Street Fighter 3: New Generation/Ken

From SuperCombo Wiki

Introduction

After settling into married life for a couple of years, Ken entered the third Street Fighter tournament. He's a US Martial Artist who trains to keep up with his old friend/rival Ryu

Ken needs little introduction, as one of the most famous fighting game characters ever, and (apparently) the more popular shoto between the two originals. He is one of the best characters in the game, mainly for incredibly high meterless damage off stray hits and great pokes, one of the best anti airs in the game and one of the best supers aswell in SA3.

Super Arts

SAI (Shoryu-Reppa)

A decent super, would probably be his super of choice if SAIII didn't exist. Has numerous hit confirms, 2 stocks, and good damage. On the downside, doesn't have the incredible invincibility frames and range of SAIII, and has significantly worse recovery.

SAII: (Shinryu-Ken)

Not a very popular super, as it has very pronounced flaws and strengths. It is a fairly good anti-air (since you can mash unpredictably, and thus mess up the opponent's air-parry timings), and does the most damage out of his supers by a good amount. On the flip side, it has terrible range, even more terrible recovery, and doesn't have as many good hit-confirms and cancels as his other two supers. Probably his least used super.

SAIII: (Shippu-Jinrai-Kyaku)

The universal choice of super for Ken, for good reason. Perhaps its biggest selling points are the 3 stocks (lots of EX meter for fireballs and air hurricane kicks) and its absurd number of hit confirms...it links off of just about anything you can possibly imagine. But less obvious (but equally important) properties include its lightning-quick startup - it can punish a whole bunch of moves that are otherwise usually safe, i.e. any shoto's cr. mk (yes, it can be reversal super punished, if blocked), Alex's EX shoulder, etc. It also has great invincibility properties - at point-blank, virtually nothing but a projectile can knock Ken out of the super. (I've heard Dudley's jab is also capable of this, but this needs to be confirmed.) The only downside to this super is the fairly low damage, but it's still perfectly respectable, especially for the length of meter, and the numerous upsides completely outweigh that one small negative.

Strengths Weaknesses
  • Example 1
  • Example 2
  • Example 3
  • Example 4
  • Example 1
  • Example 2
  • Example 3
  • Example 4
Ken
NG Ken Portrait Art.png
Vitals
Life Points 1200?
Stun Points 64?
Super Art Stock/Size
SA1 2/112?
SA2 1/104?
SA3 3/80?
Ground Movement
Forward Dash duration/distance 12 (16)
(95px)?
Back Dash duration/distance 15 (54px)?
Jumping
Back Jump duration 42(4+36+2)?
Neutral Jump duration 40(4+34+2)?
Forward Jump duration 41(4+35+2)?
Back Super Jump duration 47(6+39+2)?
Neutral Super Jump duration 46(6+38+2)?
Forward Super Jump duration 46(6+38+2)?
Wake up
Wake up duration 75?
Quick rise duration 48?
New Generation Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

All sprites are taken from the site https://www.justnopoint.com/zweifuss/

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
(kencloselp).gif
Startup Active Recovery Hit Cr. Hit
3? 3? 5? 3? 3?
Damage Stun Attack Parry Block
3? 3? - A? 3?
  • Cancel options: sp su?
5LP (far)
Far LP
Lp.png (far)
(kenlp).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 4? 4? 4?
Damage Stun Attack Parry Block
3? 3? - A? 4?
  • Cancel options: self sp su?
5MP (cl)
Close MP
Mp.png (cl)
(kenclosemp).gif
Startup Active Recovery Hit Cr. Hit
4? 4? 10? 2? 3?
Damage Stun Attack Parry Block
17? 7? - H? 1?
  • Cancel options: tc sp su?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5MP (far)
Far MP
5MP (far)
(kenmp).gif
Startup Active Recovery Hit Cr. Hit
6? 3? 10? 4? 5?
Damage Stun Attack Parry Block
16? 11? - H? 3?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5HP (cl)
Close HP
Hp.png (cl)
(kenclosehp).gif
Startup Active Recovery Hit Cr. Hit
6? 3? 15? - 2?
Damage Stun Attack Parry Block
23? 15? - H? -2?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5HP (far)
Far HP
Hp.png (far)
(kenhp).gif
Startup Active Recovery Hit Cr. Hit
9? 3? 15? 2? 4?
Damage Stun Attack Parry Block
23? 13? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
5LK
Stand LK
Lk.png
(kenlk).gif
Startup Active Recovery Hit Cr. Hit
4? 4? 7? 2? 2?
Damage Stun Attack Parry Block
7? 3? - A? 2?
5MK
Stand MK
Mk.png
(kenmk).gif
Startup Active Recovery Hit Cr. Hit
8? 7? 16? -2? -
Damage Stun Attack Parry Block
19? 15? - H? -6?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
  • 6 kara range?
5HK
Stand HK
Hk.png
(kenhk).gif
Startup Active Recovery Hit Cr. Hit
11? 6? 19? -2? -
Damage Stun Attack Parry Block
26? 11? - H? -4?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
  • 6 kara range?




Command Normals

4MK
Inazuma Kakato Wari (Short)
B.png+Mk.png
(kenbmk).gif
Startup Active Recovery Hit Cr. Hit
18? 4? 10? 2? 3?
Damage Stun Attack Parry Block
21? 13? - H? 1?
  • 10 kara range?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
5MK (Hold)
Inazuma Kakato Wari (Long)
Mk.png (Hold)
(kenhmk).gif
Startup Active Recovery Hit Cr. Hit
8>25? 8? 10? - 3?
Damage Stun Attack Parry Block
29? 22? - H? -1?
  • 6 kara range?
  • Self meter gain: Whiff: 4, Hit: 21, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
6MK
Fumikomi Maegeri
F.png+Mk.png
(kenfmk).gif
Startup Active Recovery Hit Cr. Hit
16? 4? 15? -1? -
Damage Stun Attack Parry Block
14? 7? - H? -4?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
6HK
Shiden Kakato Otoshi
F.png+Hk.png
(kenfhk).gif
Startup Active Recovery Hit Cr. Hit
30? 5? 18? 1? 3?
Damage Stun Attack Parry Block
21? 11? - H? -1?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(kenclp).gif
Startup Active Recovery Hit Cr. Hit
4? 3? 5? 3? 3?
Damage Stun Attack Parry Block
3? 3? - A? 3?
  • Cancel options: self sp su?
2MP
Crouch MP
D.png+Mp.png
(kencmp).gif
Startup Active Recovery Hit Cr. Hit
5? 4? 7? 4? 5?
Damage Stun Attack Parry Block
16? 7? - A? 3?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HP
Crouch HP
D.png+Hp.png
(kenchp).gif
Startup Active Recovery Hit Cr. Hit
7? 5? 17? -4? -2?
Damage Stun Attack Parry Block
23?? 13? - A? -6?
  • Cancel options: sp su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
2LK
Crouch LK
D.png+Lk.png
(kenclk).gif
Startup Active Recovery Hit Cr. Hit
5? 3? 7? 1? 1?
Damage Stun Attack Parry Block
3? 3? - L? 1?
  • Cancel options: self sp su?
2MK
Crouch MK
D.png+Mk.png
(kencmk).gif
Startup Active Recovery Hit Cr. Hit
6? 5? 17? -3? -2?
Damage Stun Attack Parry Block
15? 3? - L? -4?
  • Cancel options: sp su?
  • 13 kara range?
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
2HK
Crouch HK
D.png+Hk.png
(kenchk).gif
Startup Active Recovery Hit Cr. Hit
6? 5? 26? D? D?
Damage Stun Attack Parry Block
23? 3? - L? -14?
  • 13 kara range?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
(kenjlp).gif
Startup Active Recovery Hit Cr. Hit
5? - - - -
Damage Stun Attack Parry Block
10? 7? - H? -
j.LP
Jump LP
Uf.png+Lp.png
(kenjlp).gif
Startup Active Recovery Hit Cr. Hit
4? - - - -
Damage Stun Attack Parry Block
8? 7? - H? -
8MP
Jump MP (Neutral)
U.png+Mp.png
(kennjmp).gif
Startup Active Recovery Hit Cr. Hit
6? 5? - - -
Damage Stun Attack Parry Block
17? 11? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.MP
Jump MP
Uf.png+Mp.png
(kenjmp).gif
Startup Active Recovery Hit Cr. Hit
5? 5? - - -
Damage Stun Attack Parry Block
17? 11? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
8HP
Jump HP (Neutral)
U.png+Hp.png
(kennjhp).gif
Startup Active Recovery Hit Cr. Hit
7? 3? - - -
Damage Stun Attack Parry Block
23? 15? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.HP
Jump HP
Uf.png+Hp.png
(kenjmp).gif
Startup Active Recovery Hit Cr. Hit
6? 4? - - -
Damage Stun Attack Parry Block
23? 15? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
8LK
Jump LK (Neutral)
U.png+Lk.png
(kenjlk).gif
Startup Active Recovery Hit Cr. Hit
5? - - - -
Damage Stun Attack Parry Block
8? 7? - H? -
j.LK
Jump LK
Uf.png+Lk.png
(kenjlk).gif
Startup Active Recovery Hit Cr. Hit
4? 10? - - -
Damage Stun Attack Parry Block
8? 5? - H? -
8MK
Jump MK (Neutral)
U.png+Mk.png
(kennjmk).gif
Startup Active Recovery Hit Cr. Hit
5? 6? - - -
Damage Stun Attack Parry Block
16? 9? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
j.MK
Jump MK
Uf.png+Mk.png
(kenjmk).gif
Startup Active Recovery Hit Cr. Hit
5? 6? - - -
Damage Stun Attack Parry Block
16? 9? - H? -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.?
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.?
8HK
Jump HK (Neutral)
U.png+Hk.png
(kennjhk).gif
Startup Active Recovery Hit Cr. Hit
7? 5? - - -
Damage Stun Attack Parry Block
23? 13? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
j.HK
Jump HK
Uf.png+Hk.png
(kenjhk).gif
Startup Active Recovery Hit Cr. Hit
6? 4? - - -
Damage Stun Attack Parry Block
22? 13? - H? -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?




Target Combos




Throws

LPLK (mash)
Hizageri
Lp.png+Lk.png (mash)
(kenhg).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? D? D?
Damage Stun Attack Parry Block
27? 12? - - -
  • 24 throw range?
4LPLK
Jigoku Kuruma
B.png+Lp.png+Lk.png
(kenjg).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? D? D?
Damage Stun Attack Parry Block
19? 14? - - -
  • 24 throw range?
6LPLK
Seoi Nage
F.png+Lp.png+Lk.png
(kensn).gif
Startup Active Recovery Hit Cr. Hit
2? 1? 21? D? D?
Damage Stun Attack Parry Block
21? 8? - - -
  • 24 throw range?




Universal Overhead

MPMK
Straight Hit
Mp.png+Mk.png
(kenoh).gif
Startup Active Recovery Hit Cr. Hit
15? 8? 7? 0 ~ +7? 1 ~ +8?
Damage Stun Attack Parry Block
7? 3? - H? -5 ~ 0?




Special Moves

236P
Hadouken
Qcf.png+P.png
(kenhdk).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
11? - 38? - -
Damage Stun Attack Parry Block
10? 3? - H? -11?
  • Cancel options: su?
MP Startup Active Recovery Hit Cr. Hit
11? - 38? - -
Damage Stun Attack Parry Block
1? - - H? -11?
  • Cancel options: su?
HP Startup Active Recovery Hit Cr. Hit
11? - 38? - -
Damage Stun Attack Parry Block
10? 3? - H? -11?
  • Cancel options: su?
623P
Shoryuken
Dp.png+P.png
(kensrk).gif
Lp.png/Mp.png/Hp.png
LP Startup Active Recovery Hit Cr. Hit
2? 8? 26? - -
Damage Stun Attack Parry Block
26? 11? - A? -17?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
MP Startup Active Recovery Hit Cr. Hit
3? 14? 28? - -
Damage Stun Attack Parry Block
28? 15? - A? -24?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
HP Startup Active Recovery Hit Cr. Hit
3? 21? 32? - -
Damage Stun Attack Parry Block
32? 15? - A? -31?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
214K
Tatsumaki Senpukyaku
Qcb.png+K.png
(kentsk).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
6? 7? 14? - -
Damage Stun Attack Parry Block
19? 9? - H? -5?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
6? 14? 15? - -
Damage Stun Attack Parry Block
23? 13? - H? -6?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
6? 17? 15? - -
Damage Stun Attack Parry Block
27? 15? - H? -7?
  • Cancel options: su?
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
214K (air)
Air Tatsumaki Senpukyaku
Qcb.png+K.png (air)
(kenatsk).gif
Lk.png/Mk.png/Hk.png
LK Startup Active Recovery Hit Cr. Hit
7? 4? - - -
Damage Stun Attack Parry Block
27? 9? - H? -
  • Self meter gain: Whiff: 2, Hit: 17, Block: 3.?
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.?
MK Startup Active Recovery Hit Cr. Hit
7? 6? - - -
Damage Stun Attack Parry Block
40? 13? - H? -
  • Self meter gain: Whiff: 3, Hit: 25, Block: 3.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?
HK Startup Active Recovery Hit Cr. Hit
7? 8? - - -
Damage Stun Attack Parry Block
40? 13? - H? -
  • Self meter gain: Whiff: 4, Hit: 26, Block: 3.?
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.?




Super Arts

236236P (SA1)
Shoryureppa
Qcf.pngQcf.png+P.png (SA1)
(kensa1).gif
Startup Active Recovery Hit Cr. Hit
1? 34? 45? - -
Damage Stun Attack Parry Block
69? 6? - A? -38?
236236K (SA2)
Shinryuken
Qcf.pngQcf.png+K.png (mash K) (SA2)
(kensa2).gif
Startup Active Recovery Hit Cr. Hit
2? 36? 61? - -
Damage Stun Attack Parry Block
67? - - A? -80?
236236K (SA3)
Shipuujinrai Kyaku
Qcf.pngQcf.png+K.png (SA3)
(kensa3).gif
Startup Active Recovery Hit Cr. Hit
2? 9? 27? - -
Damage Stun Attack Parry Block
51? 16? - H? -11?

NG Navigation

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