Introduction
Ken Masters is the blonde shoto.
TO-DO: Add frame data, as well as missing sprites
Gameplay
Ken is a shoto who can use his invincible uppercuts to punch your opponents. Ken's main strengths are uppercutting people but his weaknesses is being a pretty normal character.
Strengths | Weaknesses |
---|---|
|
|
Character Summary
- Fireball
+
- Dragon Punch
+
- Hurricane Kick
+
- Command Roll
+
- Shoryureppa
+
- Shinryuken
+
- Shippu Jinrai Kyaku
+
- Type α - Anti-Air Type
- Assist:
Dragon Punch
- Counter:
Dragon Punch
- Combination: Shinryuken
- Type β - Projectile Type
- Assist:
Fireball
- Counter:
Fireball
- Combination: Shoryureppa
- Type γ - Expansion Type
- Assist:
Hurricane Kick
- Counter:
Hurricane Kick
- Combination: Shoryureppa
Moves List
Assists
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shinryuken |
invincible |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shoryureppa |
Damage | Startup | Active | Recovery | Alpha Counter | Team Hyper Combo |
---|---|---|---|---|---|
- | - | - | - | ![]() |
Shoryureppa |
Great to combo off of, but requires a little timing. |
Normal Moves
-When grounded, Ken has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Ground Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Decent Priority most likely, only real use is to prevent starter from jumping away which will most likely only help against cable, beware timing should be stricter than mags since he is shorter and it comes out one from later than his. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Pretty useless. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Makes a shoryureppa combo more damaging but you will have to use d. lk, standing hp on a crouching opponent since adding a mk will cause S. HP to whiff. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His fastest far reaching normal, barring priority again I would have to say this is one of his better normals the ability to hit any crouching opponent and it’s good range make it very abuseable especially since it should combo into down + MK at a little less than max range. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Hits twice , easy to combo off of hits so high you would’ve liked that you could use it instead of s. lp against starting match jumpers. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His farthest reaching normal outside of foward + HK think of it as Psylocke’s standing HP except much slower but will hit crouching opponents. Overall i never use this move , ever. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
A all purpose rush in attack when your goal is not to apply pressure to a blocking opponent but instead trying to beat out their light attacks (which isn’t a good idea against most rush in top tiers, personally i have not experimented with this move). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Nice range easy to combo into but does not hit low, which makes it second to d+MK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His main launcher , below average horizontal range nice vertical range and priority but slow to come out, always use df+HP version if you feel suicidal and want to beat out a jump in. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
His fastest low hitting move and important tool in his pressure, you never know when you may hit a opponent low. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The far reaching shoto d+MK this move is vital to ken’s mixups , has nice reach and will usually combo into hadoken xxx shoryureppa (more on this later since the shoryureppa doesn’t do enough on it’s own) and ALWAYS combo into shoryureppa. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The “Shoto Sweep” and the worst version too, coming out the slowest of all the shotos (losing to ryu’s by 1 frame) but still useful if you can make juggle off of it, namely off of psylocke sweep xxx snapout can be useful. |
Air Normals
-When in the Normal Jump state, Ken has the Hunter type Magic Series, meaning they can follow the >
>
>
>
>
cancel tree.
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Bad range, doesn’t compare to J. LK at all. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Rivals j. lk as one of the better air normals despite being a “Middle” move. You can wait the longest time to cancel your last attack into this, this move is the reason why you can do his jumping infinite nice damage and range too i suppose but really it’s the long long window to combo into it that makes it useful especially in infinites. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Used in the air as pressure and a way to get around by cancelling into a hurricane kick this move has it’s uses. 2nd most hit stun of his air fierces. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
The greatest j. normal he has. it hits behind him, comboes into j. mk which also hits behind him nice range stays out there for ever and because of how the hit box is so low you can use the instant over head method with this move (more on that later). |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Has cross up capabilities like j. lk, hard to land it as a cross up though but don’t count it out it’s still very good. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Fastest air fierce he has also has the least stun. But it also pushes the enemy the least back which makes it the best choice to use in sentinal standing infinites (even though the timing is stricter you get more hits and more hits means a better chance to get them to the corner and finish the infinite) |
Command Normals
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
Only available during magic series chains. This move is only used for the infinite, strict window to cancel it off of anything so use with discretion. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
The slowest of his air fierces but with the most stun, you should definitely consider ending a corner infinite on sentinel with this so you can land and combo into shoryu reppa xx hail. it has nice horizontal range so it may be a good candidate to use against sentinel but then again so may j. HK. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | None | - | - | - | |
2 hit overhead kick. His farthest reaching normal, the down side to that is that if you do it at max range you get only 1 hit instead of two leaving you with only 5 damage. All in all it’s a overhead and that in itself is useful enough. |
Universal Mechanics
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (high) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
Launcher (away) | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. Unless you're Thanos. |
Damage | Startup | Active | Recovery | Guard | |
---|---|---|---|---|---|
- | - | - | - | - | |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock | |
- | - | - | - | - | |
Every character has at least one of the two, sometimes both. Unless you're Thanos. |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Special Moves
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Hyper Combos
Damage | Startup | Active | Recovery | Guard |
---|---|---|---|---|
- | - | - | - | - |
Special Property | Cancel | Adv. Hit | Adv. Guard | Adv. Pushblock |
- | - | - | - | - |
Taunt
Colors
First row: ,
,
. Second row:
,
,
.
Combos
-Jump HK \/ d.c.LK > c.HP /\ qcb + HK
-Jump HP XX qcb + HK \/ d.s.LK > s.LK > s.HP XX qcb + KK
-Jump HP \/ d.s.LP > s.LK > c.HP XX qcf + KK
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + HP XX qcb + KK
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.LK XX qcb + HK
-Jump LP > HP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.u + LK, f + HP
-Jump LP > HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
-Jump HP \/ d.s.LP > s.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK > sj.HP
-Jump HP \/ d.s.LP > s.LK > s.HP XX qcf + P XX qcf + PP
-Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ d.c.LK > c.HP /\ sj.LP > sj.LK > sj.LP > sj.LK XX f,d,df + HP
-Corner Jump LK > HK \/ d.c.LK > c.HK, qcf + KK \/ /\ Jump LP > LP > LK > HP > HK
-Corner Jump LP > LK > HP \/ d.s.LP > s.LK > s.LP > s.HP XX qcf + P XX qcf + PP \/ qcf + KK \/ /\ Jump LP > LP > LK > HP > HK
Infinites
On most characters if they are at normal jump height: (Jump j.LP > j.MP > qcb + j.LK) repeat. Video: off Rogue throw assist, off Rogue throw by VDO, off Akuma-Y by EXProminence, off Spiral-Y by Kelm (also uses the 3 u.MK infinite), off Rogue throw starting midscreen by VDO. You can use either hurricane kick strength.
On most characters if they are at normal jump height: (Jump j.LP > j.MP > j.u.MK) repeat. Video: off Psylocke-A by Kelm
On Sentinel at normal jump height: (j.LK > j.MP > j.MK > j.HK) repeat. Video: off Akuma-Y by Khaos
Strategies
The "Dodge Roll" can prove quite useful. This move can be used to roll behind your opponent and launch a surprise attack.
Advanced Strategy
There's more useful discussion of the practicalities and strengths of Ken in SRK's old The only ken thread you will EVER need.