for the Super. Do it slowly, as if pressing another rapid fire short instead of the ordinary cancel timing. Note that this combo doesn't work 9 times out of 10 against a standing Chun even if executed perfectly, because Chun is too skinny and the first hit of the Super will completely whiff and give her the opportunity to block the rest.

Crossup j.Forward, cr.Short x2 (hit-confirm) XX Super. This is one of Ken's most powerful combos. Read above for execution tips so as to perform the last part of the combo.

Match-ups

Matchups classified with this diagram in mind. For the old characters i guessed the positions.

--Born2SPD

Serious Advantage Match-ups

Vs. E. Honda:

  • 7 - 3

Advantage Match-ups

Vs. M. Bison (dictator):

  • 6 - 4

Fair Match-ups

Vs. Blanka:

  • 5 - 5

Round Start

Wait, cr.Forward, st.RH, cr.Strong, walk-up Shoryuken, knee bash.

Main Strategy

You basically want to rush him down and hope it works. Since your Hadouken is slow, his jump is fast and his normal moves have more range and damage, you will want to use your best normals (st.RH, cr.RH, cr.Jab, cr.Strong, cr.Fwd), walk-up Shoryuken and knee bash to keep the pressure on him. Use Hadoukens rarely, as if he reacts in time, you will lose the round. If you corner him, use a meaty Jab Hadouken and mix up knee bash, Jab Shoryuken and cr.kicks into Hadouken.

Vs. Cammy:

  • 5 - 5

Vs. Dee Jay:

  • 5 - 5

Vs. Fei Long:

  • 4.5 - 5.5

Vs. Ken (self):

Vs. T. Hawk:

  • 5.5 - 4.5

Vs. O. T. Hawk:

Vs. Sagat:

  • 5 - 5

Disadvantage Match-ups

Vs. Balrog (boxer):

  • 3.5 - 6.5

Round Start

Block, wait a bit and st.Strong, small step towards and cr.Forward, small step towards and Jab Shoryuken, jump back.

Main Strategy

From a distance, you want to zone him with Hadoukens. From shorter distances, you will want to play footsies with Jab Shoryuken, cr.RH, cr.Strong and knee bash. Only use Hadoukens between repeated Fierce punches or after a knock down, as he can react to the start-up and punish you for throwing them. Getting knocked down will then lead to a dangerous situation as you wake up, being that his main options are Jab Heabutt (beats anything but blocking), bait (so as to punish a reversal or whiffed Fierce), cr.Jab (x1/2) into hold or bait, meaty cr.Forward into hold or linked into cr.Strong xx Low Rush (usually dizzies). His reversal move (Buffalo Headbutt) has a relatively long start-up, making it easy to time safe jumps at him. Thus, do your standard safe jump mix-ups (aerial Jab, Short, Forward or Fierce, sometimes cancelling the punches into Tatsumaki, then mixing up Jab SRK, knee bash, and crouching kicks). If you can bait his super, jumping Fierce beats it after the invulnerability wears off. Your cr.Strong can beat his cr.Strong from the right range, and it will also stuff his standing Fierce. You can eat a cr.RH from that range, though.

Vs. Chun-Li:

  • 3.5 - 6.5

Vs. Guile:

  • 3.5 - 6.5

Vs. O. Ken:

Vs. Ryu:

  • 3.5 - 6.5

Vs. Vega (claw):

  • 4 - 6

Vs. Zangief:

  • 4 - 6

Serious Disadvantage Match-ups

Vs. Dhalsim:

  • 2.5 - 7.5

Round Start

Block, wait a bit and Jab Shoryuken, walk-up Jab Shoryuken, knee bash, walk up and block.

Main Strategy

He can punish your Hadoukens on reaction from most distances, so you will have to rely on a rush down strategy. As his far pokes, even though with good range, have poor priority, Jab Shoryuken is a good option to stuff mashers and random pokes. That aside, you will want to walk up and hold him with your knee bash, stand just outside his close poke range and let him whiff one before holding him or use a crouching kick. He is relatively fat when it comes to cross-ups, but don't miss the timing if you knock him down or he will slide and throw you for free. Dhalsim has weak, hard-to-use and mostly useless reversals (his teleports), so abuse knee bash loops and meaty Shorts hit-confirms. This is your worst match-up, have no fear of being called cheap.

Vs. O. Sagat:

Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief