Street Fighter V/Ken

From SuperCombo Wiki

Introduction

About Ken

Ken needs little introduction. One of the two famous shotos, he's a beginner-friendly character. A bit unlike in the past, his tools are now more directly oriented towards rushdown, and is now more easily seperatable from Ryu in terms of gameplay. He has a slowish fireball and bad pokes, but instead has great corner carry, great mobility, solid damage and some of the better v-meter building in the game. Despite that, one of this most notable weaknesses in his offensive game is that he doesn't gain many + frames on block from his normals, limiting his pressure game. Overall, Ken isn't a bad character at all to start.

Strengths Weaknesses
  • Often gets solid oki from his major conversions, without having to sacrifice damage or corner carry.
  • Notable corner carry from most of his combos, including v-skill and v trigger ones
  • Has reliable ways to build v-meter with his target combos, which deal great damage and are very versitile
  • Good midscreen presence with improved fireballs, solid dashes, run v-skill/v-trigger, and low-evading moves with good reach.
  • Limited pressure ability on block - has no normal that is +3 or more on block, with many moves being minus or punishable.
  • Conversions sometimes drops or are inconsistent at his normals' max ranges
  • Some mixup options are telegraphable, rewards good reads
  • several somewhat stuffy normals

Final Patch

Players to Watch

  • ChrisT
  • Kenpi
  • Momochi
Ken
SFV-Ken Portrait.jpg
Vitals
Life Points 1025
Stun Points 1050
V-Gauge Points
V-Trigger 1 900
V-Trigger 2 600
Ground Movement
Forward Walk Speed 5
Backward Walk Speed 3.5
Forward Dash Speed 15
Backward Dash Speed 24
Forward Dash Distance 138.4
Backward Dash Distance 127.7
Backdash CH Frames 3-12
Jumping
Back Jump Speed 46 (4+38+4)
Neutral Jump Speed 46 (4+38+4)
Forward Jump Speed 45 (3+38+4)
Forward Jump Distance 212.8
Backward Jump Distance 182.4
Throws
Throw Hurtbox 0.25
Throw Range 0.8
SFV Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for.

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel, refer to description for options.
  • "sp": Special move.
  • "su": Critical art.
  • "vs[1/2]": V-Skill 1 or 2.
  • "vt[1/2]": V-Trigger 1 or 2 activation.
Confirm windows

Hit confirm windows written as Specials & CAs/Target Combos/V-Trigger. Notation may denote V-Skill only cancel windows in Specials.

  • Refers to the amount of time (in frames) you have to cancel into another move from the moment the attack connects with the opponent.
Crush Counter

Crush Counter hit advantage written as opponent state, frame advantage, and v-gauge gain on hit.

Damage

Attack damage on hit. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit.

  • Note that generally, normal counter hits add an additional +2 to hit advantage in SFV.
Knockdown

Knockdown advantage against Normal, Quick Rise and Back Rise wake up options.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

Stun

Amount of stun added to the opponent's stun bar on hit.

Normals

Stand LP
Stand LP
5LP
SFV Ken 5LP.png
Startup Active Recovery Hit
4 2 7 5
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Stand MP
Stand MP
5MP
SFV Ken 5MP.png
Startup Active Recovery Hit
7 2 15 3
Damage Stun Attack Block
60 100 H 2
Stand HP
Stand HP
5HP
SFV Ken 5HP.png
Startup Active Recovery Hit
9 2 20 5
Damage Stun Attack Block
80 150 H -3
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • If canceled into HK Tatsu from tip range; 1st hit will whiff resulting in the opponent staying grounded at +3 advantage for combo extension
Stand LK
Stand LK
5LK
SFV Ken 5LK.png
Startup Active Recovery Hit
4 2 9 3
Damage Stun Attack Block
30 70 H -1
Stand MK
Stand MK
5MK
SFV Ken 5MK.png
Startup Active Recovery Hit
8 3 19 1
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vs1 vt1 vt2
  • Hit Confirm notes: *VS1 only
  • Forces opponent into standing state on hit
  • Cancelable on whiff into the HK follow-up target combo on frame 18
Stand HK
Stand HK
5HK
SFV Ken 5HK.png
Startup Active Recovery Hit
14 2 26 3
Damage Stun Attack Block
80 150 H -4
  • Cancel options: vs1 vt1 vt2
  • Combos into LK Tatsu and LP DP up close
  • Doesn't get good conversions from Crush Counter mid-screen without canceling into V-Skill / V-Trigger
Crouch LP
Crouch LP
2LP
SFV Ken 2LP.png
Startup Active Recovery Hit
4 3 7 4
Damage Stun Attack Block
30 70 H 2
  • Cancel options: ch sp su vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MP
Crouch MP
2MP
SFV Ken 2MP.png
Startup Active Recovery Hit
6 3 12 5
Damage Stun Attack Block
60 100 H 2
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Collision box shifts pretty far forward during startup (this is the main cause of why Ken's cr.MP combos are so prone to whiffing due to minor collision box changes on opponent)
Crouch HP
Crouch HP
2HP
SFV Ken 2HP.png
Startup Active Recovery Hit
6 5 22 -4
Damage Stun Attack Block
90 150 H -9
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VS1, **VS2
  • Can only Crush Counter on the first active frame
  • Does 20 less damage (70) past the first active frame
Crouch LK
Crouch LK
2LK
SFV Ken 2LK.png
Startup Active Recovery Hit
4 2 7 4
Damage Stun Attack Block
20 70 L 1
  • Cancel options: ch vs1 vs2 vt1 vt2
  • Chains into st.LP / cr.LP / cr.LK
Crouch MK
Crouch MK
2MK
SFV Ken 2MK.png
Startup Active Recovery Hit
6 2 14 2
Damage Stun Attack Block
50 100 L -4
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VS1 and VS2
  • Long special cancel window frames (6 extra special cancel window frames past active frames)
Crouch HK
Crouch HK
2HK
SFV Ken 2HK.png
Startup Active Recovery Hit
8 3 23 KD
Damage Stun Attack Block
90 150 L -12
  • Cancel options: vs1 vt1 vt2
  • Hit Confirm notes: *VS1 only
Jump LP
Startup Active Recovery Hit
3 6 - -
Damage Stun Attack Block
40 70 M -
Jump MP
Startup Active Recovery Hit
5 6 - -
Damage Stun Attack Block
70 100 M -
  • Cancel options: -
  • Strong horizontal hitbox priority
  • Removes Ken's leg hurtboxes on frames 4-19
Jump HP
Startup Active Recovery Hit
9 4 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Decent vertical hitbox reach
  • Widens Ken's hurtboxes during entire animation
Jump LK
Startup Active Recovery Hit
4 7 - -
Damage Stun Attack Block
40 70 M -
  • Cancel options: -
  • Pretty good air-to-air hitboxes
Jump MK
Startup Active Recovery Hit
6 5 - -
Damage Stun Attack Block
60 100 M -
  • Cancel options: -
  • Can cross-up
Jump HK
Startup Active Recovery Hit
8 5 - -
Damage Stun Attack Block
90 150 M -
  • Cancel options: -
  • Ken's furthest reaching horizontal jump-in with decent hitbox priority

Command Normals

Thunder Kick
Thunder Kick
6HK (hold)
SFV Ken 6HK (hold).png
Startup Active Recovery Hit
26 3 22 2
Damage Stun Attack Block
80 150 M -7
  • Cancel options: -
  • First active frame cannot hit crouching characters (so this Overhead becomes +3 on hit on crouching opponents)
Thunder Kick (Feint)
Thunder Kick (Feint)
6HK
SFV Ken 6HK.png
Startup Active Recovery Hit
- - 34 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Can be used to feint the Overhead and go for a low (or some oki setup)
Inazuma Kick
Inazuma Kick
4MK
SFV Ken 4MK.png
Startup Active Recovery Hit
22 3 19 1
Damage Stun Attack Block
60 100 M -7
Chin Buster
Chin Buster
4MP
SFV Ken 4MP.png
Startup Active Recovery Hit
5 2 17 0
Damage Stun Attack Block
50 80 H -2

Target Combos

Chin Buster 2nd
Chin Buster 2nd
4MP > HP
SFV Ken 4MP HP.png
Startup Active Recovery Hit
5+6 3 27 KD
Damage Stun Attack Block
50*45 (95) 80*72 (152) H*H -13
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Hit Confirm notes: *VS2
Lion Breaker
Lion Breaker
5MK > 5HK
SFV Ken 5MK 5HK.png
Startup Active Recovery Hit
8+8 4 23 KD
Damage Stun Attack Block
60*45 (105) 100*90 (190) H*H -6
  • Cancel options: sp su vs1 vs2 vt1 vt2
  • Second HK hit whiffs on standing (but the initial MK forces standing on hit)
  • Second HK hit is a tight frametrap when canceled from MK on block

Throws

Knee Bash
Knee Bash
Throw
LPLK
SFV Ken LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
120 120 T -
  • Cancel options: -
  • Still has a non-legit psuedo-throw loop in the corner if the opponent wakes up with a fast button that moves their grab-box forward (such as Akuma's 3F st.LP), but the throw would otherwise whiff on moves that don't extend their grab-box forward
Hell Wheel
Hell Wheel
Back Throw
4LPLK
SFV Ken 4LPLK.png
Startup Active Recovery Hit
5 3 17 KD
Damage Stun Attack Block
140 200 T -
  • Cancel options: -
  • NO MOVE Bug: Ken recovers 1 frame slower (KDA: +69/10/10) if he doesn't input a normal/special after back throw

Special Moves

LP Hadoken
LP Hadoken
236LP
Normal Startup Active Recovery Hit
14 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.51
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
V-Trigger 1 Startup Active Recovery Hit
13 - 33 KD
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su
  • Knocks down on hit during V-Trigger 1
  • 1-hit projectile
  • Projectile Speed: 0.65
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
MP Hadoken
MP Hadoken
236MP
Normal Startup Active Recovery Hit
14 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.61
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
V-Trigger 1 Startup Active Recovery Hit
13 - 33 KD
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su
  • Knocks down on hit during V-Trigger 1
  • 1-hit projectile
  • Projectile Speed: 0.75
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
HP Hadoken
HP Hadoken
236HP
Normal Startup Active Recovery Hit
14 - 33 0
Damage Stun Attack Block
60 100 H -6
  • Cancel options: su vt1 vt2
  • 1-hit projectile
  • Projectile Speed: 0.72
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
V-Trigger 1 Startup Active Recovery Hit
13 - 33 KD
Damage Stun Attack Block
60 100 H -5
  • Cancel options: su
  • Knocks down on hit during V-Trigger 1
  • 1-hit projectile
  • Projectile Speed: 0.85
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
EX Hadoken
EX Hadoken
236PP
SFV Ken 236PP.png
Normal
SFV Ken 236PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
12 - 33 3
Damage Stun Attack Block
40*50 (90) 150 H*H 1
  • Cancel options: vt1 vt2
  • 2-hit projectile
  • Projectile Speed: 0.80
  • No hurtbox on extended arms of legs until frame 13
  • Juggle Limit / Increase / Start: 3*3 / 0*1 / 0*3
V-Trigger 1 Startup Active Recovery Hit
12 - 32 KD
Damage Stun Attack Block
55*55 0*150 H*H 3
  • Cancel options: -
  • Knocks down on hit during V-Trigger 1
  • 2-hit projectile
  • Projectile Speed: 0.85
  • Not projectile invincible on extended arms or leg during startup
  • Juggle Limit / Increase / Start: 1 / 1 / 3
LP Shoryuken
LP Shoryuken
623LP
SFV Ken 623LP.png
Normal
SFV Ken 623LP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 11 21+9 KD
Damage Stun Attack Block
110(70) 150(100) H -25
  • Cancel options: su vt1 vt2
  • Throw invincible on frames 1-5
  • Airborne on frames 6-34
  • 70 damage / 100 stun on later active frames
  • Ken is in a counter-hit state for the entire duration
  • Active frame 1: Juggle Limit / Increase / Start: 0 / 1 / 5
  • Active frames 2-3: Juggle Limit / Increase / Start: 1 / 1 / 99
  • Active frames 4-11: Juggle Limit / Increase / Start: 4 / 1 / 99
V-Trigger 1 Startup Active Recovery Hit
3 12 20+7 KD
Damage Stun Attack Block
130(80) 150(100) H -21
  • Cancel options: su
  • Throw invincible on frames 1-5
  • Airborne on frames 8-34
  • Deals 20 extra damage (130) while in V-Trigger 1 and has improved juggle properties
  • On HIT only: Cancelable into further V-Trigger Shoryukens (except another LP Shoryuken) during the landing recovery frames
  • 80 damage / 100 stun after first active frame
  • Ken is in counter-hit state during move duration
  • Juggle Limit / Increase / Start: 1 / 1 / 1
MP Shoryuken
MP Shoryuken
623MP
SFV Ken 623MP.png
Normal
SFV Ken 623MP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 3*9 24+11 KD
Damage Stun Attack Block
90*40 (130) 75*75 (150) H -30
  • Cancel options: su vt1 vt2
  • Invincible to airborne strike attacks on frames 1-7
  • Airborne on frames 8-39
  • 40 damage / 75 stun on later active frames (2nd hit only)
  • Ken is in a counter-hit state for the entire duration
  • Active frames 1-2: Juggle Limit / Increase / Start: 0 / 1 / 1
  • Active frame 3: Juggle Limit / Increase / Start: 2 / 1 / 1
  • Active frame 4: Juggle Limit / Increase / Start: 3 / 1 / 3
  • Active frames 5-12: Juggle Limit / Increase / Start: 3 / 99 / 3
V-Trigger 1 Startup Active Recovery Hit
4 3*10 23+11 KD
Damage Stun Attack Block
100*50 (150) 75*75 (150) H -24
  • Cancel options: su
  • Invincible to airborne strike attacks on frames 1-7
  • Airborne on frames 8-39
  • Deals 20 extra damage (150) while in V-Trigger 1 and has improved juggle properties
  • 50 damage / 75 stun on later active frames (2nd hit only)
  • Only cancelable into super on the first hit
  • Ken is in a counter-hit state for the entire duration
  • Juggle Limit / Increase / Start: 2*3 / 1*10 / 3*3
HP Shoryuken
HP Shoryuken
623HP
SFV Ken 623HP.png
Normal
SFV Ken 623HP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2*2*9 30+13 KD
Damage Stun Attack Block
70*50*20 (140) 50*50*50 (150) H -34
  • Cancel options: su vt1 vt2
  • Strike and Projectile invincible on frames 3-6
  • Airborne on frames 8-46
  • On HIT only: Cancelable into all specials during the landing recovery frames 6-12F
  • VT canceling first hit of HP DP results in -12 on hit (don't do this)
  • Ken is in a counter-hit state for the entire duration
  • Juggle Limit / Increase / Start: 2*6*7 / 1*1*99 / 3*3*1 (1st hit has +5 Juggle Start on airborne)
V-Trigger 1 Startup Active Recovery Hit
4 2*1*1*3*7 31+13 KD
Damage Stun Attack Block
40*30x4 (160) 30x5 (150) H -31
  • Cancel options: su
  • Strike & Projectile invincible on frames 3-6
  • Airborne on frams 8-48
  • Deals 20 extra damage (150) while in V-Trigger 1
  • Only cancelable into super on the first two hits
  • Ken is in a counter-hit state for the entire duration
  • Juggle Limit / Increase / Start: 3*7*8*9*10 / 1*1*1*1*99 / 3*3*3*3*3 (First 3 hits have +7 Juggle Start on airborne opponents)
EX Shoryuken
EX Shoryuken
623PP
SFV Ken 623PP.png
Normal
SFV Ken 623PP vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
4 2*1*5(18)2*1*1*3 47+13 KD
Damage Stun Attack Block
20x6*40 (160) 20x5*50*50 (200) H -45
  • Cancel options: vt1 vt2
  • Completely invincible on frames 1-5
  • Airborne on frames 7-23 and again on frames 34-83
  • Can hit crossup
  • VTC KDA data refers to when VT1 canceling on the 6th hit (KD)
  • VT1 canceling first 2 hits results in +7 oH
  • VT1 canceling hits 4-5 results in +2 oH
  • VT1 canceling will always be -7 oB
  • Ken is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%)
  • Juggle Limit: 7~9 (on first 4 active frames)
  • There is a 7-frame punishment gap between the first and second uppercuts (grounded trade with 8f) which is identical to a V-Trigger cancel situation, also -7 oB
  • Can only cancel into VT2 on first rep
V-Trigger 1 Startup Active Recovery Hit
4 2*1*5(18)2*1*1*1*2*4 43+13 KD
Damage Stun Attack Block
20x9 (180) 10*5x20*3x30 (200) H -40
  • Cancel options: -
  • Completely invincible on frames 1-6
  • Can hit cross-up (behind Ken)
  • Airborne on frames 8-23 and again on frames 34-83
  • If only the first three hits hit a midair opponent, causes hard knockdown
  • Ken is in a counter-hit state for the entire duration and takes 20% additional damage from the first hit (total of 144%)
  • There is a 3f frame gap between the first and second uppercuts (grounded trade with 4f)
  • Juggle Limit / Increase / Start: 4-12 / 1x9 / 3x9
LK Tatsumaki Senpukyaku
LK Tatsumaki Senpukyaku
214LK
SFV Ken 214LK.png
Normal
SFV Ken 214LK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
3 2(5)2(4)2 9+10 KD
Damage Stun Attack Block
20*30 (50) 50*50 (100) H -8
  • Cancel options: su vt1 vt2
  • Airborne on frames 6-26
  • Launches opponent into a limited juggle state
  • Has a 3rd hit that only hits behind Ken
  • Juggle Limit / Increase / Start: 1*1*1 / 1*1*5 / 1*1*1
V-Trigger 1 Startup Active Recovery Hit
3 2(5)4(2)2 8+9 KD
Damage Stun Attack Block
40*50 (90) 75*75 (150) H -8
  • Cancel options: su
  • Airborne on frames 6-25
  • Deals extra damage while in V-Trigger 1 and has projectile based hitboxes on later hits (for better or worse)
  • Strike hitbox on the 1st hit and then projectile hitbox on the 2nd and 3rd hit
  • Projectile invincible on extended legs during 2nd and 3rd hit
  • Juggle Limit / Increase / Start: 1*1*1 / 1*2*2 / 0*1*1
MK Tatsumaki Senpukyaku
MK Tatsumaki Senpukyaku
214MK
SFV Ken 214MK.png
Normal
SFV Ken 214MK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
6 2(5)2(6)2(6)2(4)2 8+10 KD
Damage Stun Attack Block
40*20*20 (80) 50*50*50 (150) H -9
  • Cancel options: su vt1 vt2
  • Airborne on frames 9-44
  • Launches opponent into a limited juggle state
  • Launches opponent higher into the air if all hits connect
  • The 2nd and 3rd hits do 40 damage / 75 stun (80/150 total) if the 1st hit whiffs
  • 3rd and 5th hit behind Ken
  • Juggle Limit / Increase / Start: 1*1*1*6*1 / 1*1*1*5*1 / 1*6*6*1*1
V-Trigger 1 Startup Active Recovery Hit
6 2(5)5(1)3(3)3(3)3 7+18 KD
Damage Stun Attack Block
40*30*30 (100) 50*50*50 (150) H -9
  • Cancel options: su
  • Airborne on frames 9-41
  • Deals extra damage while in V-Trigger 1 and has projectile based hitboxes on later hits (for better or worse)
  • Strike hitbox on the 1st hit and then projectile hitbox on the remaining 3 hits
  • Projectile invincible on extended legs during last 3 hits
  • Launches opponent higher into the air if all hits connect
  • The 2nd and 3rd hits do 50 damage / 75 stun (100/150 total) if the 1st hit whiffs
  • Juggle Limit / Increase / Start: 1*1*1 / 1*2*2 / 0*1*1
HK Tatsumaki Senpukyaku
HK Tatsumaki Senpukyaku
214HK
SFV Ken 214HK.png
Normal
SFV Ken 214HK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
14 3(9)2(10)2(10)3 5+16 KD/3
Damage Stun Attack Block
30*35*35*40 (140) 60*40*40*60 (200) H -4
  • Cancel options: -
  • Airborne on frames 14-57
  • 1st hit launches the opponent into the air for the followup hits
  • If the 1st hit doesn't connect then Ken is +3 oH from the last hit
  • First active frame of the second hit cannot hit standing opponents
  • Juggle Limit / Increase / Start: 1*3*4*5 / 1*1*1*1 / 1*1*1*1
V-Trigger 1 Startup Active Recovery Hit
13 4(10)2(10)2(10)3 5+16 KD
Damage Stun Attack Block
40x4 (160) 50x4 (200) H -2
  • Cancel options: -
  • Airborne on frames 13-58
  • Deals extra damage while in V-Trigger 1 and has projectile based hitboxes on later hits (for better or worse)
  • Strike hitbox on the 1st hit and then projectile hitbox on the remaining 3 hits
  • Projectile invincible on extended legs during last 3 hits
  • 1st hit launches the opponent into the air for the followup hits
  • If the 1st hit doesn't connect then Ken is +3 oH from the last hit
  • Juggle Limit / Increase / Start: 4*5*6*7 / 1*1*1*1 / 1*1*1*1
EX Tatsumaki Senpukyaku
EX Tatsumaki Senpukyaku
214KK
SFV Ken 214KK.png
Normal
SFV Ken 214KK vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
8 5(9)3(4)3(3)3(5)2 32+13 KD
Damage Stun Attack Block
40x4 (160) 50x4 (200) H -59
  • Cancel options: -
  • Airborne on frames 7-75
  • Has pretty far horizontal reach on the 1st hit (can be used to punish some moves from far away)
  • Juggle Limit: 2*7*7*8*8
V-Trigger 1 Startup Active Recovery Hit
6 5(8)3(4)3(3)3(5)2 32+13 KD
Damage Stun Attack Block
40*50*50*40 (180) 50x4 (200) H -59
  • Cancel options: -
  • Airborne on frames 6-73
  • Deals extra damage while in V-Trigger 1
  • Juggle Limit: 5
LK Air Tatsumaki Senpukyaku
LK Air Tatsumaki Senpukyaku
214LK(air)
Normal Startup Active Recovery Hit
9 2(6)2(6)2 10 1(5)
Damage Stun Attack Block
80 100 H -3(3)
  • Cancel options: -
  • Can cross-up
  • Frame Advantage varies depending on angle and height
V-Trigger 1 Startup Active Recovery Hit
9 2(6)2(5)2 10 3(9)
Damage Stun Attack Block
100 150 H 1(8)
  • Cancel options: -
  • Can cross-up
  • Frame Advantage varies depending on angle and height
  • A lot more negative on block if the first hit is blocked and the second hit whiffs
  • All hits have a projectile hitbox
MK Air Tatsumaki Senpukyaku
MK Air Tatsumaki Senpukyaku
214MK(air)
Normal Startup Active Recovery Hit
9 2(5)2(5)2 10 1(5)
Damage Stun Attack Block
80 100 H -3(3)
  • Cancel options: -
  • On Hit ranges from: 0 -> +6
  • On Block ranges from: 0 -> +6
  • Frame Advantage varies depending on angle and height
V-Trigger 1 Startup Active Recovery Hit
9 2(5)2(4)2 10 3(9)
Damage Stun Attack Block
100 150 H 1(8)
  • Cancel options: -
  • Can cross-up
  • Frame Advantage varies depending on angle and height
  • A lot more negative on block if the first hit is blocked and the second hit whiffs
  • All hits have a projectile hitbox
HK Air Tatsumaki Senpukyaku
HK Air Tatsumaki Senpukyaku
214HK(air)
Normal Startup Active Recovery Hit
9 2(4)2(4)2 10 1(5)
Damage Stun Attack Block
80 100 H -3(3)
  • Cancel options: -
  • On Hit ranges from: 0 -> +6
  • On Block ranges from: 0 -> +6
  • Frame Advantage varies depending on angle and height
V-Trigger 1 Startup Active Recovery Hit
9 2(4)2(3)2 10 3(9)
Damage Stun Attack Block
100 150 H 1(8)
  • Cancel options: -
  • Can cross-up
  • Frame Advantage varies depending on angle and height
  • A lot more negative on block if the first hit is blocked and the second hit whiffs
  • All hits have a projectile hitbox
EX Air Tatsumaki Senpukyaku
EX Air Tatsumaki Senpukyaku
214KK(air)
Normal Startup Active Recovery Hit
9 2(6)2(7)2 13 KD
Damage Stun Attack Block
70 100 H -2(0)
  • Cancel options: -
  • On Block, ranges from: -2 -> 0
  • KDA varies depending on angle and height
  • Cannot cross-up
V-Trigger 1 Startup Active Recovery Hit
8 2(6)2(7)2 16 6(8)
Damage Stun Attack Block
40x3 100x3 H -2(0)
  • Cancel options: -
  • Can cross-up
  • Frame Advantage varies depending on angle and height
  • Sometimes the last hit can whiff resulting in much worse frame advantage for Ken
  • Can hit 3 times, easier on bigger bodies like Abigail, Birdie, FANG, Urien, Zangief
  • All hits have a projectile hitbox

Critical Arts

Guren Enjikyaku
Guren Enjikyaku
236236K
Startup Active Recovery Hit
5 2 16+28 KD
Damage Stun Attack Block
340 0 H -26
  • Cancel options: -
  • Completely invincible on frames 1-5
  • Not actually airborne at all

Taunts

Taunt
Taunt
5PPPKKK
SFV Ken 5PPPKKK.png
Startup Active Recovery Hit
- - 61 -
Damage Stun Attack Block
- - - -

V-System

V-Skill 1

Run
Run
MPMK (VS1)
SFV Ken MPMK (VS1).png
Startup Active Recovery Hit
- - 22 -
Damage Stun Attack Block
- - H -
  • Cancel options: -
  • Will accept and buffer inputs on the 18th frame, will execute input as early as possible (after all 22 frames of run play out)
  • Cancels into Quick Step Kick follow-up on the 16th frame of buttons are held down until then
  • Rewards counter-hit to opponent if hit during any frames of the Run itself
Quick Step Kick
Quick Step Kick
MPMK (VS1) (hold)
SFV Ken MPMK (VS1) (hold).png
Startup Active Recovery Hit
15+9 2 25 KD
Damage Stun Attack Block
50 100 H -6
  • Cancel options: vt1 vt2
  • Puts the opponent into a limited juggle state on hit (but does not increase the juggle state at all if used on an already juggled opponent)
  • Builds 100/50 V-Gauge on hit/block
  • 3 extra KDA when juggled after b+MP > HP target combo
  • Juggle Limit / Increase / Start: 1 / 0 / 3

V-Skill 2

Ryusenkyaku
Ryusenkyaku
MPMK (VS2)
SFV Ken MPMK (VS2).png
Normal
SFV Ken MPMK (VS2) vt1.png
V-Trigger 1
Normal Startup Active Recovery Hit
26 (24) 4 20 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1 vt2
  • Not an Overhead
  • Airborne frames 11-28 (last active frame is not airborne)
  • Projectile invincible on lower body on frames 11-22
  • First active frame only hits airborne (effectively 1F slower startup in most cases)
  • Hold in MP+MK buttons for at least 24F for the (Hold) version of the Wheel Kick (slower but stronger version)
  • 2F faster startup (24F) if canceled into from stand HP
  • Can hit on later active frames with good spacing
  • Builds 80/40 V-Gauge on Hit / Block
V-Trigger 1 Startup Active Recovery Hit
5+21 (3+21) 4 20 2
Damage Stun Attack Block
80 120 H -2
  • Cancel options: -
  • First active does not hit standing, crouching, or crossup; Effectively 3 active frames
  • Startup can be delayed up to 18 frames longer (up to 11 from cr HP, up to 20 from st HP)
  • Release starts 2 frames sooner on st HP; Effectively 24 startup from st HP
  • Lower body projectile invincible frames 11-22
  • Airborne frames 11-28
  • Ken is in counterhit state frames 1-25
Ryusenkyaku (hold)
Ryusenkyaku (hold)
MPMK (VS2) (hold)
Normal Startup Active Recovery Hit
43(36) 7 17 4
Damage Stun Attack Block
90 120 H 3
  • Cancel options: vt1 vt2
  • Not an Overhead
  • Airborne on frames 30-48 (last active frame is not airborne)
  • Projectile Invincible on lower body on frames 28-42
  • First 3 active frames only hits airborne (effectively 3F slower startup in most cases)
  • 7F faster startup (36F) if canceled into from crouch HP (this also adjusts the timing of the airborne / projectile invincibility frames)
  • Can hit on later active frames with good spacing
  • Builds 100/50 V-Gauge on Hit / Block
V-Trigger 1 Startup Active Recovery Hit
43(36) 7 17 4
Damage Stun Attack Block
100 150 H 3
  • Cancel options: -
  • First 3 active frames do not hit standing, crouching, or crossup; Effectively 4 active frames
  • 36 startup if done from cr HP
  • Airborne frames 30-48 (23-41 if done from cr HP)
  • Ken is in counterhit state frames 1-42 (1-35 if done from cr HP)
Ryusenkyaku (release)
Ryusenkyaku (release)
MPMK (VS2) (release)
Normal Startup Active Recovery Hit
21 4 20 2
Damage Stun Attack Block
60 100 H -2
  • Cancel options: vt1 vt2
  • This is the frame data for when Ken lets go of the button half-way though Ryusenkyaku charge
  • Not an Overhead
  • Airborne frames 6-23
  • Projectile Invincible on lower body on frames 6-22
  • First active frame only hits airborne (effectively 1F slower startup in most cases)
  • Can hit on later active frames with good spacing
  • Builds 80/40 V-Gauge on Hit / Block
V-Trigger 1 Startup Active Recovery Hit
21 4 20 2
Damage Stun Attack Block
80 120 H -2
  • Cancel options: -
  • This is the frame data for when Ken lets go of the button half-way though Ryusenkyaku charge
  • First active does not hit standing, crouching, or crossup; Effectively 3 active frames
  • Lower body projectile invincible frames 6-22
  • Airborne frames 6-23
  • Ken is in counterhit state frames 1-20

V-Trigger 1

Heat Rush
Heat Rush
HPHK (VT1)
SFV Ken HPHK (VT1).png
Startup Active Recovery Hit
1 - 21 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • 3 bar V-Trigger
  • Duration of 1200 frames (20 seconds)
  • Makes Ken more Ken; his body heat reaching 100°C
  • Transforms most of Ken's tatsus into projectile type hitboxes instead of strike hitboxes (this can be a detriment in matchups with easy access to Projectile invincible moves)

V-Trigger 2

Shinryuken lvl 1
Shinryuken lvl 1
HPHK (VT2)
SFV Ken HPHK (VT2).png
Startup Active Recovery Hit
9(7) 4(3)3(2)3(2)3(2)3 28+30 KD
Damage Stun Attack Block
30*10x4*40 (110) 150 H -51
  • Cancel options: -
  • 2 bar V-Trigger
  • Limited juggles possible afterwards on this lvl 1 version
  • Projectile invincible from frame 1 until landing
  • Post-activation uses are projectile invincible from frame 4 and until landing
  • Throw invincible on frames 1-18
  • Invincible to airborne strikes on frame 11 until landing
  • Airborne on frame 11
  • No strike invincibility upon activation
  • On HIT only: Can cancel into specials / V-Skills during grounded recovery frames
  • Can only continue into higher level Shinryukens on hit by mashing the punch button
  • After doing this lvl 1 Shinryuken, before the V-Timer depletes Ken can do either: 3x lvl 1 Shinryukens
Shinryuken lvl 2
Shinryuken lvl 2
HPHK + P (mash)
Startup Active Recovery Hit
9(7) 4(3)3(2)3(2)3(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)3 54+40 KD
Damage Stun Attack Block
30*10x10*10 (140) 150 H -
  • Cancel options: -
  • 2 bar V-Trigger
  • Limited juggles possible afterwards on this lvl 2 version
  • Projectile invincible from frame 1 and until landing (post-activation uses are projectile invincible from frame 4 and until landing)
  • Throw invincible on frames 1-18
  • Invincible to airborne strikes on frame 11 until landing
  • Airborne on frame 11
  • No strike invincibility upon activation
  • On HIT only: Can cancel into specials / V-Skills during grounded recovery frames
  • Can only continue into higher level Shinryukens on hit by mashing the punch button
  • After doing this lvl 2 Shinryuken it is only possible to do two more lvl 1 Shinryuken before V-Timer depletes
  • The first hit is on frame 9 of startup but there is a big hitbox on frame 7 of startup that pulls the opponent towards Ken if it connects with their hurtboxes (so it can be used to whiff punish from very far away)
  • Can hit crossup from 2nd hit onwards
Shinryuken lvl 3
Shinryuken lvl 3
HPHK + P (mash max)
Startup Active Recovery Hit
9(7) 4(3)3(2)3(2)3(2)2(2)2(2)2(2)2(2)2(2)2(2)2(2)2(1)2(1)2(1)2(1)3 74+40 KD
Damage Stun Attack Block
30*10x10*5x4*30 (180) 200 H -
  • Cancel options: -
  • 2 bar V-Trigger
  • Limited juggles possible afterwards on this lvl 3 version
  • Projectile invincible from frame 1 and until landing (post-activation uses are projectile invincible from frame 4 and until landing)
  • Throw invincible on frames 1-18
  • Invincible to airborne strikes on frame 11 until landing
  • Airborne on frame 11
  • No strike invincibility upon activation
  • On HIT only: Can cancel into specials / V-Skills during grounded recovery frames
  • Can only continue into higher level Shinryukens on hit by mashing the punch button
  • This lvl 3 version is only possible to perform on the initial V-Trigger 2 activation and depletes all the V-Timer on use, not allowing for any further Shinryukens post-activation
  • The first hit is on frame 9 of startup but there is a big hitbox on frame 7 of startup that pulls the opponent towards Ken if it connects with their hurtboxes (so it can be used to whiff punish from very far away)
  • Can hit crossup from 2nd hit onwards

V-Shift

V-Shift
Startup Active Recovery Hit
1 9 22 -
Damage Stun Attack Block
- - - -
  • Cancel options: -
  • Shifts back 1.06 range
  • Fully invincible on frames 1-9 during which time any strike or projectile evaded will trigger a slow-motion effect on frame 11 for both players
  • Immediately gains full invincibility for the full duration of V-Shift if you successfully evade a strike or projectile on start-up frames 1-9
  • Throw invincible on frames 1-16 on an empty / raw V-Shift
  • Counter-Hit state on frames 10-31 on an empty / raw V-Shift
  • Opponent can still cancel the attack that was V-Shifted as if it had connected (this allows for a lot of shenanigans)
  • Costs 300 V-Gauge (1 bar) to use and refunds 150 V-Gauge back (1/2 bar) on a successful V-Shift if the slow-mo is triggered
  • If the V-Shift is successful you can cancel it into a follow-up attack (see V-Shift Break) that's fully invincible and knocks the opponent down on hit

V-Shift Break

Shadow Thunder-Kick
Shadow Thunder-Kick
MKHP
Startup Active Recovery Hit
? 3 ? KD
Damage Stun Attack Block
60 0 H -2
  • Cancel options: -
  • Fully invincible during startup and active frames

V-Reversal

Senpu Nataotoshi
Senpu Nataotoshi
6KKK
SFV Ken 6KKK.png
Startup Active Recovery Hit
12 2 24 2
Damage Stun Attack Block
40 0 H -2
  • Cancel options: -
  • Strike and projectile invincible on frames 1-25
  • No longer airborne at any point
  • Does not reward extra frame advantage on counter-hit


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