(→5HK) |
(→623P) |
||
(22 intermediate revisions by the same user not shown) | |||
Line 317: | Line 317: | ||
* Self meter gain: Whiff: 2, Hit: 11, Block: 5. | * Self meter gain: Whiff: 2, Hit: 11, Block: 5. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Difficult to get optimal kara range | |||
* Just fast enough that people still get hit with it sometimes | |||
* Hit-confirmable into SA3 via 1f link | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Inazuma%20Kakato%20Wari%20(Short)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Inazuma%20Kakato%20Wari%20(Short)}} | ||
Line 405: | Line 408: | ||
* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Very slow overhead, not really used on purpose | |||
* If it does hit for some reason, you can link into SA3 | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shiden%20Kakato%20Otoshi}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shiden%20Kakato%20Otoshi}} | ||
}} | }} | ||
Line 435: | Line 440: | ||
* Opponent meter gain: Hit: 0, Block: 0. | * Opponent meter gain: Hit: 0, Block: 0. | ||
* Cancel options: self sp su | * Cancel options: self sp su | ||
* 1f faster than 2LK, with better frame advantage, and shorter overall recovery | |||
* More vulnerable to parry than 2LK due to HL parry property | |||
* Sometimes used as a mash | |||
* Sometimes used as a dash-in button | |||
* Hit-confirmable into SA3 via light chain, usually 2LP > 2LK. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20LP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20LP}} | ||
}} | }} | ||
Line 465: | Line 475: | ||
* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Low emperor punch | |||
* One of the best general purpose pokes in the game, along with his standing MP | |||
* Good hitbox and great frame data | |||
* Hit-confirmable into SA3 | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20MP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20MP}} | ||
}} | }} | ||
Line 498: | Line 512: | ||
* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Anti-air option | |||
* Whiff punish option | |||
* Is itself whiff punish bait, so be careful trying to clip people with this | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20HP}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20HP}} | ||
}} | }} | ||
Line 524: | Line 541: | ||
* Opponent meter gain: Hit: 0, Block: 0. | * Opponent meter gain: Hit: 0, Block: 0. | ||
* Cancel options: self sp su | * Cancel options: self sp su | ||
* Low hit-confirm option with light chains, usually 2LK > 2LP or 2LK > 2LK. | |||
* Slower than 2LP, less frame advantage than 2LP, but less vulnerable to guess parry since it can only be parried low | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20LK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20LK}} | ||
}} | }} | ||
Line 555: | Line 574: | ||
* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Commonly quoted as a "13f hit-confirm" because it has 13 super-cancelable frames. Realistically you have fewer frames than that after accounting for input delay and screen draw. | |||
* I promise you that this is a hit confirm, even though YOU might not be able to hit confirm it. It's difficult. Don't waste too much energy grinding this if you aren't already solid with your other hit-confirm options. | |||
* Great neutral / whiff punish button | |||
* Can be vulnerable to jump-ins | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20MK}} | ||
}} | }} | ||
Line 581: | Line 604: | ||
* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Good range, causes a knockdown | |||
* Easy whiff punish, very negative on block, vulnerable to jump-ins | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Crouch%20HK}} | ||
}} | }} | ||
Line 830: | Line 855: | ||
* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* Pretty good neutral option | |||
* Controls air space in air-to-air situations | |||
* Hit confirmable on grounded hits, even when it hits pretty high up | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK%20(Neutral)}} | ||
}} | }} | ||
Line 858: | Line 886: | ||
* Self meter gain: Whiff: 2, Hit: 11, Block: 6. | * Self meter gain: Whiff: 2, Hit: 11, Block: 6. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 0. | ||
* The cross-up button | |||
* Useful both from neutral and for okizeme | |||
* Hit-confirmable | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20MK}} | ||
}} | }} | ||
Line 886: | Line 917: | ||
* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Good air-to-air option when you need something with a different angle than neutral jump MK | |||
* Hit-confirmable | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK%20(Neutral)}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK%20(Neutral)}} | ||
}} | }} | ||
Line 914: | Line 947: | ||
* Self meter gain: Whiff: 3, Hit: 19, Block: 10. | * Self meter gain: Whiff: 3, Hit: 19, Block: 10. | ||
* Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 4, Block: 0. | ||
* Great jump-in button | |||
* Extremely plus if you hit it as late as possible, up to +12 on hit | |||
* Big damage hit confirms | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jump%20HK}} | ||
}} | }} | ||
Line 945: | Line 981: | ||
|attackLevel=Mid>Mid | |attackLevel=Mid>Mid | ||
|description= | |description= | ||
* One of the best target combos in the game | |||
* Very easy hit confirm with or without meter | |||
* Confirms into DP meterless | |||
* Confirms into SA3 with meter | |||
}} | }} | ||
}} | }} | ||
Line 974: | Line 1,014: | ||
* Self meter gain: Whiff: 0, Hit: 7, Block: 0. | * Self meter gain: Whiff: 0, Hit: 7, Block: 0. | ||
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 7. | * Opponent meter gain: Whiff: 0, Hit: 0, Block: 7. | ||
* Mash for more hits | |||
* Good okizeme | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Hizageri}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Hizageri}} | ||
}} | }} | ||
Line 1,000: | Line 1,042: | ||
* Self meter gain: Whiff: 0, Hit: 8, Block: 0. | * Self meter gain: Whiff: 0, Hit: 8, Block: 0. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 7. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 7. | ||
* Back throw, side-switches with the opponent | |||
* Incredible corner carry | |||
* Ken actually recovers before the opponent hits the ground, so if this is going to kill them, you can sneak in a little shoryu before the end of the round for a bit of extra meter build | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jigoku%20Kuruma}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Jigoku%20Kuruma}} | ||
}} | }} | ||
Line 1,026: | Line 1,071: | ||
* Self meter gain: Whiff: 0, Hit: 8, Block: 0. | * Self meter gain: Whiff: 0, Hit: 8, Block: 0. | ||
* Opponent meter gain: Whiff: 0, Hit: 2, Block: 7. | * Opponent meter gain: Whiff: 0, Hit: 2, Block: 7. | ||
* Okizeme is worse than neutral throw, but since this isn't mashable you get more guaranteed damage. | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Seoi%20Nage}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Seoi%20Nage}} | ||
}} | }} | ||
Line 1,055: | Line 1,101: | ||
* Self meter gain: Whiff: 0, Hit: 2, Block: 1. | * Self meter gain: Whiff: 0, Hit: 2, Block: 1. | ||
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | ||
* Standard universal overhead | |||
* Hit confirms into LP DP if you don't have meter | |||
* Hit confirms into SA3 if you do have meter | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Straight%20Hit}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Straight%20Hit}} | ||
}} | }} | ||
Line 1,230: | Line 1,279: | ||
* Self meter gain: Whiff: 3, Hit: 21, Block: 15. | * Self meter gain: Whiff: 3, Hit: 21, Block: 15. | ||
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | ||
* Vulnerable to parry due to being one hit | |||
* Extremely high damage potential due to shoryu -> kara shoryu combo | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/LP%20Shoryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/LP%20Shoryuken}} | ||
}} | }} | ||
Line 1,249: | Line 1,300: | ||
* Self meter gain: Whiff: 3, Hit: 22, Block: 16. | * Self meter gain: Whiff: 3, Hit: 22, Block: 16. | ||
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | ||
* Typically this is the one you're going to cancel into super from | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/MP%20Shoryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/MP%20Shoryuken}} | ||
}} | }} | ||
Line 1,268: | Line 1,320: | ||
* Self meter gain: Whiff: 3, Hit: 23, Block: 17. | * Self meter gain: Whiff: 3, Hit: 23, Block: 17. | ||
* Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 6, Block: 0. | ||
* Great meterless anti-air | |||
* Fully invulnerable until the first active frame | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/HP%20Shoryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/HP%20Shoryuken}} | ||
}} | }} | ||
Line 1,287: | Line 1,341: | ||
* Self meter gain: Whiff: -40, Hit: -40, Block: -40. | * Self meter gain: Whiff: -40, Hit: -40, Block: -40. | ||
* Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | * Opponent meter gain: Whiff: 0, Hit: 0, Block: 0. | ||
* Also a great anti-air | |||
* Invulnerable through the first active frame | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Shoryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/EX%20Shoryuken}} | ||
}} | }} | ||
Line 1,474: | Line 1,530: | ||
|stun=6 | |stun=6 | ||
|description= | |description= | ||
* Middle ground between the other two supers | |||
* Two bars so you get some meter to play with | |||
* Similarly limited hit confirms, but better whiff punishes due to forward movement, compared to SA2 | |||
* Better damage than SA3, but harder to hit in general | |||
* Actually not too bad, just no reason to pick it when SA3 exists | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shoryureppa}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shoryureppa}} | ||
}} | }} | ||
Line 1,496: | Line 1,557: | ||
|damage=67 | |damage=67 | ||
|description= | |description= | ||
* Mash for more hits | |||
* Potentially big damage, but limits your meter usage due to having one long bar | |||
* Limited hit confirms | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shinryuken}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shinryuken}} | ||
}} | }} | ||
Line 1,518: | Line 1,582: | ||
|damage=51 | |damage=51 | ||
|stun=16 | |stun=16 | ||
|description= | |description= | ||
* One of the best supers in the game | |||
* Punishes tons of moves on block and even on hit | |||
* Very fast with great range, one of the best whiff punish tools in the game | |||
* Confirmable from just about everything Ken wants to do | |||
{{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shipuujinrai%20Kyaku}} | {{3S Button FAT|link=https://fullmeter.com/fatonline/#/framedata/movedetail/3S/Ken/normal/Shipuujinrai%20Kyaku}} | ||
}} | }} |
Latest revision as of 23:41, 13 May 2024
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.
As one of the most famous fighting game characters ever, and apparently the more popular of the original shotos, Ken needs little introduction. He is one of the best characters in the game, with very high meterless damage potential, one of the best anti-airs in the game with EX DP, and one of the best supers with SA3.
Super Arts
SAI (Shoryu-Reppa)
This would probably be his super of choice if SA3 didn't exist. Has good close-range hit confirms, 2 stocks, good damage, and significant invulnerability frames. It is lacking in hit confirms from Ken's long range pokes.
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 for good reason. 3 stocks means you have loopable okizeme in addition to plenty of EX meter for fireballs, uppercuts, and air tatsus. Has an absurd number of hit confirms -- it links or cancels from just about everything. Extremely fast startup and far range on the first hit lets Ken punish many moves that are usually considered safe, as well as making it one of the best whiff punish tools in the game. It is his lowest damage super, but it's still respectable for a 3 bar super with short meters, and the numerous positives outweigh this one small negative.
Pros & Cons
Strengths | Weaknesses |
---|---|
|
|
Character Colors
Ken #3S_KE | |
---|---|
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.
|
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)
5LP (far)
5MP (cl)
5MP (far)
5HP (cl)
5HP (far)
5LK
5MK
5HK
Command Normals
4MK
5MK (Hold)
6MK
6HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
8LP
j.LP
8MP
j.MP
8HP
j.HP
8LK
j.LK
8MK
j.MK
8HK
j.HK
Target Combos
MPHP
Startup | Active | Recovery | Hit | Cr. Hit | ||
---|---|---|---|---|---|---|
4 | - | - | 0 | 2 | ||
Damage | Stun | Guard | Parry | Block | ||
7 | 3 | - | H | -2 | ||
|
Throws
LPLK (mash)
4LPLK
6LPLK
Universal Overhead
MPMK
Taunt
HPHK
Special Moves
236P
623P
214K
214K (air)