Street Fighter X Tekken/Ken

From SuperCombo Wiki

Introduction

Ideal Team Position: Point

While lacking the consistent damage of Ryu and the lockdown ability of Akuma, Ken’s superior buttons and generous frame advantages make him a force to be reckoned with...so long as you have a partner that can cover up his weaknesses. Although he has a Hadoken of his own, he recovers slower from its execution than Ryu and Akuma, which makes it difficult to use at mid-range where the opponent could react to it with enough time to punish Ken before he can recover. Instead, his mid-range is focused on using his excellent movement options to close in on the opponent where he can pressure them with his buttons or close in for a throw. To make up for his negligible solo damage, Ken has numerous ways he can safely tag in his partner who could deal the damage in his stead, which along with his footsie options, movement, and reset capabilities with his partner tagging in from a tag canceled HK or EX Tatsu make him an ideal point character.

Strengths Weaknesses
  • Several of his normal attacks either reach far, are safe on block, or both, allowing him to excel at playing footsies
  • MP, HP, and EX Shoryukens can be easily tag canceled on block to allow the partner to come in and apply pressure with minimal risk
  • Able to hitconfirm into HP Shoryuken allowing for “juggle reset” combos
  • Tatsumaki Senpukyaku has long hitstun for easy standing tag combos and reset opportunities
  • far HK, one of his farthest-reaching normals, causes crumple stun on counter hit, giving him the opportunity for a full juggle
  • f+mk, his step kick, is only -2 on block which allows him to easily get in range to play footsies at his optimal range
  • Kara Throw (cl.MK) allows him to throw opponents at ranges that would otherwise be inaccessible to him
  • His most dangerous throw requires him to be in neutral, preventing him from utilizing it while walking forward
  • Both overheads are unsafe on block, necessitating him to space them.
  • Has difficulty opening the opponent up without a counter hit stored and lacks setups for charging counter hit
  • Has trouble fighting out of life deficits due to low damage output and lack of tools to pressure opponents into making mistakes
  • Fireball recovers slower than other fireball characters
Ken
SFxT Ken Art.jpg
Health 1000
Ground Movement
Forward walk speed 40
Back walk speed 30
Forward dash duration 18
Back dash duration 8,10,9
Jumping
Prejump duration 4
Neutral jump duration 35
Diagonal jump duration 35
Neutral super jump duration 35
Diagonal super jump duration 35
Misc.
Charge Cancel Delay (Normal/EX) 6

Move Analysis

Normal Moves

Far LP
LP
SFxT Ken 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif 30 H SM,EX,SA,CA 5 4 7 +6 +2 1 1 1
  • Rapid fire cancelable into light attacks
Far MP
MP
SFxT Ken 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Strong.gif 60 H - 6 5 9 +7 +3 2 1 1
  • -
Far HP
HP
SFxT Ken 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif 90 H - 11 3 23 -1 -6 3 1 1
  • -
Far LK
LK
SFxT Ken 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Short.gif 30 H - 4 3 11 +3 -1 1 1 1
  • -
Far MK
MK
SFxT Ken 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Forward.gif 60 H - 7 3 18 0 -4 2 1 1
  • -
Far HK
HK
SFxT Ken 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Roundhouse.gif 90 H - 11 3 22 0 -5 3 1 1
  • Crumples on counter hit
Close LP
(near opponent) LP
SFxT Ken CL 5LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Jab.gif 30 H SM,EX,SA,CA 4 2 10 +5 +1 1 1 1
  • Rapid fire cancelable into light attacks
Close MP
(near opponent) MP
SFxT Ken CL 5MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Strong.gif 60 H SM,EX,SA,CA 7 3 23 -5 -9 2 1 1
  • -
Close HP
(near opponent) HP
SFxT Ken CL 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Fierce.gif 90(60) H SM,EX,SA,CA 5 3 24 -1 -7 3 1 1
  • Forces standing
Close LK
(near opponent) LK
SFxT Ken CL 5LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Short.gif 30 H SM,EX,SA,CA 6 2 12 +3 -1 1 1 1
  • Rapid fire cancelable into light attacks
Close MK
(near opponent) MK
SFxT Ken CL 5MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Forward.gif 60 H SM,EX,SA,CA 8 3 10 +8 +4 2 1 1
  • -
Close HK
(near opponent) HK
SFxT Ken CL 5HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Roundhouse.gif 90 H SM,EX,SA,CA 8 3 26 -4 -9 3 1 1
  • -
Crouch LP **LC
d+LP
SFxT Ken 2LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Jab.gif 30 H SM,EX,SA,CA 4 3 11 +3 -1 1 1 1
  • Rapid fire cancelable into light attacks
Crouch MP
d+MP
SFxT Ken 2MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Strong.gif 60 H SM,EX,SA,CA 6 5 12 +4 0 2 1 1
  • -
Crouch HP
d+HP
SFxT Ken 2HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Fierce.gif 90(60) H SM,EX,SA,CA 6 5 25 -4 -10 3 1 1
  • Forces standing
Crouch LK
d+LK
SFxT Ken 2LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Short.gif 30 L SM,EX,SA,CA 3 4 11 +2 -2 1 1 1
  • Rapid fire cancelable into light attacks
Crouch MK
d+MK
SFxT Ken 2MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Forward.gif 60 L SM,EX,SA,CA 5 4 18 -1 -5 2 1 1
  • -
Crouch HK
d+HK
SFxT Ken 2HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Down.gif + Roundhouse.gif 90 L - 8 3 21 hard knockdown -4 3 1 1
  • -
Jump Up LP
u+LP
SFxT Ken 8LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Jab.gif 40 M - 7 9 until ground+4 +12 +3 1 1 1
  • -
Jump Up MP
u+MP
SFxT Ken 8MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Strong.gif 70 M - 6 4 until ground+4 +16 +5 2 1 1
  • -
Jump Up HP
u+HP
SFxT Ken 8HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Fierce.gif 100 M - 8 4 until ground+4 +20 +8 3 1 1
  • -
Jump Up LK
u+LK
SFxT Ken 8LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Short.gif 40 M - 7 10 until ground+4 +13 +4 1 1 1
  • -
Jump Up MK
u+MK
SFxT Ken 8MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Forward.gif 70 M - 7 7 until ground+4 +16 +5 2 1 1
  • -
Jump Up HK
u+HK
SFxT Ken 8HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Up.gif + Roundhouse.gif 100 M - 7 2 until ground+4 +20 +8 3 1 1
  • -
Jump Diagonal LP
ub/uf+LP
SFxT Ken 79LP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Jab.gif 40 M - 8 8 until ground+4 +12 +4 1 1 1
  • -
Jump Diagonal MP
ub/uf+MP
SFxT Ken 79MP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Strong.gif 70 M - 5 6 until ground+4 +16 +5 2 1 1
  • -
Jump Diagonal HP
ub/uf+HP
SFxT Ken 79HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Fierce.gif 100 M - 6 4 until ground+4 +20 +8 3 1 1
  • -
Jump Diagonal LK
ub/uf+LK
SFxT Ken 79LK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Short.gif 40 M - 5 8 until ground+4 +12 +4 1 1 1
  • -
Jump Diagonal MK
ub/uf+MK
SFxT Ken 79MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Forward.gif 70 M - 7 4 until ground+4 +16 +5 2 1 1
  • -
Jump Diagonal HK
ub/uf+HK
SFxT Ken 79HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Upleft.gif / Upright.gif + Roundhouse.gif 100 M - 6 6 until ground+4 +20 +8 3 1 1
  • -
Launcher **LC
HP+HK
SFxT Ken HPHK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Fierce.gif + Roundhouse.gif 100 H - 13 2 53 switch -34 0 - -
  • Crushes crouching attacks frames 1-14, Launches opponent while switching characters
Cross Cancel
(while blocking) f+HP+HK
SFxT Ken 623PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(while blocking) Right.gif + Fierce.gif + Roundhouse.gif 40x3 H - 5 16 42 knockdown -32 - - -
  • Invulnerability frames 1-6, Resembles EX Shoryuken

Unique Attacks

Inazuma Kick
b+MK
SFxT Ken 4MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Left.gif + Forward.gif 60 M - 15 2 18 +2 -4 2 1 1
  • Ground bounce on airborne opponent and on crouching counter hit, On hit: 0 on crouching opponent
Forward Step Kick
f+MK
SFxT Ken 6MK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Forward.gif 80 H - 11 5 14 +2 -2 2 1 1
  • Knockdown on airborne opponent
Thunder Kick
f+HK
SFxT Ken 6HK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Roundhouse.gif 100 M - 21 2 24 0 -6 3 1 1
  • Ground bounce on airborne opponent and on crouching counter hit, On hit:-1 on crouching opponent
Thunder Kick (feint)
f+HK (hold)
SFxT Ken 6HK hold.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Roundhouse.gif (hold) - - SM,EX,SA,CA - - 27 - - - - -
  • -
Target Combo
(close) MP > HP
SFxT Ken CL 5MP.png
SFxT Ken CL 5HP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
(near opponent) Strong.gif ---.png Fierce.gif 90 H SM,EX,SA,CA 5 3 22 +3 -4 3 1 -
  • -

Normal Throws

Shoulder Throw
f+LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Right.gif + Jab.gif + Short.gif 130 throw - 5 2 20 hard knockdown - - - -
  • -
Hell Wheel
b+LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Left.gif + Jab.gif + Short.gif 130 throw - 5 2 20 hard knockdown - - - -
  • -
Knee Bash
n+LP+LK
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Jab.gif + Short.gif 140 throw - 5 2 20 hard knockdown - - - -
  • -

Special Moves

Hadoken
qcf+P
SFxT Ken 236P.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Punch.gif 60 H - 15 - 34 0 -5 3 4 0
  • -
Hadoken EX
qcf+PP
SFxT Ken 236PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + 2pp.gif 90 H - 15 - 34 +5 -1 3,3 0,4 0
  • -
Tatsumaki Senpukyaku
qcb+K
SFxT Ken 214K.png
SFxT Ken 214K charge.png
Charge
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Short.gif 50,30 H - 7 1(4)2(6)2 17 -2 -5 3,3,3 1,1,1 0
  • Chargeable: 51F for EX Version and 100F for Super Art, Lower body projectile invulnerability frames 7-32, 1st hit forces standing
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Forward.gif 40,20,20,20 H - 7 2(5)2(5)1(5)2(5)2(5)1 23 0 -3 6,6,6,6 1,1,1,1 0
  • Chargeable: 51F for EX Version and 100F for Super Art, Lower body projectile invulnerability frames 9-55, 1st hit forces standing
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Roundhouse.gif 40,20,20,20,20 H - 7 2(6)1(5)1(5)1(5)1(5)1(5)2(5)2 24 -1 -4 7,7,7,7,7 1,1,1,1,1 0
  • Chargeable: 51F for EX Version and 100F for Super Art, Lower body projectile invulnerability frames 7-63, 1st hit forces standing
Tatsumaki Senpukyaku EX
qcb+KK
SFxT Ken 214KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + 2kk.gif 25x5 H - 7 2(4)1(3)1(4)1(4)1(2)1(4)1(3)1 25 +5 0 8,8,8,8,8 1,1,1,1,1 0
  • Chargeable: 51F for Super Art, Lower body projectile invulnerability frames 7-47, Forces standing
Tatsumaki Senpukyaku (air) **LC
(air) qcb+K
SFxT Ken j214K.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Short.gif 50 per hit H - 9 1(6)2(6)2(5)2 until ground+11 +10 +5 4 1 0
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Forward.gif 60 per hit H - 8 1(3)2(3)2(3)1(4)1 until ground+11 +10 +5 5 1 0
  • -
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + Roundhouse.gif 70 per hit H - 8 1(2)1(3)1(2)1(3)1(3)1(2)1 until ground+11 +10 +5 7 1 0
  • -
Tatsumaki Senpukyaku EX (air)
(air) qcb+KK
SFxT Ken j214KK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + 2kk.gif 60 per hit H - 7 1(2)1(2)1(2)1(2)1(2)1(1)1 until ground+4 +25 +17 7 1 0
  • -
Shoryuken
f,d,df+P
SFxT Ken 623P.png
SFxT Ken 623HP.png
HP version
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Jab.gif 70(50) H - 4 11 23 float -12 3 4 0
  • Lower body invulnerability frames 1-6, Airborne from frame 7
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Strong.gif 80,50 H - 5 14 39 knockdown -37 3,3 1,4 0
  • Invulnerability frames 1-7, Lower body invulnerability frame 8, Throw invulnerability frames 8-9, Airborne from frame 9, 2nd hit whiffs against crouching opponent
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + Fierce.gif 80,30,20 H - 3 16 40 knockdown -30 4,5,6 1,1,4 0
  • Throw invulnerability frames 5-7
Shoryuken EX
f,d,df+PP
SFxT Ken 623PP.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Dp.gif + 2pp.gif 100,40,30,10 H - 3 16 51 hard knockdown -39 3,3,3,3 1,1,1,1 0
  • Invulnerability frames 1-10, Airborne from frame 8

Super Combos

Shippu Jinraikyaku **LC
qcb+KKK
SFxT Ken 214KKK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcb.gif + 2kk.gifKick.gif 340 H - 2 4(16)2(12)2(10)2(20)2 38 hard knockdown -19 5,5,5,5,5 1,1,1,1,6 -
  • 72 frames cinematic freeze before attack begins, Invulnerability frames 1-3
Cross Art **LC
qcf+MP+MK
SFxT Ken 236MPMK.png
Command Damage Guard Cancel Startup Active Recovery Hit Adv. Block Adv. JP JC JS
Qcf.gif + Strong.gif + Forward.gif 150+ H - 9 2(15)2(16)2 42 switch -23 3,3,3 0,0,4 -
  • 63 frames cinematic freeze before attack begins, Invulnerability frames 1-9

Game Navigation

General
Controls
Notation
HUD
Glossary
System
FAQ
Street Fighter Characters
Abel
Akuma
Balrog
Blanka
Cammy
Chun Li
Cody
Dhalsim
Dudley
Elena
Guile
Guy
Hugo
Ibuki
Juri
Ken
M Bison
Poison
Rolento
Rufus
Ryu
Sagat
Sakura
Vega
Zangief
Tekken Characters
Alisa
Asuka
Bob
Bryan
Christie
Heihachi
Hwoarang
Jack X
Jin
Julia
Kazuya
King
Kuma
Lars
Law
Lei
Lili
Marduk
Nina
Ogre
Paul
Raven
Steve
Xiaoyu
Yoshimitsu
Guest Characters
Cole
Kuro
Mega Man
Pac Man
Toro