ReckyDaGuy (talk | contribs) (→frhk) |
ReckyDaGuy (talk | contribs) No edit summary |
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| imageSize = 118x72px | | imageSize = 118x72px | ||
| caption = First Hit | | caption = First Hit | ||
| | | image2 = EHonda_stfarfrwrd4.png | ||
| | | imageSize2 = 147x72px | ||
| | | caption2 = Second Hit | ||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
Line 313: | Line 313: | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 18}} | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 18}} | ||
|} | |||
</div> | </div> | ||
Line 546: | Line 547: | ||
| input = 5HK | | input = 5HK | ||
| subtitle = fr.{{Icon-Capcom|hk}} | | subtitle = fr.{{Icon-Capcom|hk}} | ||
| image = | | image = EHonda_stclrh4_stfarrh4.png | ||
| imageSize = | | imageSize = 121x111px | ||
| caption = This move doesn't change depending on distance, but it's listed twice for consistency. | | caption = First Hit. | ||
| image2 = EHonda_stclrh5_stfarrh5.png | |||
| imageSize2 = 147x112px | |||
| caption2 = Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency. | |||
| data = | | data = | ||
{{AttackData-SSF2T | {{AttackData-SSF2T | ||
|damage = | |damage = 4[2] ~ 30[0] | ||
|dizzy= 10~16 | |dizzy= 3~9 > 10~16 | ||
|dizzytime= 80 | |dizzytime= 40 ~ 80 | ||
|cancel = None | |cancel = None | ||
|guard = Mid | |guard = Mid | ||
|startup = | |startup = 8 | ||
|active = 5 | |active = 8 (3 ~ 5) | ||
|recovery= | |recovery= 18 | ||
|total = | |total = 34 | ||
|frameAdv = -4 | |frameAdv = -4 ~ -1(-2) | ||
|actrange = N/A | |actrange = N/A | ||
|meter = 5/4 | |meter = 5/4 | ||
|description= | |description= An actual roundhouse kick. | ||
* | *Good damage and stun, but no follow ups. | ||
* | *Works as a simple 2-hitter, but it's safer to just use your Double Knee command forward instead since it does more damage and actually has frame advantage. | ||
* | *Can be used as an anti-air, but Honda has better options. | ||
*Can't be used while charging back (Overlaps with command sweep) | |||
}} | }} | ||
}} | }} | ||
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<span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span> | <span class="mw-customtoggle-frhk" style="color: cyan">Click to toggle detailed hitbox data.</span> | ||
<div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhk"> | <div class="mw-collapsible mw-collapsed" id="mw-customcollapsible-frhk"> | ||
*'''Startup/Active:''' | |||
{{STDiagramHeader}} | |||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} |{{STDiagramImageCell| 1 | EHonda_stclshrt2&7_stclfrwrd2&7_stclrh2&8_stfarrh2&8.png}} |{{STDiagramImageCell| 1 | EHonda_stclshrt3&6_stclfrwrd3&6_stclrh3&7_stfarrh3&7.png}} |{{STDiagramImageCell| 1 | EHonda_stclrh4_stfarrh4.png}} |{{STDiagramImageCell| 1 | EHonda_stclrh5_stfarrh5.png}} | |||
|- | |||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| 1 + 2}} |{{STDiagramCell| 2}} |{{STDiagramCell| 3}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} | |||
|- | |||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 3 | 8}} |{{STDiagramCell| 3}} |{{STDiagramCell| 5}} | |||
|} | |||
*'''Recovery:''' | |||
{{STDiagramHeader}} | {{STDiagramHeader}} | ||
{{STDiagramCell|}} |{{STDiagramImageCell| 1 | | {{STDiagramCell|}} |{{STDiagramImageCell| 1 | EHonda_stclrh6_stfarrh6.png}} |{{STDiagramImageCell| 1 | EHonda_stclshrt3&6_stclfrwrd3&6_stclrh3&7_stfarrh3&7.png}} |{{STDiagramImageCell| 1 | EHonda_stclshrt2&7_stclfrwrd2&7_stclrh2&8_stfarrh2&8.png}} |{{STDiagramImageCell| 1 | EHonda_stcljab1&6_stfarjab1&5_stclstrng1&6_stfarstrng1&7_stclfrc1&9_stfarfrc1_stclshrt1&8_stfarshrt1_stclfrwrd1&8_stfarfrwrdt1_stclrh1&9_stfarrh1&9.png}} | ||
|- | |- | ||
{{STDiagramCell| Frame Count}} |{{STDiagramCell| | {{STDiagramCell| Frame Count}} |{{STDiagramCell| 8}} |{{STDiagramCell| 6}} |{{STDiagramCell| 3}} |{{STDiagramCell| 1}} | ||
|- | |- | ||
{{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | | {{STDiagramCell| Simplified}} |{{STDiagramCellColSpan | 4 | 18}} | ||
|} | |} | ||
Revision as of 08:49, 27 December 2022
Normal Moves
Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
20[1] | 0~5 | 40 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 4 | 5 | 15 | +4 | 2/1 |
A far-reaching thrust.
|
Click to toggle detailed hitbox data.
frmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 5~11 | 60 | None | Mid | 33+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 4 | 6 | 17 | +8 | 4/3 |
Similar to far st.jab with more range.
|
Click to toggle detailed hitbox data.
frhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 10~16 | 80 | None | Mid | 49+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 4 | 18 | 30 | 0 | 5/4 |
A low punch that doesn't hit low.
|
Click to toggle detailed hitbox data.
frlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
18[1] | 0~5 | 40 | - | Low | 12+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 3 | 7 | 20 | +3 | 2/1 |
A strange, high-ish kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] ~ 24[1] | 5~11 x 2 | 60 x 2 | None | Mid | 12+ |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 9 (3 ~ 6) | 10 | 26 | -1 ~ +2(+1) | 4/3 |
Another weird high-ish kick.
|
Click to toggle detailed hitbox data.
frhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] ~ 30[0] | 3~9 > 10~16 | 40 ~ 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 (3 ~ 5) | 18 | 34 | -4 ~ -1(-2) | 5/4 |
An actual roundhouse kick.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Close Normals
cl.lp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[6] | 0~5 | 40 | Special, Super | Mid | 0-25 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
A quick elbow smash in front and above Ken's head.
|
Click to toggle detailed hitbox data.
clmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[0] | 5~11 | 60 | Special, Super | Mid | 0-31 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 2 | 17 | 23 | -1 | 4/3 |
Ken performs a hook, then another one that doesn't hit for some reason.
|
Click to toggle detailed hitbox data.
clhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[7] | 3~9/10~16 | 40/80 | Special, Super/None | Mid | 0-41 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 (2/6) | 23 | 35 | -9 | 5/4 |
A close uppercut.
|
Click to toggle detailed hitbox data.
cllk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 0~5 | 40 | Chain, Super | Low | 0 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
6 | 2 | 8 | 16 | +3 | 2/1 |
A low kick.
|
Click to toggle detailed hitbox data.
clmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[6] | 5~11 | 60 | Special, Super | Mid | 0-32 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 | 11 | 27 | -1 | 4/3 |
A very flexible split kick.
|
Click to toggle detailed hitbox data.
clhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] ~ 30[0] | 3~9 > 10~16 | 40 ~ 80 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 8 (3 ~ 5) | 18 | 34 | -4 ~ -1(-2) | 5/4 |
An actual roundhouse kick.
|
Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Crouching Normals
crlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 0~5 | 40 | Chain, Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 4 | 5 | 12 | +4 | 2/1 |
Another jab.
|
Click to toggle detailed hitbox data.
crmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 7 | 15 | +7 | 4/3 |
Ken does a crouching straight.
|
Click to toggle detailed hitbox data.
crhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2]/22[2] | 3~9/10~16 | 40/80 | Special, Super/None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 11 (3/8) | 23 | 37 | -12 | 5/4 |
Ken begins an uppercut from crouching position.
|
Click to toggle detailed hitbox data.
crlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[1] | 5~11 | 40 | Chain, Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 4 | 5 | 13 | +4 | 2/1 |
Crouching low kick.
|
Click to toggle detailed hitbox data.
frmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[1] | 5~11 | 60 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 9 | 19 | +3 | 4/3 |
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 5~11 | 130 | Special, Super | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 6 | 25 | 34 | -7/Soft Knockdown | 5/4 |
Ken's sweep kick.
|
Click to toggle detailed hitbox data.
Neutral Jump Normals
njlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
Ken performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
njmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | 4/3 |
An aerial punch that stays active for a while.
|
Click to toggle detailed hitbox data.
njhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 11~17(-1) | 60(+20) | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 20 | ∞ | 24+∞ | Dependent | 5/4 |
Ken's strongest jumping punch.
|
Click to toggle detailed hitbox data.
njlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
14[2] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
3 | 40 | ∞ | 43+∞ | Dependent | 2/1 |
A jumping split kick.
|
Click to toggle detailed hitbox data.
njmk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 13 | ∞ | 18+∞ | Dependent | 4/3 |
A slightly better jumping split kick.
|
Click to toggle detailed hitbox data.
njhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 11~17(-1) | 60(+20) | Special/None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8 (4/4) | ∞ | 10+∞ | Dependent | 5/4 |
Neutral spin kick.
|
Click to toggle detailed hitbox data.
Diagonal Jump Normals
djlp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[0] | 1~7(-2) | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | ∞ | N/A | 2+∞ | Dependent | 2/1 |
Ken performs a jumping jab that is active throughout the whole jump.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 | ∞ | 12+∞ | Dependent | 4/3 |
An aerial punch, similar to the neutral jump version.
|
Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[1] | 3~9 | 40 | Special | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
4 | 8 | ∞ | 12+∞ | Dependent | 5/4 |
Ken's strongest jumping punch.
|
Click to toggle detailed hitbox data.
djlk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] | 1~7(-2) | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | ∞ | N/A | 5+∞ | Dependent | 2/1 |
Ken's jumping knee.
|
Click to toggle detailed hitbox data.
djmk
First Hitbox | Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
26[2]/22[2] | 3~9/5~11 | 40/50(+10) | None | High | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
5 | 13 (5/8) | ∞ | 18+∞ | Dependent | 4/3 | |
Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[2] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
5 | 7 | ∞ | 12+∞ | Dependent | 5/4 |
A full power kick.
|
Click to toggle detailed hitbox data.
Throws
Ken can throw with ,
,
, and
. He also has an Air Throw.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32 | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ken's Punch throw, where he throws his enemy above his head.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ken's Hold.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32 | 7~13 | 100 | None | Grab | 48 (from axis) 19 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.
|
Click to toggle throwbox data.
Special Moves
Hadoken
![]() |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|---|
18[0] | 5~11 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 40* | 53 | -4 (Point Blank) | 2 | |
Ken's iconic fireball, now with extra hands.
| ||||||
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
20[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 41* | 54 | -5 (Point Blank) | 2 | |
| ||||||
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Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
22[0] | 7~13 | 110 | None | Mid | N/A | |
Startup | Active | Recovery | Total | Frame Adv. | Meter | |
13 | Traveling | 42* | 55 | -6 (Point Blank) | 2 | |
|
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 7 | 3 | 1 |
Simplified | 13 |
- Active:
- Jab Version:
![]() |
File:Ken fb6bjab.png | File:Ken fb7bjab.png | File:Ken fb8bjab.png | |
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 40 |
- Strong Version:
![]() |
File:Ken fb6bstrng.png | File:Ken fb7bstrng.png | File:Ken fb8bstrng.png | |
Frame Count | 1 | 1 | 2 | 2... |
Simplified | 41 |
- Fierce Version:
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Frame Count | 1 | 1 | 2 | 2... |
Simplified | 42 |
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
Shoryuken
Click to toggle detailed hitbox data.
- Jab Version:
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Frame Count | 2 | 4 | 2 | 12 | 6 | 10 | 3 |
Simplified | 2 | 18 | 19 |
- Strong Version:
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Frame Count | 2 | 4 | 2 | 20 | 6 | 18 | 3 |
Simplified | 2 | 4 | 22 | 27 |
- Fierce Version:
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Frame Count | 2 | 2 | 1 | 25 | 6 | 25 | 3 |
Simplified | 2 | 2 | 26 | 34 |
Tatsumaki Senpukyaku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[1] (First Hitbox) ~ 12[2] (All others) | 3~9 x 3(L)/4(M)/5(H) | 90 x 3(L)/4(M)/5(H) | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 3(7), 2(1)2(2) x 3(L)/4(M)/5(H) | 2 + 12 | 44/51/58 | +3 (Last Hit) | 6 |
Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
|
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 1 | 3 | 3 | 3 | 1 |
Simplified | 1 | 3 | 7 |
- Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
Simplified | 12 | 0 |
Kuuchuu Tatsumaki Senpukyaku
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
12[2] (All Hits) | 3~9 x x 3(L)/4(M)/5(H) | 90 x x 3(L)/4(M)/5(H) | None | High/Unblockable | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
0 | 2(1)2(2) x 3(L)/4(M)/5(H) | ∞+7 | 21(L)/28(M)/35(H) +∞+7 | Dependent | 6 |
The Tatsumaki Senpukyaku except airborne.
|
Click to toggle detailed hitbox data.
- Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 4 | ∞ | 7 |
Simplified | ∞ | 7 |
Crazy Kicks
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.
Kama Barai Geri (Inside Crescent)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2]/30[2] | 0~4/7~13 | 20/90 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 3/5 | 17 | 32 | -8/-4 | 6 |
A fast high hitting kick.
|
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
- Active:
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Frame Count | 3 | 5 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 2 | 2 | 2 | 3 |
Simplified | 17 |
Nata Otoshi Geri (Outside Crescent)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
4[2] ~ 28[2] | 2~8 > 7~13 | 90 x 2 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
16 | 6 (3 ~ 3) | 13 | 35 | +2/+6(+5) | 6 |
A slower two-hit kick.
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Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
- Active/Recovery:
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Frame Count | 3 | 3 | 3 | 3 | 2 | 5 |
Simplified | 3 | 3 | 13 |
Oosoto Mawashi Geri (Big Roundhouse)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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32[2] | 0~4/7~13 | 20/90 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 7 (3/4) | 15 | 34 | 0/+3(+2)/Hard Knockdown (First Hitbox)/Far Knockdown (Second Hitbox) | 6 |
Ken's old Far Standing Roundhouse, but worse, and jankier.
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Inazuma Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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24[2] | 7~13 | 90 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
(7/16/12 + 2)* + 18/20* | 6 {3/3) | 7 | 40/49/47* | +9/+12 | 6 |
Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
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- QCF Version
Startup
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
Active/Recovery:
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- QCDF Version
Startup
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
Active/Recovery
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- HCF Version
Startup
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Frame Count | 3 | 3 | 3 | 3 |
Simplified | 12 |
Active/Recovery
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Frame Count | 2 | 3 | 3 | 10 | 4 |
Simplified | 2 | 20 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
Super Combo
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
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18[1] x 5 | 0~4 x 5 | 20 x 5 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
2 | 8(17)30 | 33 | 90 | -37 (Point Blank)/Hard Knockdown | - |
Ken does a Shoryuken, then another Shoryuken.
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Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.