Ken (SSFIV)

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Revision as of 07:28, 15 July 2010 by Gavin Ward (talk | contribs) (→‎Frame Data: notes and formatting)

Introduction

Move Analysis

Normal Moves

Normal Throws

Command Normals

Focus / Saving Attack

Special Moves

Super Move

Ultra Move

The Basics

Combos

Strategy

Matchups

Frame Data

Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes
Close LP HL 30 50 20 ch/sp/​su 4 2 5 +4 +7
Close MP HL 60 100 40 sp/su 6 3 18 -7 -2
Close HP HL 90 150 60 sp/su 6 3 19 -4 +1 Forces stand
Close LK HL 30 50 20 ch/sp/​su 6 2 7 +2 +5
Close MK HL 70 100 40 sp/su 8 3 12 -1 +5 Forces stand
Close HK HL 110 200 60 sp/su 8 3 21 -6 -2
Far LP HL 20 50 20 ch/sp/​su 4 2 5 +4 +7
Far MP HL 70 100 40 su 7 5 5 +4 +7
Far HP HL 100 200 60 - 11 3 16 -1 +3
Far LK HL 40 50 20 - 4 3 7 +1 +4
Far MK HL 80 100 40 - 7 3 13 -2 +1
Far HK HL 130 200 60 - 12 3 21 -6 -2
crouch LP HL 30 50 20 ch/sp/​su 3 3 6 +2 +5
crouch MP HL 70 100 40 sp/su 5 5 9 0 +3
crouch HP HL 100 200 60 sp/su 5 5 22 -9 -4 Forces stand
crouch LK L 20 50 20 ch/sp/​su 3 4 7 0 +3
crouch MK L 60 100 40 sp/su 4 4 14 -4 -1
crouch HK L 110 100 60 - 8 3 21 -6 - untechable knockdown
Jump up LP H 50 50 20 - 7 9 - - - startup leg projectile invincibility
Jump up MP H 80 100 40 - 5 4 - - - startup leg projectile invincibility
Jump up HP H 100 200 60 - 7 4 - - - startup leg projectile invincibility
Jump up LK H 40 50 20 - 7 10 - - - leg projectile invincibility
Jump up MK H 80 100 40 - 6 7 - - - leg projectile invincibility
Jump up HK H 100 200 60 - 6 2 - - - leg projectile invincibility
Jump forward LP H 40 50 20 - 7 8 - - - leg projectile invincibility
Jump forward MP H 70 100 40 - 5 6 - - - leg projectile invincibility
Jump forward HP H 100 200 60 - 5 4 - - - startup leg projectile invincibility
Jump forward LK H 50 50 20 - 5 7 - - - startup leg projectile invincibility
Jump forward MK H 80 100 40 - 6 4 - - - startup leg projectile invincibility
Jump forward HK H 100 200 60 - 5 7 - - - startup leg projectile invincibility
b+MK H 80 100 40 - 15 2 17 -5 -2
f+MK HL 60 100 40 - 11 5 11 -2 +1
f+HK H 120 150 60 - 21 2 20 -4 -1 hold HK to feint (27f duration)
Target Combo 1 HL 30 50 30 sp/su 6 3 24 -9 -4 Forces stand
Focus Attack LVL 1 HL 60 100 20 - (10~17)​+12 2 42 -28 -28 armor during charge, launch vs air, 4f~release dash cancellable
Focus attack LVL 2 HL 90 150 40 - (18~50)​+12 2 42 -22 - armor during charge, crumple vs ground, launch vs air (fully hittable), 4f~release dash cancellable
Focus attack LVL 3 - 150 200 60 - 53+15 2 42 - - 1-67f armor, armor break, crumple vs ground, launch vs air (fully hittable), 4~53f dash cancellable
Forward Throw 0.9 120 80 40 - 3 2 20 - - untechable knockdown
Back throw 0.9 130 80 40 - 3 2 20 - - untechable knockdown
Hadoken HL 60 100 10/20 su 13+1 - 47 (total duration) -7 -3 launch vs air, 16~17f cancellable, see notes below
Hadoken EX HL 50*40 50*50 -250/0 su 13+1 - 44 (total duration) -1 +2 launch vs air, juggle(1), 16~17f cancellable, see notes below
Shoryuken LP HL 100​[80] 100 30/40 su 3 3+8 18+6 -14 - 1~2f invincible, 3~5f unthrowable, 3~13f lower body invincibility, 6~31f airborne
Shoryuken MP HL 90*60 125*75 30/​30*16 su 4 3*11 25+14 -29 - 1~6f invincible, 7~17f lower body invincibility, 8~42f airborne, 1st hit launch on counterhit or vs air, 2nd hit launch, 2nd hit juggle(2)
Shoryuken HP HL 70*40​*30 100*50​*50 30/​30*10*10 su 3 2*2*12 30+9 -30 - 1~4f invincible, 5~6f unthrowable, 5~18f lower body invincibility, 7~48f airborne, 1st hit launch on counterhit or vs air (fully hittable), 2nd hit does not remove fully hittable state, 2nd~3rd hit launch, 3rd hit juggle(2), 1st~2nd hit cancellable
Shoryuken EX HL 70*30​*30​*50 100*25​*25​*80 -250/0 su 4 2*2​*2​*6 45+9 -41 - 1~9f invincible, 10-17f lower body invincibility, 6~60f airborne, launch, 2nd~4th hit juggle(1,2,3), 1st~2nd hit cancellable
Hurricane Kick LK HL 60*50​*50 70*50​*50 20/​20*10*10 su 6 1(4)​2(6)2 11+6 -6 -2 7~20f lower body projectile invincibility, 7~31f airborne, armor break, 1st hit forces stand, 3rd hit juggle(1), 2nd~3rd hit whiff vs crouch, 3rd hit aimed backwards, advantage based on 2nd hit
Hurricane Kick MK HL 60​*30x3 50​*40x3 20/​20*10x3 su 6 2(5)​2(5)2(5)​1(5)2(5)​2 14+9 -4 0 8~41f lower body projectile invincibility, 8~48f airborne, armor break, 1st hit forces stand, 3rd~6th hit juggle(1), 2nd~6th hit whiff vs crouch, 3rd/5th hit aimed backwards
Hurricane Kick HK HL 60​*30x4 50​*40x4 20/​20*10x4 su 6 2(6)​1(5)1(5)​1(5)1(5)​1(4)2(4)​2 12+12 -5 -1 9~51f lower body projectile invincibility, 9~63f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards
Hurricane Kick EX HL 50​*40x4 50x5 -250/0 su 6 2(4)​1(3)1(4)​1(3)1(3)​1(4)1(3)​1 9+14 -3 +1 9~38f lower body projectile invincibility, 8~47f airborne, armor break, 1st hit forces stand, 3rd~8th hit juggle(1), 2nd~8th hit whiff vs crouch, 3rd/5th/7th hit aimed backwards
Hurricane Kick LK (air) HL 50 50 10/30 - 8 2(6)2(6)​2(5)2 until ground +10 - - launch vs air, juggle(1), 2nd/4th hit aimed backwards
Hurricane Kick MK (air) HL 60 50 10/30 - 7 1(4)1(4)​1(4)1(4)​1 until ground +10 - - launch vs air, juggle(1), 2nd/4th hit aimed backwards
Hurricane Kick HK (air) HL 70 50 10/30 - 7 1(2)1(3)​1(6)1(3)​1(2)1 until ground +10 - - launch vs air, juggle(1), 2nd/4th/6th hit aimed backwards
Hurricane Kick EX (air) H 40 50 -250/0 - 6 1(2)1(2)​1(2)1(2)​1(2)1(1)​2 until ground +4 - - launch vs air, juggle(4), 2nd/4th/6th hit aimed backwards
Super Combo LP HL 40x3​*50​*100x2 0 -1000/0 - 1+1 2*1​*8(20)​1​*3​*7 31+12 -29 - 1~2f invincible, 3f unthrowable, 4~23f 36~74f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
Super Combo MP/HP HL 40x3​*50​*100x2 0 -1000/0 - 1+2 2*1​*8(20)​1​*3​*7 31+12 -29 - 1~3f invincible, 4f unthrowable, 5~24f 37~75f airborne, 1st~3rd hit launch vs air (untechable), 4th~6th hit launch (untechable), 2nd~6th hit juggle(1), 2nd~5th hit do not increase juggle count
Ultra Combo 1 HL 60​*30x9​[440] 0 0/0 - 1+9 2*2​*5x7​*1 32+50 -94 - 1~11f invincible, 12~13f unthrowable, 13~81f airborne, launch (untechable), 1st hit armor break, 2nd~11th hit juggle, 1st hit triggers full animation
Ultra Combo 2 HL 75​*17x9​*23​*225 0 0/0 - 1+6 2(5)79(3)​2(6)3 8+42 -40 - 1~8f invincible, 9~106f projectile invincibility, 6~114f airborne, untechable knockdown, 20th hit vs ground triggers final hit, 3rd/5th/7th/etc hit are aimed backwards (excluded from listed damage), 79 in active frames = 2(2or3) repeated 18 times
Block Super Meter Frames
Move Name HL Damage Stun Gain Cancel Ability Startup Active Recovery On Guard On Hit Notes

Notes:

  • Ken's projectiles are spawned a frame before they hit.
    e.g. If Ken is hit out of a Hadoken on 13f then it will not be a counterhit and the fireball will still appear on the next frame.