Street Fighter 3: 3rd Strike/Ken/2021

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.

Pros & Cons

Strengths Weaknesses
  • Damage: Some of the better meterless damage in the game.
  • Great, all-purpose normals: Ken's normals are great and have lots of utility: poking, anti airing, pressure, abare, etc.
  • Great Mobility: Ken has good movement with great dashes and good walk speed, alongside EX air tatsu to escape corners.
  • SA3 is very Strong: One of the best supers in the game, having both a lot of meter for EX moves, and a lot of utility in combos and punishing.
  • Lack of weaknesses: Ken doesn't have any notable weakness, which is part of what makes him so good.
  • No gimmick: Despite being strong all around, has no gimmick or something particularly overpowered or extremely difficult to work around
Ken
#3S_KE
3S Ken 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

Frame Data

3S 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. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

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.

Standing Normals

5LP (cl)
Close LP
Lp.png (cl)
3s ken cl.lp 1.png
Frame 4
3s ken cl.lp 2.png
Frames 5-6
Startup Active Recovery Hit Cr. Hit
3 3 5 +3 +3
Damage Stun Guard Parry Block
3 3 - A +3
  • Cancel options: sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Hit: 0, Block: 0.
FATonline.png
5LP (far)
Far LP
Lp.png (far)
3s ken st.lp.png
Startup Active Recovery Hit Cr. Hit
5 3 4 +4 +4
Damage Stun Guard Parry Block
2 3 - A +4
  • Cancel options: self sp su
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Hit: 0, Block: 0.
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
3s ken cl.mp.png
Startup Active Recovery Hit Cr. Hit
4 4 10 +2 +3
Damage Stun Guard 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.
FATonline.png
5MP (far)
Far MP
Mp.png (far)
3s ken st.mp 1.png
Frame 7
3s ken st.mp 2.png
Frames 8-9
Startup Active Recovery Hit Cr. Hit
6 3 10 +4 +5
Damage Stun Guard Parry Block
16 11 - H +3
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP (cl)
Close HP
Hp.png (cl)
3s ken cl.hp 1.png
Frame 7
3s ken cl.hp 2.png
Frames 8-9
Startup Active Recovery Hit Cr. Hit
6 3 15 0 +2
Damage Stun Guard 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.
FATonline.png
5HP (far)
Far HP
Hp.png (far)
3s ken st.hp.png
Startup Active Recovery Hit Cr. Hit
9 3 15 +2 +4
Damage Stun Guard Parry Block
23 13 - H 0
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
3s ken st.lk.png
Startup Active Recovery Hit Cr. Hit
4 4 7 +2 +2
Damage Stun Guard Parry Block
7 3 - A +2
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Hit: 0, Block: 0.
FATonline.png
5MK
Stand MK
Mk.png
3s ken st.mk.png
Startup Active Recovery Hit Cr. Hit
8 7 16 -2 0
Damage Stun Guard 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
FATonline.png
5HK
Stand HK
Hk.png
3s ken st.hk.png
Startup Active Recovery Hit Cr. Hit
11 6 19 -2 0
Damage Stun Guard 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
FATonline.png




Command Normals

4MK
Inazuma Kakato Wari (Short)
B.png+Mk.png
3s ken b+mk 1.png
Frame 20
3s ken b+mk 2.png
Frame 21
Startup Active Recovery Hit Cr. Hit
18 4 10 +2 +3
Damage Stun Guard 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.
FATonline.png
5MK (Hold)
Inazuma Kakato Wari (Long)
Mk.png (Hold)
3s ken st.mk.png
Frames 9-12
3s ken b+mk 1.png
Frames 38-39
3s ken b+mk 2.png
Frames 40-41
Startup Active Recovery Hit Cr. Hit
8>25 8 10 +2 +3
Damage Stun Guard 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.
FATonline.png
6MK
Fumikomi Maegeri
F.png+Mk.png
3s ken f+mk.png
Startup Active Recovery Hit Cr. Hit
16 4 15 -1 0
Damage Stun Guard Parry Block
14 7 - H -4
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
6HK
Shiden Kakato Otoshi
F.png+Hk.png
3s ken f+hk 1.png
Frames 31-33
3s ken f+hk 2.png
Frames 34-35
Startup Active Recovery Hit Cr. Hit
30 5 18 +1 +3
Damage Stun Guard Parry Block
21 11 - H -1
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Crouching Normals

2LP
Crouch LP
D.png+Lp.png
3s ken cr.lp.png
Startup Active Recovery Hit Cr. Hit
4 3 5 +3 +3
Damage Stun Guard Parry Block
3 3 - A +3
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Hit: 0, Block: 0.
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
3s ken cr.mp 1.png
Frame 6
3s ken cr.mp 2.png
Frames 7-9
Startup Active Recovery Hit Cr. Hit
5 4 7 +4 +5
Damage Stun Guard 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.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
3s ken cr.hp 1.png
Frame 8
3s ken cr.hp 2.png
Frames 9-10
3s ken cr.hp 3.png
Frame 11
Startup Active Recovery Hit Cr. Hit
7 5 17 -4 -2
Damage Stun Guard 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.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
3s ken cr.lk.png
Startup Active Recovery Hit Cr. Hit
5 3 7 +1 +1
Damage Stun Guard Parry Block
3 3 - L +1
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Hit: 0, Block: 0.
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
3s ken cr.mk 1.png
Frame 7
3s ken cr.mk 2.png
Frames 8-11
Startup Active Recovery Hit Cr. Hit
6 5 17 -3 -2
Damage Stun Guard 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.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
3s ken cr.hk.png
Startup Active Recovery Hit Cr. Hit
6 5 26 Soft KD Soft KD
Damage Stun Guard 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.
FATonline.png




Jumping Normals

8LP
Jump LP (Neutral)
U.png+Lp.png
3s ken nj.lp.png
Startup Active Recovery Hit Cr. Hit
5 Until Landing - +3~+7 +7
Damage Stun Guard Parry Block
10 7 - H +3~+7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
j.LP
Jump LP
Uf.png+Lp.png
3s ken j.lp.png
Startup Active Recovery Hit Cr. Hit
4 Until Landing - -2~+7 +7
Damage Stun Guard Parry Block
8 7 - H -1~+8
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
8MP
Jump MP (Neutral)
U.png+Mp.png
3s ken nj.mp 1.png
Frame 7
3s ken nj.mp 2.png
Frames 8-9
3s ken j.mp 3.png
Frames 11-12
Startup Active Recovery Hit Cr. Hit
6 5 - +2~+10 +10
Damage Stun Guard Parry Block
17 11 - H +4~+11
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MP
Jump MP
Uf.png+Mp.png
3s ken j.mp 1.png
Frame 7
3s ken j.mp 2.png
Frames 8-9
3s ken j.mp 3.png
Frames 11-12
Startup Active Recovery Hit Cr. Hit
5 5 - +1~+10 +10
Damage Stun Guard Parry Block
17 11 - H +2~+11
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
3s ken nj.hp.png
Startup Active Recovery Hit Cr. Hit
7 3 - +9~+13 +13
Damage Stun Guard Parry Block
23 15 - H +10~+14
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
3s ken j.hp 1.png
Frame 7
3s ken j.hp 2.png
Frame 8
3s ken j.hp 3.png
Frames 9-10
Startup Active Recovery Hit Cr. Hit
6 4 - +1~+13 +13
Damage Stun Guard Parry Block
23 15 - H +5~+12
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
8LK
Jump LK (Neutral)
U.png+Lk.png
3s ken nj.lk 1.png
Frame 6
3s ken nj.lk 2.png
Frames 7-onwards
Startup Active Recovery Hit Cr. Hit
5 Until Landing - +3~+7 +7
Damage Stun Guard Parry Block
8 7 - H +3~+7
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
j.LK
Jump LK
Uf.png+Lk.png
3s ken j.lk.png
Startup Active Recovery Hit Cr. Hit
4 10 - 0~+6 +6
Damage Stun Guard Parry Block
8 5 - H -1~+6
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
8MK
Jump MK (Neutral)
U.png+Mk.png
3s ken nj.mk 1.png
Frame 6
3s ken nj.mk 2.png
Frames 7-11
Startup Active Recovery Hit Cr. Hit
5 6 - +3~+10 +10
Damage Stun Guard Parry Block
16 9 - H +3~+10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MK
Jump MK
Uf.png+Mk.png
3s ken j.mk 1.png
Frame 6
3s ken j.mk 2.png
Frames 7-11
Startup Active Recovery Hit Cr. Hit
5 6 - +3~+10 +10
Damage Stun Guard Parry Block
16 9 - H +3~+10
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HK
Jump HK (Neutral)
U.png+Hk.png
3s ken nj.hk 1.png
Frames 8-9
3s ken nj.hk 2.png
Frames 10-12
Startup Active Recovery Hit Cr. Hit
7 5 - +9~+13 +13
Damage Stun Guard Parry Block
23 13 - H +7~+13
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HK
Jump HK
Uf.png+Hk.png
3s ken j.hk 1.png
Frame 7
3s ken j.hk 2.png
Frames 8-10
Startup Active Recovery Hit Cr. Hit
6 4 - +5~+12 +12
Damage Stun Guard Parry Block
22 13 - H +5~+12
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png




Target Combos

MPHP
Target Combo
Mp.png>Hp.png
3s ken cl.mp.png
3s ken cl.hp 1.png
3s ken cl.hp 2.png
Startup Active Recovery Hit Cr. Hit
4 - - 0 2
Damage Stun Guard Parry Block
7 3 - H -2




Throws

LPLK (mash)
Hizageri
Lp.png+Lk.png (mash)
3s ken lp+lk.png
(kenhg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 Soft KD Soft KD
Damage Stun Guard Parry Block
27 12 - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 7, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 7.
FATonline.png
4LPLK
Jigoku Kuruma
B.png+Lp.png+Lk.png
3s ken lp+lk.png
(kenjg).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
19 14 - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
FATonline.png
6LPLK
Seoi Nage
F.png+Lp.png+Lk.png
3s ken lp+lk.png
(kensn).gif
Startup Active Recovery Hit Cr. Hit
2 1 21 D D
Damage Stun Guard Parry Block
21 8 - - -
  • 24 throw range
  • Self meter gain: Whiff: 0, Hit: 8, Block: 0.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 7.
FATonline.png




Universal Overhead

MPMK
Straight Hit
Mp.png+Mk.png
3s ken mp+mk.png
Startup Active Recovery Hit Cr. Hit
15 8 7 0~+7 +1~+8
Damage Stun Guard Parry Block
7 3 - H -5~0
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png




Taunt

HPHK
Taunt
Hp.png+Hk.png
3s ken hp+hk.png
(kent).gif
Startup Active Recovery Hit Cr. Hit
15 2 27 -18 -
Damage Stun Guard Parry Block
2 6 - A -18
  • Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
  • Self meter gain: Whiff: 4, Hit: 8, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png




Special Moves

236P
Hadouken
Qcf.png+P.png
3s ken qcf1.png
Frame 12
3s ken qcf2.png
Lp.png/Mp.png/Hp.png Frame 13-onwards
3s ken exqcf 1.png
Frame 12
3s ken exqcf 2.png
Ex.png Frame 13-onwards
Lp.png Startup Active Recovery Hit Cr. Hit
11 - 38 -10 -10
Damage Stun Guard Parry Block
10 3 - H -11
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
FATonline.png
Mp.png Startup Active Recovery Hit Cr. Hit
11 - 38 -10 -10
Damage Stun Guard Parry Block
10 - - H -11
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
FATonline.png
Hp.png Startup Active Recovery Hit Cr. Hit
11 - 38 -10 -10
Damage Stun Guard Parry Block
10 - - H -11
  • Self meter gain: Whiff: 0, Hit: 2, Block: 1.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
FATonline.png
Ex.png Startup Active Recovery Hit Cr. Hit
11 - 38 Soft KD Soft KD
Damage Stun Guard Parry Block
20 5 - H -6
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
  • Cancel options: su
FATonline.png


Ken's fireballs are unsafe near point blank, but become safer the farther they are spaced out. The sweet spot is a bit outside his normal poke range, where it's hard to consistently parry on reaction. Be aware of the opponent's meter, as some fast ranged supers can be a threat even against well-spaced fireballs. The EX version is the most useful overall due to its knockdown and relative safety on block. Cancelling a normal into Hadoken can give more time for hitconfirming SA3, and throwing a raw fireball xx SA3 can mess up the opponent's parry timing when going for a chip KO.

623P
Shoryuken
Dp.png+P.png
3s ken dp.lp 1.png
Frames 3-4
3s ken dp.lp 2.png
Frames 5-6
3s ken dp.lp 3.png
Lp.png/Mp.png Frames 7-10
3s ken dp.hp 1.png
Frames 4-5
3s ken dp.hp 2.png
Frames 6-7
3s ken dp.hp 3.png
Hp.png Frames 8-24
3s ken exdp 1.png
Frames 2-3
3s ken exdp 2.png
Frames 4-5
3s ken exdp 3.png
Ex.png Frames 6-24
Lp.png Startup Active Recovery Hit Cr. Hit
2 8 26 Soft KD Soft KD
Damage Stun Guard Parry Block
26 11 - A -17
  • 1-4f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
Mp.png Startup Active Recovery Hit Cr. Hit
3 14 28 Soft KD Soft KD
Damage Stun Guard Parry Block
28 15 - A -24
  • 1-5f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
Hp.png Startup Active Recovery Hit Cr. Hit
3 21 32 Soft KD Soft KD
Damage Stun Guard Parry Block
32 15 - A -31
  • 1-3f All Inv, 4-7f Upper Body Inv
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
Ex.png Startup Active Recovery Hit Cr. Hit
1 20 38 Soft KD Soft KD
Damage Stun Guard Parry Block
34 17 - A -36
  • 1-5f All Inv
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214K
Tatsumaki Senpukyaku
Qcb.png+K.png
3s ken qcb 1.png
Frame 7-8 / EX: Frame 5-6
3s ken qcb 2.png
Lk.png/Mk.png/Hk.png/Ex.png Frame 17-19 / EX: Frame 12-13
Lk.png Startup Active Recovery Hit Cr. Hit
6 7 14 -3 -3
Damage Stun Guard 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.
FATonline.png
Mk.png Startup Active Recovery Hit Cr. Hit
6 14 15 -4 -4
Damage Stun Guard 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.
FATonline.png
Hk.png Startup Active Recovery Hit Cr. Hit
6 17 15 -5~-3 -5~-3
Damage Stun Guard 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.
FATonline.png
Ex.png Startup Active Recovery Hit Cr. Hit
4 21 13 -1 -1
Damage Stun Guard Parry Block
34 17 - H -3
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214K (air)
Air Tatsumaki Senpukyaku
Qcb.png+K.png (air)
3s ken qcb 2.png
Lk.png/Mk.png/Hk.png/Ex.png
Lk.png Startup Active Recovery Hit Cr. Hit
7 4 - -5~+1 -1~+1
Damage Stun Guard Parry Block
27 9 - H -5~+1
  • Self meter gain: Whiff: 2, Hit: 17, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
Mk.png Startup Active Recovery Hit Cr. Hit
7 6 - -6~+1 -1~+1
Damage Stun Guard Parry Block
40 13 - H -6~+1
  • Self meter gain: Whiff: 3, Hit: 25, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
Hk.png Startup Active Recovery Hit Cr. Hit
7 8 - -6~+1 -1~+1
Damage Stun Guard Parry Block
40 13 - H -6~+1
  • Self meter gain: Whiff: 4, Hit: 26, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
Ex.png Startup Active Recovery Hit Cr. Hit
6 13 - Soft KD Soft KD
Damage Stun Guard Parry Block
52 17 - H -1~+1
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png




Super Arts

236236P (SA1)
Shoryureppa
Qcf.pngQcf.png+P.png (SA1)
3s ken sa1.png
Startup Active Recovery Hit Cr. Hit
1 34 45 Hard KD Hard KD
Damage Stun Guard Parry Block
69 6 - A -38
FATonline.png
236236K (SA2)
Shinryuken
Qcf.pngQcf.png+K.png (mash K) (SA2)
3s ken sa1.png
Startup Active Recovery Hit Cr. Hit
2 36 61 Hard KD Hard KD
Damage Stun Guard Parry Block
67 - - A -80
FATonline.png
236236K (SA3)
Shippu Jinraikyaku
Qcf.pngQcf.png+K.png (SA3)
3s ken sa3.png
Startup Active Recovery Hit Cr. Hit
2 9 27 Hard KD Hard KD
Damage Stun Guard Parry Block
51 16 - H -11
FATonline.png

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