Capcom vs SNK 2/Ken

From SuperCombo Wiki
Ken-cvs-stance.gif

Introduction

Ken CvS2 colors.png



Normal Moves

Far Standing Normals

5LP

Stand Jab
Lp.png
5LP
CVS2 Ken LP.png
Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 4 SP, SU Mid High 2 4 6 12 +7 +7 none

A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air.

5MP

Stand Strong
Mp.png
5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 Super Mid High 5 6 17 28 -1 -1 none

A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close.

5HP

Stand Fierce
Hp.png
5HP
Heavy Punch
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1300 13 SU Mid High 5 4 26 35 -4 -4 none

A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super.

5LK

Stand Short
Lk.png
5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 5 SP/SU Mid Mid 4 8 7 19 +2 +2 none

Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings.

5MK

Stand Forward
Mk.png
5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 10 None Mid High 8 6 12 26 +2 +2 none

A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway.

5HK

Stand Roundhouse
Hk.png
5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1300 13 None Mid High 9 5 30 44 -11 -11 None

A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself.

Close Standing Normals

cl5LP

Close Stand Jab
Close Lp.png
cl5LP
Close Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
400 4 SP/SU Mid High 2 4 6 12 +7 +7 none

The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage.

cl5MP

Close Stand Strong
Close Mp.png
cl5MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
700 7 SP/SU Mid High 3 3 20 26 -3 -3 none

A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better.

cl5HP

Close Stand Fierce
Close Hp.png
cl5HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100, 900 11 SP/SU Mid High 3 8 24 33 -8 -8 none

A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect.

cl5LK

Close Stand Short
Close Lk.png
cl5LK
Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 5 SP/SU Mid High 4 8 7 19 +2 +2 none

Exactly the same as far short.

cl5MK

Close Stand Forward
CloseMk.png
cl5MK
Medium Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 SP/SU Mid High 3 8 11 22 +3 +3 none

Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible.

cl5HK

Close Stand Roundhouse
CloseHk.png
cl5HK
Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1400 14 SP/SU Mid High 4 9 11 24 +4 +4 none

Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in.

Crouching Normals

2LP

Crouching Jab
D.pngLp.png
2LP
Crouching Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
200 2 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 none

A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames.

2MP

Crouching Strong
D.pngMp.png
2MP
Medium Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
800 8 SP/SU Mid Mid 4 6 11 21 +4 +4 none

A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button.

2HP

Crouching Fierce
D.pngHp.png
2HP
Heavy Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1100, 700 11 SP/SU Mid High 3 11 26 40 -13 -13 none

The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead.

2LK

Crouching Short
D.pngLk.png
2LK
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
300 3 RF/SP/SU Low Low 3 4 8 15 +5 +5 none

Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super.

2MK

Crouching Forward
D.pngMk.png
2LK
Crouching Light Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
900 9 SP/SU Low Low 4 6 17 27 -1 -1 none

A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless.

2HK

Crouching Roundhouse
D.pngHk.png
2HK
Crouching Heavy Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1300 13 SP/SU Low Low 6 6 35 47 -DWN -15 none

Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations.

Air Normals

8LP

Jumping Jab
Ub.png,U.png,or Uf.png+Lp.png
8LP
Jumping Light Punch
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
500 5 SP High High 3 22 - - - - -

A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version.

8MP

Jumping Strong
Ub.png,U.png,or Uf.png+Mp.png
8MP
Medium Punch
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Neutral
U.png+Mp.png
900 9 SP High High 4 10 - - - - -

Neutral jump strong doesn't see much use, but it does do a bit more damage than diagonal jump strong.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Diagonal
Ub.png or Uf.png+Mp.png
800 9 SP High High 4 10 - - - - -

Not very useful on it's own, but your best way to cancel into tatsu midair, which makes for a good jump in.

8HP

Jumping Fierce
Ub.png,U.png,or Uf.png+Hp.png
8HP
Heavy Punch
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Neutral
U.png+Hp.png
1300 13 None High High 5 6 - - - - -

Neutral jump fierce does 100 more damage than diagonal jump, but is identical otherwise. Not the worst rising anti-air but otherwise useless, especially considering Ken has much better options.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Diagonal
Ub.png or Uf.png+Hp.png
1200 12 None High High 5 6 - - - - -

One of your two main jump ins. Reaches low and hits pretty deep, use this for jump ins and especially for hops.

8LK

Jumping Short
Ub.png,U.png,or Uf.png+Lk.png
8LK
Light Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Neutral
U.png+Lk.png
600 6 SP High High 4 22 - - - - -

An upward kick. Hits above and in front of Ken, starts up fast and is active for a long time. Useful as a neutral jump air-to-air, and can cancel into air tatsu if they block or parry to make it safer.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Diagonal
Ub.png or Uf.png+Lk.png
600 6 SP High High 4 22 - - - - -

A fast and low jump, nice for the occassional instant overhead and tatsu cancel.

8MK

Jumping Forward
Ub.png,U.png,or Uf.png+Mk.png
8MK
Medium Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Neutral
U.png+Mk.png
1000 10 None High High 5 10 - - - - -

Similar to neutral jump short, but loses the cancel and is one frame slower in exchange for better damage.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Diagonal
Ub.png or Uf.png+Mk.png
900 9 None High High 6 7 - - - - -

A far reaching jump normal, and Ken's best crossup. Useful after knockdowns to set up crossup jump ins.

8HK

Jumping Roundhouse
Ub.png,U.png,or Uf.png+Hk.png
8HK
Jumping Heavy Kick
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Neutral
U.png+Hk.png
1300,1400 13 SP (Air connect only) High High 3 8 - - - - -

A forward kick in the air. Does only 1300 if you connect on the ground, but does 1400 and can cancel to tatsu if it hits an opponent in the air. Your go-to neutral jump air-to-air.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Diagonal
Ub.png or Uf.png+Mk.png
1300 13 None High High 6 7 - - - - -

Your other main jump-in. One frame slower than jump fierce in exchange for better damage and longer range. What you'll probably be pressing if you jump over a fireball or poke.

Command Normals

6MK

Fumikomi Mae Geri
F.png+Mk.png
6MK
Overhead Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1000 10 None High High 28 5 20 53 -5 -5 -

A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much.

6HK

Shiden Kakato Otoshi
F.png+Hk.png
6HK
Step Kick
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1200 12 None Mid High 12 7 22 41 -3 -3 -

A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first.

Throws

4/6HP

Seoi Nage
B.png/F.png+Hp.png
4/6HP
Punch Throw
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
1700 0 None Grab Grab 3 1 13 17 -DWN Grab -

Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard.

4/6HK

Jigoku-Guruma
B.png/F.png+Hk.png
4/6HK
Kick Throw
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
2200 0 None Grab Grab 5 1 13 19 -DWN Grab -

Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best.

j4/6HK

Jigoku-Fuusha
U.png, B.png/F.png+Hk.png
Air 4/6HK
Air Throw
Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
2000 0 None Grab Grab 1 1 0 1 -DWN Grab -

Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually.

Special Moves

Fireball
Hadoken
Fireball
236+P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
700 7 None Mid High 14 - 43 57 -10 -10 none

Slowest fireball. Good for zoning and allowing Ken to walk behind it.

MP
Qcf.png + Mp.png
800 8 None Mid High 14 - 44 58 -11 -11 none

Medium fireball. Strikes a middle ground between the versions.

HP
Qcf.png + Hp.png
900 9 None Mid High 14 - 45 59 -12 -12 none

Heavy fireball. Fast and damaging so it's the main one you wanna cancel into, but the longest duration means it's the least useful for zoning.

Dragon Punch
Shoryuken
Dragon punch
623+P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Dp.png + Lp.png
1600, 800 16 None Mid High 2 18 24 44 -DWN -18 2 (full), 18 (lower)

Best DP. Safest to whiff but still unsafe, fastest anti-air, and usually the best combo ender as the single hit means it's unlikely to drop hits. Second damage value is on an anti-air connect.

MP
Dp.png + Mp.png
1000+800, 800 10+8 None Mid High 2 24 32 58 -DWN -32 2 (full), 24 (lower)

Medium dp. Also a good anti-air, but less useful in combos since if you're close enough to get both hits of this you're likely close enough for heavy dp.

HP
Dp.png + Hp.png
600+700+800, 800 6+7+8 None Mid High 2 30 39 71 -DWN -41 6 (full), 26 (lower)

Highest damage dp. Not the greatest anti-air as it lasts very long. The longer invuln makes it a better but much riskier reversal, stick to light for that. Point blank this is your highest damage special, so useful for punishes where you know it will hit, but be wary of it whiffing from farther away as you'll eat a combo.

Tatsu
Tatsumaki Senpuukyaku
Tatsu
214+K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Qcb.png + Lk.png
500+300x2 5+3 None Mid High 2 16 17 35 -3 -9 -

Light tatsu. Effective meter builder but not worth much else, tatsus in general aren't great, as they don't give knockdowns and leave you negative on hit and very negative on block.

MK
Qcb.png + Mk.png
500+300x8 5+3x3 None Mid High 2 39 17 58 -3 -33 -

Medium tatsu. Probably the special I use least. Not the best damage, no knockdown, and -33 on block make it a big risk for little reward.

HK
Qcb.png + Hk.png
500+300x10 5+3x4 None Mid High 2 48 17 67 -3 -41 -

Heavy tatsu. Highest damage of them all, but a major risk and still no knockdown. On a standing opponent it'll connect from ranges that a heavy dp wouldn't, but on a crouching opponent it whiffs entirely and leaves you wide open for a big punish.

Flip Kick
Ryusenkyaku
Flip Kick
421+K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Rdp.png + Lk.png
1200, 1300 12 None High High 21 17 24 62 -DWN -11 -

Light flip kick. Fastest to start up, making it the best as an overhead mixup, but also punishable on block. Even as an overhead it isn't the best, as it's slow at 21 frames and Ken jumps way up in the air. Second hit is for when it catches jumps, which it isn't bad at.

MK
Rdp.png + Mk.png
1400 14 None High High 29 12 24 65 -DWN -5 -

Medium flip kick. A nice, no-thinking tool to get in. Safe enough on block at -5, with enough pushback that most jabs or throws will whiff. Be wary of fast supers and P/K groove opponents with good reactions though.

HK
Rdp.png + Hk.png
1500 15 None High High 34 10 24 68 -DWN -4 -

Heavy flip kick. Slowest by a wide margin, if your opponent doesn't react and block this they aren't looking at the screen. Even safer on block, and does more damage and stun, but the startup makes it easier to reversal through or parry/JD. Not bad to throw out in similar places you would do the medium version, but you will get anti-aired more often.

Geri Kicks
Geri Kicks
Crazy Kicks
41236+K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Hcf.png + Lk.png
1200 12 None Mid High 10 5 17 32 +2 +2 -

Nata Otoshi Geri. Great special, decent range and being +2 on block and hit means that it's a consistent and safe blockstring ender and combo ender. No knockdown, but you can usually still beat your opponents options afterwards. Cancels into Inazuma Kakato Wari on frame 15.

MK
Hcf.png + Mk.png
400+900 4+9 None Mid High 5 7 27 39 -8 -8 -

Kamabarai Geri. The least useful of the geri kicks, leaving you negative on both block and hit. Has a better angle for anti-air, but Ken has much better tools for that. This does have the fastest frame data to go into the overhead followup however, and if spaced right you can make the first hit whiff so it's just the overhead. Cancels into Inazuma Kakato Wari on frame 7.

HK
Hcf.png + Hk.png
1400 14 None High High 10 4 27 41 -DWN -7 -

Oosoto Mawashi Geri. Only kick that knocks down, and is as fast as the light kick so it combos from the same starters. Much less range means it's harder to combo into overall however, you usually have to be point blank. Cancels into Inazuma Kakato Wari on frame 14

Overhead Followup
Inazuma Kakato Wari
Overhead Followup+
Any Geri Kick, hold K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
K
Hold + K.png
1000 10 None High High 26 2 23 51 -2 -2 -

Overhead followup to Geri Kicks. The startup is the listed startup plus the added startup frames, which varies depending on which version of Geri Kick you use. Fairly safe and has decent range, but are entirely reactable. Still a nice surprise option to throw out after a blocked Geri Kick from time to time

Roll
Zenpou-Tenshin
Roll
214P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcb.png + Lp.png
0 0 None None None 7 18 10 35 None None Upper

Short roll. All rolls have upper body invuln on the active frames. Recovers the fastest so it's the best for level 2 combos, pressure, and approach. Even then it's fairly laggy and worse than a normal roll since it is vulnerable to lows.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
MP
Qcb.png + Mp.png
0 0 None None None 8 24 10 42 None None Upper

Slower version that goes farther. Might be an alright way to get past a fireball, or an alright approach, but again you can eat a low for that.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
HP
Qcb.png + Hp.png
0 0 None None None 9 30 10 49 None None Upper

The farthest and longest duration. Honestly can be useful, as it travels far and is still decently fast. Just as vulnerable as the others though so don't use it often.

Supers

Shoryureppa
Shoryureppa
Shoryuken Super
236236P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 1
Qcf.png Qcf.png + Lp.png
2600 0 None Mid High 4:4 56 26 90 -DWN -28 8 (full), 16 (lower)
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 2
Qcf.png Qcf.png + Mp.png
3800 0 SP/SU Mid High 4:4 59 37 104 -DWN -39 14 (full), 18 (lower)
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 3
Qcf.png Qcf.png + Hp.png
5600 0 None Mid High 4:4 77 37 122 -DWN -39 22 (full), 6 (lower), 16 (full)

Your main combo ending super. Does alright damage, and can usually be used in place of a special cancel or after a hitconfirm. Has a bit of issues with range (it won't connect from a long range poke like crMK) but it will connect after most close normals.


Shinryuken
Shinryuken
Uppercut Super
214214P
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 1
Qcb.png Qcb.png + Lp.png
2500~2900 0 None Mid High 4:4 26 29 63 -DWN -10 8 (full)
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 2
Qcb.png Qcb.png + Mp.png
3300~4400 0 SP/SU Mid High 4:4 29 31 68 -DWN -20 14 (full)
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 3
Qcb.png Qcb.png + Hp.png
3800~6000 0 None Mid High 4: 32 34 74 -DWN -27 22 (full)

A rising invincible super. Mash to get more hits and damage. If you need a super anti-air or reversal, this is usually the one you want. Very short horizontal range, but goes up high vertically fast with lots of invincibility.

Shippu Jinraikyaku
Shippu Jinraikyaku
Kick Super, Shippu
214214K
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Level 3
Qcb.png Qcb.png + K.png
6300 0 None Mid High 4:4 75 60 143 -DWN -65 22 (full)

A fast, high damage super. High cost at level 3 only, but if you can afford it it's his highest damage ender (even more than the C groove level 2 combo).

The Basics

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

Advanced Strategy

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

Match-ups

CvS2 Wiki Navigation

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