Street Fighter V/Ken

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Ken

SFV-Ken Portrait.jpg
VITALS
Health: 1000 Stun: 1000
WALKING THROWS
Forward Walk Speed: 0.047 Throw Range: 0.55
Back Walk Speed: 0.032 Throw Hurt Range: 0.55
DASHING JUMPING
Forward Dash Total Frames: 15 Jump Height Apex:
Back Dash Total Frames: 24 Jump Total Frames: 45 (3+38+4)
Forward Dash Distance: Forward Jump Distance:
Back Dash Distance: Back Jump Distance
NOTABLE MOVE CLASSES
Overheads: b+MP, HP, HK Hard Knockdowns: crHK
Low Attacks: crLK, crMK Crush Counters: HP, HK, crHK

Summary

Bio

TBW


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

Season 3 (Arcade Edition)

  • Crouching hurtbox adjusted
  • Neutral jump changed from 39f to 38f
  • Forward throw damage changed from 120 to 100, stun from 170 to 120, recovery increased by 2f after grab, less CA gain on hit
  • Stand LP changed from +4 to +5, hitstop on hit and block unifed to prevent OS
  • Stand MP On block changed from 0 to +1, adjusted hit/hurt/collision boxes when hit during the animation or canceled
  • Stand MK recovery changed from 17f to 19f, more pushback on hit
  • Stand HP advantage on Crush Counter increased by 1f, more push back on hit, hit/hurt/collision boxes adjusted when taking damage or canceling
  • Stand HK startup changed from 13f to 14f, recovery increased from 25f to 26f, damage decreased from 90 to 80, pushback on hit reduced, hurtbox added before startup
  • Crouch LP On hitadvantage changed from +3 to +4, active frames increased from 2f to 3f
  • Crouch LK On hit increased from +3 to +4
  • Crouch MP startup increased from 5f to 6f, On hit advantage increased from +4 to +5, On Block changed from +1 to +2, upper hitbox shrunk to make worse anti-air
  • Crouch HK startup changed from 7f to 8f, damage decreased from 100 to 90
  • Jump MP hitbox expanded forward
  • Jump MK hitbox shrunk
  • b+MP (Chin Buster) startup changed from 4f to 5f, recovery increased from 15f to 17f, pushback increased and unified for hit/block
    • b+MP > HP (Chin Buster 2nd hit) damage decreased from 60 to 50, can be performed on whiff, larger cancel window
  • MK > HK (Lion Breaker) damage decreased from 60 to 50, can now be canceled into V-Skill on hit or block
  • b+MK (Inazuma Kick) startup increased from 21f to 22f, On hit advantage increased from 0 to +1, On block changed from -4 to -6
  • f+HK (Thunder Kick) faint changed from 31f to 34f, On hit advantage changed from 0 to +2, On block changed from -4 to -2, less pushback on hit
  • V-Skill (Quick Step) collision box expanded during kick animation, opponent floats longer on hit
  • V-Reversal (Senpu Nataotoshi) startup changed from 10f to 12f, active frames reduced from 4f to 2f, less pushback on hit, hurt boxes invincibility adjusted
  • Hadoken On Hit advantage changed from -4 to -2, On block changed from -10 to -8, less CA meter on activation, larger delay when canceled into CA
    • EX Hadoken hit box expanded upwards during startup
  • Shoryuken
    • LP Shoryuken advantage changed from -5 to -7, hurtbox expanded downwards during 1-5f
    • MP Shoryuken damage reduced from 130 to 120, advantage on block for V-Trigger cancel changed from -5 to -7, no longer invincible
    • HP Shoryuken damage decreased from 140 to 130, no longer strike invincible until 3f and no longer throw invincible
  • Tatsumaki Senpukyaku
    • LK Tatsu hurtbox expanded forward during first 2f, added hurtbox around first active frame, shrunk hitbox during second active frame, less pushback on block, V-Trigger advantage changed from +9 to +2
    • MK Tatsu damage reduced from 100 to 80, hurtbox on 3f-5f increased forward, hitboxes shrunk and hurtboxes expanded
    • HK Tatsu startup changed from 16f to 14f, On block advantaged from from -2 to -4, reduced upward movement, reduced time between first and second hit, increased forward distance during startup, increased meter gain, adjusted damage distribution
    • EX Tatsu collision box on landing shrunk, during animation expanded downwards
    • Air Tatsu increased meter gain on activation/hit/block, hurt box expanded, changed time until begins moving forward from 1f to 2f
    • EX Air Tatsu damage changed from 90 to 70, block stun reduced by 7f, hitbox shrunk
    • EX Shoryuken On hit V-Trigger cancel advantage increased from +3 to +7, On block V-Trigger cancel advantage changed from -5 to -7
  • CA hitbox increased upwards
  • V-Trigger
    • Hadoken: Recovery reduced by 1f, damage reduced from 70 to 60, decreased CA Meter gain on activation but more on hit/block, larger delay when canceled into CA
      • EX Hadoken recovery reduced by 1f, damage reduced from 120 to 110, stun reduced from 200 to 150
    • Shoryuken
      • MP Shoryuken damage decreased from 150 to 140
      • HP Shoryuken damage decreased from 160 to 150
      • EX Shoryuken more consistent against airborne opponents, opponent cannot quick recovery if they are hit by the first 3 while airborne
    • Tatsumaki Senpukyaku
      • LK Tatsu hurbox expanded, hitboxes shrunk, more pushback on block, active frames on each hitbox after initial changed from 4f to 2f
      • MK Tatsu damage changed from 120 to 100, stun changed from 200 to 150, hurtboxes increased on 3-5f, active frames decreased from 5f to 2f, hitboxes shrunk, hurtboxes expanded
      • HK Tatsu On block changed from -2 to -4, stun adjusted from 250 to 200, reduced upward movement, increased distance moved during startup, adjusted damage distribution on hit, increased CA gain on activation/hit/block
      • Air Tatsu CA gain on activation/hit/block increased, hurt box expanded, changed time until begins moving forward from 1f to 2f
      • EX Air Tatsu damage adjusted from 55*55 to 40*40, block stun reduced by 6f, expanded hurtbox, shrunk hitbox


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


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 4 2 7 2 4 6 30 70 HL CH,SP,V 0 36 84
Stand MP 7 2 15 0 3 5 60 100 HL SP,V 10 72 120
Stand HP 9 2 20 -3 5 6 80 150 HL SP,V 13 96 180
Stand LK 4 2 9 -1 3 5 30 70 HL SP,V 0 36 84
Stand MK 8 3 17 -2 1 3 60 100 HL V 10 72 120
Stand HK 13 2 25 -4 3 KD 104 90 150 HL V 15 108 180
Crouch LP 4 2 8 2 3 5 30 70 HL CH,SP,V 0 36 84
Crouch MP 5 3 12 1 4 6 60 100 HL SP,V 10 72 120
Crouch HP 6 5 22 -9 -4 -2 90[70] 150 HL SP,V 15 84 180
Crouch LK 4 2 7 1 3 5 20 70 L CH,V 0 24 84
Crouch MK 6 2 14 -4 0 2 50 100 L SP,V 8 60 120
Crouch HK 7 3 23 -12 KD KD 100 150 L V 73 17 120 180
Jump LP 3 6 - - - - 40 70 H - 0 48 84
Jump MP 5 6 - - - - 70 100 H - 12 84 120
Jump HP 8 4 - - - - 90 150 H - 15 108 180
Jump LK 4 7 - - - - 40 70 H - 0 48 84
Jump MK 6 5 - - - - 60 100 H - 10 72 120
Jump HK 8 5 - - - - 90 150 H - 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
Thunder Kick f+HK (hold) 23 3 22 -4 0 2 80 150 H - 13 96 180
Thunder Kick Feint f+HK 31 - - - - - - - - - -
Inazumi Kick b+MK 21 3 19 -4 0 2 60 100 H - 10 72 120
Chin Buster b+MP 4 2 15 -2 0 2 50 80 HL SP,V 8 60 96
Chin Buster 2nd b+MP > HP 6 3 27 -13 KD KD 60 80 HL SP,V 88 8*10 60*54 96*72
Lion Breaker MK > HK 8 4 23 -6 KD KD 60 100 HL SP,V 87 10*10 72*72 120*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 2 18 - KD KD 30*30*60 0*0*170 0.55 - 78 - 30*30*60 0*0*170
Hell Wheel b+LP+LK 5 2 18 - KD KD 130 200 0.55 - 69 - 130 200
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
Heat Rush HP+HK - - 22 - - - - - - -
Quick Step MP+MK (hold to attack) 24 2 -6 KD KD 70 150 HL V 89 12 84 180
Senpu Nataotoshi f+KKK 10 4 22 0 2 40 0 HL
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
Hadouken LP qcf+LP 14 - 34 -10 -4 -2 50 100 HL CA,V 8 60 120
Hadouken MP qcf+MP 14 - 34 -10 -4 -2 50 100 HL CA,V 8 60 120
Hadouken HP qcf+HP 14 - 34 -10 -4 -2 50 100 HL CA,V 8 60 120
Hadouken EX qcf+PP 12 - 33 1 3 3 40*50 0*150 HL V 7*7 48*50 0*150
Shoryuken LP f,d,df+LP 3 11 30 -23 KD KD 100[70] 150 HL CA,V 89 25 120 180
Shoryuken MP f,d,df+MP 4 3*9 35 -26 KD KD 80*50 75*75 HL CA,V 89 20*13 96*50 90*75
Shoryuken HP f,d,df+HP 4 2*2*9 43 -34 KD KD 60*50*30 50*50*50 HL CA,V 85 15*13*8 72*50*30 60*50*50
Shoryuken EX f,d,df+PP 4 2*1*5(18)2*1*1*3 60 -45 KD KD 20x6*30 20x5*50*50 HL V 83 5x6*8 24*20x6*30 24*20x5*50*50
Tatsumaki Senpukyaku LK qcb+LK 3 2(5)2(4)2 19 -8 KD KD 40*30 50*50 HL CA,V 96 10*8 48*30 60*50
Tatsumaki Senpukyaku MK qcb+MK 6 2(5)2(6)2(6)2(4)2 18 -9 KD KD 40*30*30 50*50*50 HL CA,V 95 10*8*8 48*30*30 60*50*50
Tatsumaki Senpukyaku HK qcb+HK 16 4(12)2(10)2(10)3 21 -43 KD KD 50*30x3 60*40*40*60 HL - 77 13 60*30x3 72*40*40*60
Tatsumaki Senpukyaku EX qcb+KK 8 5(9)3(4)3(3)3(5)2 45 -59 KD KD 40x4 50x4 HL - 88 10 48*40x3 60*50x3
Air Tatsumaki Senpukyaku LK qcb+LK(air) 9 2(6)2(6)2 - - - - 80 100 HL - - 20 96 120
Air Tatsumaki Senpukyaku MK qcb+MK(air) 9 2(5)2(5)2 - - - - 80 100 HL - - 20 96 120
Air Tatsumaki Senpukyaku HK qcb+HK(air) 9 2(4)2(4)2 - - - - 80 100 HL - - 20 96 120
Air Tatsumaki Senpukyaku EX qcb+KK(air) 9 2(6)2(7)2 - - - - 90 100 HL - - 23 108 120
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
Hadouken qcf+P 13 - 34 -6 KD KD 70 100 HL CA
Hadouken EX qcf+PP 12 - 33 2 KD KD 60*60 100*100 HL -
Shoryuken LP f,d,df+LP 3 26 -18 KD KD 120*80 150*100 HL CA
Shoryuken MP f,d,df+MP 4 41 -31 KD KD 100*50 75*75 HL CA
Shoryuken HP f,d,df+HP 4 49 -39 KD KD 40*30x4 30x5 HL CA
Shoryuken EX f,d,df+PP 4 8(18)11 56 -42 KD KD 20x8*10 20x8*10 HL -
Tatsumaki Senpukyaku LK qcb+LK 3 2(5)4(2)2 15 -8 KD KD 50*40 75*75 HL CA
Tatsumaki Senpukyaku MK qcb+MK 6 2(5)5(1)3(3)3(3)3 25 -9 KD KD 40x3 50*50*100 HL CA
Tatsumaki Senpukyaku HK qcb+HK 13 4(12)2(10)2(11)3 21 -2 KD KD 50*40*40*30 100*50x3 HL CA
Tatsumaki Senpukyaku EX qcb+KK 6 5(8)3(4)3(3)3(5)2 46 -59 KD KD 40*50*50*40 50x4 HL -
Air Tatsumaki Senpukyaku qcb+K(air) 9 KD KD 100 150 HL -
Air Tatsumaki Senpukyaku EX qcb+KK(air) 8 KD KD 55x2 100*100 HL -
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
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



Notes:

Combos

BnB

Corner

With Meter

Crush Counter

V-Trigger Cancels

V System

V-Reversal

V-Skill

V-Trigger 1

V-Trigger 2