Introduction
Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel.
In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. Up close, his mixup and pressure game is strong, with multiple overheads, low confirms, and a great pressure ender with his light Geri Kick special. He still has access to the great shoto normals as well.
Ken works well in most grooves, but is mostly seen in A groove where he can perform powerful Custom Combos while retaining mechanics like roll. In C groove, he gets access to a strong level 2 combo and more freedom on spending meter, and in N groove he gets great mobility with runs and hops and Max Mode which is a useful way for him to spend meter. K groove gives him access to Rage, and he can make his pokes and pressure scarier with his high damage level 3 super. P groove is not the best, but parries can be a little helpful, and S groove is basically useless.
Normal Moves
Far Standing Normals
5LP
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
8HP
8LK
8MK
8HK
Command Normals
6MK
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
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
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
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
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
Dragon Punch
Tatsu
Flip Kick
Geri Kicks
Overhead Followup
Roll
Supers
Shoryureppa
Shinryuken
Shippu Jinraikyaku
The Basics
Strategy
Ken is a shoto-style character, which means he focuses in on versatility and adaptability. Utilizing his pokes and effective pressure tools, Ken can walk opponents down very easily with great, safe offense. He has the same shoto base normals, equipped with at least one tool for every situation. His 2MK is a great poke and cancel tool, 2LK is a great low starter and combos into most of his specials and his main super, Shoryureppa, and his 2HP is a good anti-air with good speed and active frames. What really makes Ken work though is his specials. His 623P specials, Shoryuken, are a set of very good uppercut specials. The light punch version is mainly what you want to use, as it's the fastest overall while still being a true reversal. It's a powerful anti-air, anti-poke, and even just a hard callout tool when used correctly.
Basic Neutral
Use 2MK () to poke around in neutral and to catch people after a blockstring. At max range you cannot combo this into much of anything, but cancelling into heavy fireball (
) allows you to safely put out a fireball and make the opponent block it.
Throwing out fireballs in neutral is a risky move, as even Ken's fireball is slow to fully recover, but if your opponent isn't expecting it they can allow you to approach safely and poke.
Ken has a few specials that allow him to approach when used sparingly. His heavy flip kick () is a slow but far reaching overhead kick that knocks down on hit and leaves Ken safe on block (save for some supers and some matchup specific punishes). His air tatsu (
) lets him move safely in the air, allowing him good retreat and some hard to see crossups. You can even cancel it from some of his jump normals, like his j.MP (
), which allows for safer jump ins and even some damaging combos.
Keep Ken's neutral simple, and leave his surprise tools for when your opponent won't see them coming. His dash speed is good, and his run is solid if you play him in a run groove. Walk and dash your opponents down, and use strong pokes and anti-airs to make them afraid to move. That's when you can get in and start pressuring.
Pressure and Mixup
Once you win neutral, Ken has some amazing pressure tools to keep himself in. Luckily Ken has amazing pressure tools, namely his light Geri kick () special. While it won't knock down, it does solid damage and has great range while being a whole +2 on block! It has strong reach, and can be cancelled from Ken's light strings like 2LK, 2LK (
,
).
Ken has a few sneaky ways to mix between lows and overheads. His Inazuma kick (Hold after any Geri) can be used on opponents who expect you to reset pressure or return to neutral off of a light Geri kick. The medium Geri kick is especially useful for this mixup, as the first hit will usually whiff making it a bit harder to react to. His overhead flip kicks (
/
) can also be useful. The light version is the best as an overhead mix, but is unsafe. The medium kick version is very reactable but leaves you fairly safe and lets you reset pressure well. Don't overuse any of these, as you'll likely eat a hit for trying to against wary opponents.
Defense
Ken's defense is fairly strong, especially in grooves with rolls. He has solid jabs to mash out with, the obvious and powerful light Shoryuken () for a fast invincible reversal, and still has average health stats even if he does get hit. Play safe on defense, block it out and wait for an opportunity to escape with a well timed jab, roll, or uppercut, and don't get discouraged if you guess wrong! One good guess leads to a knockdown or a situation with Ken being plus, and those can spiral into a victory quickly.
One thing to remember while mashing out is that his 2LP () links into his 2HK (
). This can be done at anytime, but on a counterhit it's much easier. It isn't very range dependent, and can be confirmed fairly easily since it's a link. This can make Ken mashing a bit scarier as he can reverse the situation into a knockdown quickly, even if it doesn't do much damage.
Advanced Strategy
RCing (Roll Canceling) is good if your opponent is more offensive.