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. Ken was born and raised in Japan by a Japanese father and Japanese/American mother. Early on in his life, his mother and father would argue and fight, and were on the verge of divorce. This caused Ken to rebel, and dye his hair blonde. Ken's rebellious nature made his parents rethink their relationship and come back together, but he keeps his hair blonde as a reminder. Ken was sent to train under his fathers old friend, Gouken, at the age of 12. There he met Ryu, who would become his closest friend. Both swore to become the best fighters they could, and once they left the dojo, Ryu went to Thailand to take on Sagat and Ken went to the US to compete in tournaments there. He met Eliza while competing, and has since then been deciding whether or not to settle down with her or fight forever like Ryu.
Gameplay
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. As a shoto, Ken is adaptable and can be played in a variety of ways, from slow neutral to aggressive rushdown. He isn't as extreme in the mixup department as Akuma/Gouki, but he has plenty of ways to stay in and some good tools to open opponents up. Overhead followups to his safe specials, plenty of plus frames, and good confirm combos make him very scary.
In neutral, Ken can adapt to the opponents gameplan very well. Moves like 2MK, 5HP, 2MP, and his powerful Shoryuken allow him to control from a range. However, among the shotos, his fireball is the weakest. This hurts his zoning and general fullscreen presence badly, and while fireballs in CvS2 are generally weak, this is still a major weakness. Ken has to commit a lot more to approach against good zoning characters, as his fireball recovers too slow to effectively approach behind in the way Guile or Ryu can. Another issue is that Ken has to risk more to open an opponent up. While he can generate plus frames easily, his overheads leave huge reactable gaps, and he only has normal throws.
If you want a good all rounder that generally plays aggressive, works well in any groove, and has some damaging up close combos, Ken is for you.
Groove Selection
As a shoto with a varied toolset, Ken works very well in any groove, but is usually seen in A-Groove and C-Groove. A-Ken is likely the most powerful, thanks in no small part to A-Grooves powerful Custom Combos. Ken has a very easy to perform CC, and the utility of activation makes him a lot scarier. A-Groove gives him rolls as well, which are very useful for him as he has many useful roll cancels. C-Ken has a bit more in the way of defensive options, like air block and Alpha Counters, alongside a powerful level 2 combo. In trade, he loses access to Custom Combos, and has to be closer or get a good hit to utilize his meter and make it scary.
N-Groove is a bit behind but still very powerful. N-Ken is more geared to rushdown, with run and hop to aid his mixup and approach. Ken can more easily pressure after blocked LK Geri, and run pressure can be scary. N-Ken doesn't spend meter well in general however, as without having Max Mode spent the best you get is a confirm into level 1 Shoryureppa. K-Groove is similar. Rage makes his damage even better, and JD is very strong. Losing rolls is a big hurt however, as Ken can no longer RC Geri kicks.
S-Ken and P-Ken are very weak in comparison to his other grooves. His level 1 supers aren't powerful enough to make having infinite ones very worthwhile, he doesn't get much from dodge, and having to charge safely to gain meter harms Ken as a character who wants to approach. P-Ken loses access to a lot of what makes him strong, like his supers and rolls, and while hop still helps him here it just is too much to give up. Parry is inconsistent for Ken as well, as Kens punishes are strong up close but from farther distances aren't as solid.
Ken is a powerful all-rounder who leans toward aggressive rushdown with his close range pokes and Geri Kicks. Ken is best played in A-Groove or C-Groove.
Pros
Cons
Shoto: Very well rounded kit, with great pokes, anti-airs, punishes, and specials
Custom Combo: Great and very easy A-Groove CC makes him a solid choice for an A-Groove point
Advantage on Block: Plenty of ways to get plus frames, namely his LK Geri Kick special
Mixups: A variety of overheads and lows to keep the opponent on their toes
High Damange: Great damage output, especially with meter
Poor Zoning: His zoning is the weakest among the shotos and is weak in general, having only one underwhelming fireball
Range Specific Punishes: He doesn't have a way to combo from his longest pokes consistently without spending a full level 3, which he doesn't get in A-Groove
Risky Mix: While he does have some good overheads, they're risky, and in general Ken has to take risks to open opponents up either in the form of jumps or leaving gaps in pressure
Normal Moves
Far Standing Normals
5LP
Far Jab Light Punch 5LP / Far LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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
Far Strong Medium Punch 5MP / Far MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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
Far Fierce Heavy Punch 5HP / Far HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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
Far Short Light Kick 5LK / Far LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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
Far Forward Medium Kick 5MK / Far MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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
Far Roundhouse Heavy Kick 5HK / Far HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Far
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 Jab Close Light Punch cl.LP / cl5LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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 Strong Close Medium Punch cl.MP / cl5MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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 Fierce Close Heavy Punch cl.HP / cl5HP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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 Short Close Light Kick cl.LK / cl5LK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
500
5
SP/SU
Mid
High
4
8
7
19
+2
+2
none
Exactly the same as far short.
cl5MK
Close Stand Forward Close Medium Kick cl.MK / cl5MK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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 Roundhouse Close Heavy Kick cl.HK / cl5HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Close
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 Crouching Light Punch 2LP / cr.LP
Version
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 Crouching Medium Punch 2MP / cr.MP
Version
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 Crouching Heavy Punch 2HP / cr.HP
Version
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 Crouching Light Kick 2LK / cr.LK
Version
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 Crouching Medium Kick 2MK / cr.MK
Version
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 Crouching Heavy Kick 2HK / cr.HK
Version
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 Jump Light Punch 8LP / j.LP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
,,or +
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 Jumping Medium Punch 8MP / j.MP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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
or +
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 Jumping Heavy Punch 8HP / jHP
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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
or +
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 Jumping Light Kick 8LK / j.LK
Neutral Jump
Diagonal Jump
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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
or +
600
6
SP
High
High
4
22
-
-
-
-
-
A fast and low jump, nice for the occassional instant overhead and tatsu cancel.
8MK
Jumping Forward Jumping Medium Kick 8MK / j.MK
Neutral Jump
Diagonal Jump
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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
or +
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 Jumping Heavy Kick 8HK
Neutral Jump
Diagonal Jump
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
+
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
or +
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 Overhead Kick 6MK
Version
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 Stepkick 6HK
Version
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 Punch Throw 4/6HP
Version
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 Kick Throw 4/6HK
Version
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 Air Throw Air 4/6HK
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air /+
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
Startup before the fireball comes out
The first, larger fireball hitbox
The hitbox once the fireball starts travelling
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LP +
700
7
None
Mid
High
14
-
43
57
-10
-10
none
MP +
800
8
None
Mid
High
14
-
44
58
-11
-11
none
HP +
900
9
None
Mid
High
14
-
45
59
-12
-12
none
Ken's fireball series. Ken has the weakest fireballs of the main shotos, mostly because of how long they take to fully recover. This makes Ken's fireballs notably unsafe, even in a game where most fireballs carry risk. The LP version is the version you'll want to use for occassional zoning, while the HP version is faster and better for cancels but leaves you minus.
Dragon Punch
Shoryuken Dragon punch 623+P
Invincible Startup
Lower body invuln and footsies hitbox
High reaching anti-air hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LP +
1600, 800
16
None
Mid
High
2
18
24
44
-DWN
-18
2 (full), 18 (lower)
MP +
1000+800, 800
10+8
None
Mid
High
2
24
32
58
-DWN
-32
2 (full), 24 (lower)
HP +
600+700+800, 800
6+7+8
None
Mid
High
2
30
39
71
-DWN
-41
6 (full), 26 (lower)
The signature Shoryuken. Ken has a notably good uppercut, especially the LP version which recovers quickly and starts up very fast. It's useful for anti-air, footsies, meter build, and reversal purpose, making for a great utility. The MP version sees little use, but the HP version is Ken's highest damage combo ender and what you want to end combos with usually.
Tatsu
Tatsumaki Senpuukyaku Tatsu 214+K
No hitboxes for this one, use your imagination
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LK +
500+300x2
5+3
None
Mid
High
2
16
17
35
-3
-9
MK +
500+300x8
5+3x3
None
Mid
High
2
39
17
58
-3
-33
HK +
500+300x10
5+3x4
None
Mid
High
2
48
17
67
-3
-41
-
Ken's grounded Tatsu specials. These see very little use, as they are incredibly unsafe, whiff crouchers, and actually aren't that much more damage. On top of that, they still don't connect from very far away. These are almost entirely outclassed by the jumping versions.
Flip Kick
Air Tatsumaki Senpuukyaku Air Tatsu j.214K
Helicopter your way in
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
In Air +
700x4
7x4
None
Mid
High
4
14
Till Landing, 7
25
+13
+13
None
A tatsu in midair. The only difference that button strength has is the angle that your jump arc is altered to, with LK having little forward momentum and HK having the most. Very useful mobility tools for making ambiguous crossups, retreating to fullscreen or out of the corner, and doing two hit jump ins from his cancellable normals that leave him VERY plus on block. On hit you can link these into 2HK for a simple knockdown. Doing jump back 214LK in the corner can be a safe meter build strategy.
Flip Kick
Ryusenkyaku Flip Kick 421+K
Rising
First Hitbox
Second Hitbox
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LK +
1200, 1300
12
None
High
High
21
17
24
62
-DWN
-11
MK +
1400
14
None
High
High
29
12
24
65
-DWN
-5
HK +
1500
15
None
High
High
34
10
24
68
-DWN
-4
-
Overhead flip kicks. Surprisingly useful as once-in-a-while neutral tools and mixups. The LK version is unique in that it's notably unsafe but is the fastest for an overhead, though it still shouldn't always be used for this. Instead, use the light version to catch jumps, as it does increased damage against jumping opponents. The MK and HK versions are much slower, but are safe on block. If an opponent won't challenge these, it can be a way for Ken to establish pressure and sorta "skip" neutral.
Geri Kicks
Geri Kicks Crazy Kicks, Funky Kicks 41236+K
Nata Otoshi Geri
Kamabarai Geri
Oosoto Mawashi Geri
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LK +
1200
12
None
Mid
High
10
5
17
32
+2
+2
MK +
400+900
4+9
None
Mid
High
5
7
27
39
-8
-8
HK +
1400
14
None
High
High
10
4
27
41
-DWN
-7
-
Ken's Geri Kicks. Very useful specials for combos, pressure, and winning neutral. The LK version is especially strong, as it reaches notably far and is +2 on block. This makes it an incredibly useful way to end pressure and combos for Ken, and when roll cancelled it becomes fully invulnerable making it impossible to challenge in the midrange. The MK version is the least useful on its own, but cancels into the overhead much faster than the others, and doesn't need to hit first. The HK version is the shortest vertical range, with a high hitbox. HK Geri notably knocks down, and still combos from lights as well, making it useful after very short confirms.
LK Geri cancels into the overhead on frame 15, MK Geri on frame 7, and HK Geri on frame 14.
Overhead Followup
Inazuma Kakato Wari Overhead Followup Any Geri Kick, hold K
Watch your head
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
K Hold +
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
Ken does not have low profile during the startup frames
Low profile
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
LP +
0
0
None
None
None
7
18
10
35
None
None
Upper
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
MP +
0
0
None
None
None
8
24
10
42
None
None
Upper
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
HP +
0
0
None
None
None
9
30
10
49
None
None
Upper
Ken's command rolls. Occassionally very useful specials, as unlike normal rolls they can be cancelled into. This allows you to (very unsafely) reset pressure vs opponents who aren't ready to punish you. In theory this can also roll under some fireballs, but normal rolls make this obsolete (though this does have use in grooves without roll, namely K). LP Roll is also used in Ken's level 2 bnb combo. Rolls can cross through opponents, so on some knockdowns you can use this roll to set up ambiguous crossup meaties. You can also cancel into these to get better oki from his sweep.
Supers
Shoryureppa
Shoryureppa Shoryuken Super 236236P
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Level 1 +
2600
0
None
Mid
High
4:4
56
26
90
-DWN
-28
8 (full), 16 (lower)
Level 2 +
3800
0
SP/SU
Mid
High
4:4
59
37
104
-DWN
-39
14 (full), 18 (lower)
Level 3 +
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 236236K
Version
Damage
Stun
Cancel
Guard
Parry
Startup
Active
Recovery
Total
Adv Hit
Adv Block
Invul
Level 1 +
2500~2900
0
None
Mid
High
4:4
26
29
63
-DWN
-10
8 (full)
Level 2 +
3300~4400
0
SP/SU
Mid
High
4:4
29
31
68
-DWN
-20
14 (full)
Level 3 +
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 +
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
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.
Combos
All damage values were recorded with a Ratio 2 C-Ken vs a Ratio 2 C-Ryu with full health. Damage values can change depending on Groove, character, ratio, and the amount of health left remaining.
All combos will be written using Numpad Notation. If you're having trouble reading numpad, refer to this visual aide.
Meterless Combos
Combo
Position
Damage
Stun
Difficulty
Notes
2LK > 2LK > 5LK > 41236LK
Anywhere
2415
23
Easy
If Ken has a bnb, this is it. Safe low confirm that leaves him +2 on block/hit. No knockdown but is very range forgiving. If you're spaced very far out 5LK might whiff.
cl.HK > 623HP
Anywhere (close)
3675
35
Very Easy
Ken's punishment combo. Requires you to hit cl.HK very close.
j.HK, cl.MK > 623HP
Anywhere
4515
43
Easy
Jump in combo. If you do cl.HK instead, you won't be in range for a 623H.
2LP, cl.HP > 41236LK
Anywhere
2550
25
Easy
Link off of jab. Requires close range but is a damaging jab combo.
j.MK, cl.HK > 623HP
Anywhere
4620
44
Easy
Crossup combo. j.MK crossup needs to hit pretty deep for this to hit.
j.MP > j.214HK, 2HK
Anywhere
2940
36
Hard
Jump in tatsu cancel. Safer on block than the other jump in combo.
2LP, 2HK
Anywhere
1575
15
Medium
Jab into sweep link. Can be done naturally but much easier on counterhit, and a consistent knockdown off of his jab. You can add a 2LK before the jab as well for a quick low confirm.
Super Combos
Combo
Position
Damage
Stun
Difficulty
Notes
2LK, 2LK > 236236P
Anywhere
3360/4620/6510
6
Easy
A basic short short super confirm. You can buffer this by doing 2LK, 236, 2LK, 236P.
cl.HK > 623LP, 236236K
Corner
5565/6930/8610
30
Medium
Very high damage corner combo. Can be done off any cornered light 623LP, and is your max damage ender after C groove combos.
j.HK, cl.HK > 236236MP > 214LP, 623HP
Anywhere
7760
27
Medium
High damage 2 bar C groove combo. Easier in the corner, and not a bad way to spend 2 bars.
j.HK, cl.HK > 236236MP > 214LP, 236236LK
Anywhere
9135
27
Medium
Your 3 bar bnb. Very good damage almost anywhere on screen, makes Ken's confirms into Shoryureppa very scary.
j.HK, cl.HK > 236236MP > 214LP, 623LP, 236236LK
Corner
10374
44
Above Average
MASSIVE damage C groove corner combo. Not the combo you'll land every match, but is absolutely worth going for if you can. Especially good after stuns.