User:ReckyDaGuy/sandbox: Difference between revisions

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  |meter = 6
  |meter = 6
  |description= *Moves Honda farther and faster forward, making it a good attempt to get into the range of certain fireballers (such as Chun-Li), especially after a nj.Fierce.
  |description= *Moves Honda farther and faster forward, making it a good attempt to get into the range of certain fireballers (such as Chun-Li), especially after a nj.Fierce.
*Each animation cycle loops once, each hitbox being only 1 frame.
*Can stay active for a maximum of 136 frames. You can replicate this in training mode by pressing HP every 9 frames.
*Can stay active for a maximum of 136 frames. You can replicate this in training mode by pressing HP every 9 frames.


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=== <span class="invisible-header">Shoryuken</span> ===
=== <span class="invisible-header">Shoryuken</span> ===

Revision as of 02:44, 22 January 2023

E. Honda
E. Honda's portrait in Super Turbo.
Character Data
Forward Walk Speed 38
Backwards Walk Speed 26
Pre-Jump Frames 5
Forwards Jump Duration 44
Backwards Jump Duration 45
Landing Frames 7*
Jump Height Apex 71
Forwards Jump Distance 121
Backwards Jump Distance 129
Soft Knockdown Recovery 37
Hard Knockdown Recovery 72



Normal Moves

Disclaimer: To better understand the diagrams, read this.

Far Normals

frlp

Far Jab
fr.Lp.png
5LP
EHonda stfarjab3.png
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.

  • Good priority makes it a great way to deal with "rushing" moves (Blanka Rolls, Hawk Dives, Honda Headbutts, etc.
  • Also a decent anti-air.
  • Beats most pokes.
  • The best attack to start a Fierce HHS from due to the startup, but this adds to the move's execution.
  • Hits every crouching opponent except Blanka, so it can be used as a safe meaty on most knockdowns.
  • Especially handy against Shoto wakeup jab Shoryuukens (Harder to do against Ken since his Shoryuken has more horizontal range than Ryu's).

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stfarjab2&4.png EHonda stfarjab3.png EHonda stfarjab2&4.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 3 4 4 1
Simplified 6 4 5

frmp

Far Strong
fr.Mp.png
5MP
EHonda stfarstrng4.png
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.

  • Another great way to mask a Fierce HHS.
  • Can be used to stuff/trade with the startup of projectiles.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stfarstrng3&5.png EHonda stfarstrng4.png EHonda stfarstrng3&5.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 4 3 2 1
Simplified 7 4 6


frhp

Far Fierce
fr.Hp.png
5HP
EHonda stfarfrc3.png
This isn't a sweep, more like a light dusting.
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.

  • Usually what you get for mistiming close Fierce or incorrectly mashing out a Fierce HHS.
  • Severely nerfed from his Old version, where it hit low, was faster, and could be Special canceled.
  • Tends to leave you wide open
  • Not very useful outside of a particular combo.

Click to toggle detailed hitbox data.

  • Startup/Active
EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stfarfrc2.png EHonda stfarfrc3.png
Frame Count 1 + 3 4 4
Simplified 8 4


  • Recovery
EHonda stfarfrc4&6.png EHonda stfarfrc5.png EHonda stfarfrc4&6.png EHonda stfarfrc7.png EHonda stfarfrc8.png EHonda stfarfrc9 stfarshrt7 stfarfrwrd7.png
Frame Count 4 6 4 2 1 1
Simplified 18


frlk

Far Short
fr.Lk.png
5LK
EHonda stfarshrt4.png
Fun fact: Kicks above the kneecap are an illegal move in sumo wrestling and will result in an immediate loss.
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.

  • Actually slower than far Forward in terms of startup, believe it or not.
  • It does have less recovery frames overall but why.
  • Nigh useless.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stfarshrt2&6 stfarfrwrd2&6.png EHonda stfarshrt3&5 stfarfrwrd5.png EHonda stfarshrt4.png EHonda stfarshrt3&5 stfarfrwrd5.png EHonda stfarshrt2&6 stfarfrwrd2&6.png EHonda stfarfrc9 stfarshrt7 stfarfrwrd7.png
Frame Count 1 + 3 3 3 3 3 3 1
Simplified 10 3 7

frmk

Far Forward
fr.Mk.png
5MK
EHonda stfarfrwrd3.png
First Hit
EHonda stfarfrwrd4.png
Second Hit
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.

  • Can be used as a counter pokea gainst Dhalsim's standing kicks, Boxer's standing Fierce, and Claw's standing Strong.
  • The second hitbox isn't as good as Old Honda's crouching Forward, but it does have better leg hurtboxes which allow it to whiff against some low normals.
  • Still, not a very good tool to use in neutral.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stfarshrt2&6 stfarfrwrd2&6.png EHonda stfarfrwrd3.png EHonda stfarfrwrd4.png EHonda stfarshrt3&5 stfarfrwrd5.png EHonda stfarshrt2&6 stfarfrwrd2&6.png EHonda stfarfrc9 stfarshrt7 stfarfrwrd7.png
Frame Count 1 + 3 3 3 6 5 4 1
Simplified 7 3 6 10

frhk

Roundhouse
fr.Hk.png
5HK
EHonda stclrh4 stfarrh4.png
First Hit.
EHonda stclrh5 stfarrh5.png
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
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.

  • 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)

Click to toggle detailed hitbox data.

  • Startup/Active:
EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclrh4 stfarrh4.png EHonda stclrh5 stfarrh5.png
Frame Count 1 + 2 2 3 3 5
Simplified 8 3 5
  • Recovery:


EHonda stclrh6 stfarrh6.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 8 6 3 1
Simplified 18

Close Normals

cl.lp
Close Jab
cl.Lp.png
5LP
EHonda stcljab3 stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 0~5 40 Special, Super Mid 0-32
Startup Active Recovery Total Frame Adv. Meter
4 2 3 9 +8 2/1

A quick palm thrust.

  • Good as a tick and for some combos.
  • Useful for mixing up your tick throws alongside close Strong.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stcljab3 stclstrng3.png EHonda stcljab4 stclstrng4.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 1 2 2 1 1 1
Simplified 4 2 3


cl.mp

Close Strong
cl.Mp.png
5MP
EHonda stcljab3 stclstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 Super Mid 0-32
Startup Active Recovery Total Frame Adv. Meter
5 2 5 12 +11 4/3

Another palm strike.

  • Gives immense frame advantage, allowing you to link into most normal moves for some decent combos.
  • Can also be used as an unexpected tick into Oicho: Since Honda players usually use normals with low blockstun (usually crouching Jab) when tick throwing, having a move with medium blockstun can mixup your opponent.
  • When using this as a tick, keep in mind you'll need to walk forward a little before you Oicho on everyone except Zangief.
  • Can also be mixed in with close Jab for a different blockstun time.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stcljab3 stclstrng3.png EHonda stcljab4 stclstrng4.png EHonda stcljab2&5 stclstrng2&5 stfarstrng2&6.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 2 2 2 2 2 1
Simplified 5 2 5


clhp

Close Fierce
cl.Hp.png
5HP
EHonda stclfrc3.png
First Hitbox
EHonda stclfrc4.png
Second Hitbox.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 10~16 80 None Mid 0-48
Startup Active Recovery Total Frame Adv. Meter
7 7 (5/2) 18 32 -3/+2 5/4

A chop with a huge arc.

  • Anti-airs attacks directly above you (Such as when Claw wall dives you in the corner)
  • Main weakness is the strict activation range.
  • The huge startup makes it one of Honda's lesser used attacks.

Click to toggle detailed hitbox data.


  • Startup/Active:
EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stclfrc2&8.png EHonda stclfrc3.png EHonda stclfrc4.png
Frame Count 1 + 3 3 5 2
Simplified 7 7


  • Recovery:
EHonda stclfrc5.png EHonda stclfrc6.png EHonda stclfrc7.png EHonda stclfrc2&8.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 7 5 3 2 1
Simplified 18


cllk

Close Short
cl.Lk.png
5LK
EHonda stclshrt4 stclfrwrd4.png
How could this move get any worse?
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 0~5 40 Special, Super Mid 0-11
Startup Active Recovery Total Frame Adv. Meter
4 3 5 12 +5 2/1

A knee strike.

  • Outprioritized by close Standing Jab.
  • Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
  • Avoid like the plague.

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt4 stclfrwrd4.png EHonda stclshrt5 stclfrwrd5.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 1 1 1 3 2 1 1 1
Simplified 4 3 5


clmk

Close Forward
cl.Mk.png
5MK
EHonda stclshrt4 stclfrwrd4.png
It got worse.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 None Mid 0-11
Startup Active Recovery Total Frame Adv. Meter
6 3 7 16 +8 4/3

Close Short except you can't cancel it and it's slower.

  • Outprioritized again by close Strong.
  • Can't use while charging since it overlaps with the Knees command normal.
  • Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
  • Avoid like the plague (again).

Click to toggle detailed hitbox data.

EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt4 stclfrwrd4.png EHonda stclshrt5 stclfrwrd5.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 1 + 1 2 2 3 2 2 2 1
Simplified 6 3 7


clhk

Roundhouse
fr.Hk.png
5HK
EHonda stclrh4 stfarrh4.png
First Hit.
EHonda stclrh5 stfarrh5.png
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
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.

  • 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)

Click to toggle detailed hitbox data.

  • Startup/Active:
EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclrh4 stfarrh4.png EHonda stclrh5 stfarrh5.png
Frame Count 1 + 2 2 3 3 5
Simplified 8 3 5
  • Recovery:


EHonda stclrh6 stfarrh6.png EHonda stclshrt3&6 stclfrwrd3&6 stclrh3&7 stfarrh3&7.png EHonda stclshrt2&7 stclfrwrd2&7 stclrh2&8 stfarrh2&8.png EHonda stcljab1&6 stfarjab1&5 stclstrng1&6 stfarstrng1&7 stclfrc1&9 stfarfrc1 stclshrt1&8 stfarshrt1 stclfrwrd1&8 stfarfrwrdt1 stclrh1&9 stfarrh1&9.png
Frame Count 8 6 3 1
Simplified 18

Crouching Normals

crlp

Crouching Jab
cr.Lp.png
2LP
EHonda crjab3 crfrc3.png
Strikes to the groin are another illegal move in sumo wrestling.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 0~5 40 Super Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 8 3 16 +2 2/1

A crouching palm thrust.

  • Good poke that trades Standing Jab's priority for better range and less vulnerability against lows.
  • Great for buffering Fierce HHS due to its long active time.
  • Also a great meaty to start ticks.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crjab2&4 crfrc2&4.png EHonda crjab3 crfrc3.png EHonda crjab2&4 crfrc2&4.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 1 + 2 2 8 2 1
Simplified 5 84 3


crmp

Crouching Strong
cr.Mp.png
2MP
EHonda crstrng4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1] 5~11 60 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
7 8 11 26 -1 4/3

A palm strike, now right handed.

  • Hitbox makes it great for beating some key crouching attacks, like Guile and Chun's Crouching Forwards.
  • Still slow.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crstrng2&6 crfrc5&9.png EHonda crstrng3&5 crfrc6&8.png EHonda crstrng4.png EHonda crstrng3&5 crfrc6&8.png EHonda crstrng2&6 crfrc5&9.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 1 + 2 2 2 8 6 4 1
Simplified 7 8 11


crhp

Crouching Fierce
cr.Hp.png
2HP
EHonda crjab3 crfrc3.png
First Hit
EHonda crfrc7.png
Second Hit.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[2] x 2 1~7 x 2 70 x 2 Super/None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 4(6)8 11 34 -6 ~ +3(+2) 5/4

Two palm strikes, one left, one right.

  • Not very useful outside of a few combos.
  • Can be used to deter Boxer's low punches.
  • Usually seen when you mess up an Oicho Throw.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crjab2&4 crfrc2&4.png EHonda crjab3 crfrc3.png EHonda crjab2&4 crfrc2&4.png EHonda crstrng2&6 crfrc5&9.png EHonda crstrng3&5 crfrc6&8.png
Frame Count 1 + 2 2 4 2 2 2
Simplified 5 4 6


| EHonda crfrc7.png EHonda crstrng3&5 crfrc6&8.png EHonda crstrng2&6 crfrc5&9.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 8 6 4 1
Simplified 8 11


crlk
Crouching Short
cr.Lk.png
2LK
EHonda crshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
18[1] 0~5 40 Special, Super Low N/A
Startup Active Recovery Total Frame Adv. Meter
4 3 4 11 +6 2/1

An excellent low kick.

  • Cancelable, and good for tick throwing.
  • Experienced Hondas can cancel this normal into any strength HHS for a nasty frame trap, but it takes serious button mashing skills to do (especially the Strong and Fierce versions).
  • You're almost always in range for an Oicho if you cancel this into a Strong or Fierce HHS.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crshrt2&4 crfrwrd2&4.png EHonda crshrt3.png EHonda crshrt2&4 crfrwrd2&4.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 1 + 1 2 3 3 1
Simplified 4 3 4


frmk
Crouching Forward
cr.Mk.png
2MK
EHonda crfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 60 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
7 5 8 20 +5 4/3

A low kick that looks the exact same as crouching Short but it's different.

  • Can be used to buffer Strong or Fierce HHS on block.
  • The timing of the buffered HHS coming out from this move can be awkward for an opponent to deal with, making it good for surprises.
  • Works great as a counter-poke against certain other character's pokes, like Guile's crouching Forward.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crshrt2&4 crfrwrd2&4.png EHonda crfrwrd3.png EHonda crshrt2&4 crfrwrd2&4.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 1 + 3 3 5 7 1
Simplified 7 5 8


crhk
Crouching Roundhouse
cr.Hk.png
2HK
EHonda crrh3.png
First hitbox.
EHonda crrh5.png
Second hitbox. In case someone sneaks up on you.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
8 6/(4)/8 7 33 -3/+7 5/4

Honda's fully rotating sweep.

  • Has a bit faster startup than his 6HK sweep.
  • Much more useful in the corner, as it allows several shenanigans such as walking under a throw and then hiting your opponent with its backwards hitbox or timing it early so it whiffs and then using a negative edge Oicho as you recover.
  • You can use this move in the corner after a Fierce Hold to crossup. This works on everyone BUT Sagat, Chun-Li, and Claw.
    • The secret to timing this is to walk forward until your opponent gets released from the hold, then hit 2HK as soon as they hit the wall. This sequence is cool, but it's not fool-proof since you can get hit with a reversal throw/special (though this is VERY risky) and it's easy to anticipate once you know how to defend against it (but it does give you frame advantage).
  • Can also be used as a safe meaty against horizontal-based reversals (Shoryukens, Chun-Li's Tenshokyaku upkicks, etc.). By hitting this move on the last few active frames on these characters (like Ryu, for example), if you're outside of their throw range they'll either whiff a Shoryuken, whiff a normal, or block.
    • A harder variation involves purposely missing the meaty timing by a very small amount while in Oicho range to get an Oicho coming right out of the recovery.
  • Sets up a built in safe jump against Sagat and Claw. Just hold up-forward after a successful knockdown, and you'll get a guaranteed safe jump unless they touch the corner or hit a breakable object.

Click to toggle detailed hitbox data.

EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png EHonda crrh2.png EHonda crrh3.png EHonda crrh4.png EHonda crrh5.png EHonda crrh6.png EHonda crjab1&5 crstrng1&7 crfrc1&10 crshrt1&5 crfrwrd1&5 crrh1&7.png
Frame Count 1 + 3 4 6 4 8 6 1
Simplified 8 6 4 8 7

Neutral Jump Normals

njlp
Neutral Jumping Jab
nj.Lp.png
8LP
EHonda njjab4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
20[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
8 30 38+∞ Dependent 2/1

A jumping chop.

  • Not particularly useful, but has decent reach.

Click to toggle detailed hitbox data.

EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njjab3 djjab3&7 njstrng7 djstrng7.png EHonda njjab4.png EHonda njjab5 djjab5 njstrng5 djstrng5.png
Frame Count 2 3 3 30
Simplified 8 30


njmp
Neutral Jumping Strong
nj.Mp.png
8MP
EHonda njstrng3 djstrng3.png
First Hitbox.
EHonda njstrng4.png
Second Hitbox.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 16 (4/12) 33+∞ Dependent 4/3

Another chop, this time with windback.

  • First part has great priority, second part not so much.
  • Still a decent air to air/walldive counter.

Click to toggle detailed hitbox data.

  • Startup/Active:
EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njstrng3 djstrng3.png EHonda njstrng4.png
Frame Count 3 4 4 12
Simplified 7 16
  • Recovery
EHonda njjab5 djjab5 njstrng5 djstrng5.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njjab3 djjab3&7 njstrng7 djstrng7.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png
Frame Count 8 4 4
Simplified
njhp
Neutral Jumping Fierce
nj.Hp.png
8HP
EHonda njfrc3 djfrc3.png
Can be steered midair. In case of fireballs, break glass.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 13+∞ Dependent 5/4

Honda does a curved slap.

  • This move can be steered in midair, allowing for slight movement after you've left the ground.
  • Steering allows safe jumping over projectiles, making it an invaluable tool in his kit.

Click to toggle detailed hitbox data.

EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png EHonda njfrc2&6 djfrc2&6.png EHonda njfrc3 djfrc3.png EHonda njfrc4 djfrc4.png EHonda njfrc5 djfrc5.png EHonda njfrc2&6 djfrc2&6.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 3 4 6 8 4 4
Simplified 7 6
njlk
Neutral Jumping Short
nj.Lk.png
8LK
EHonda njshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 30 37+∞ Dependent 2/1

A jumping kick.

  • Landing this move as a tick will push you out of most characters throw ranges and leave you in Oicho range for an unexpected and hard to deal with tick.
    • Ticking with this move is circumstantial however, likely requiring a knockdown in the corner.
  • Otherwise this move is hot garbage.

Click to toggle detailed hitbox data.

EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda njshrt3.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png
Frame Count 7 4 30 4
Simplified 7 30
njmk
Neutral Jumping Forward
nj.Mk.png
8MK
EHonda njfrwrd3.png
Jumping Kick: Better Priority Edition
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 12 19+∞ Dependent 4/3

Another jumping kick.

  • Ok for protection as you come down, but nj.HP is often favored as it can be steered.

Click to toggle detailed hitbox data.

EHonda njfrwrd1&5 njrh1&5.png EHonda njfrwrd2&4 njrh2&4.png EHonda njfrwrd3.png EHonda njfrwrd2&4 njrh2&4.png EHonda njfrwrd1&5 njrh1&5.png EHonda njfrwrd6 njrh6.png EHonda njfrwrd7 njrh7.png EHonda njfrwrd8 njrh8.png EHonda njfrwrd9 njrh9.png
Frame Count 3 4 12 4 4 4 4 4
Simplified 7 12


njhk
Neutral Jumping Roundhouse
nj.Hk.png
8HK
EHonda njrh3.png
Jumping Kick: Special OK Priority Edition
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 11~17(-1) 60(+20) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 6 13+∞ Dependent 5/4

Yet another jumping kick.

  • Trades nj.mk's better priority for better damage.
  • Some Honda plsyers use this over his sterrable nj.HP because of its truncated hurtboxes for jumping over projectiles. Try both and see what works best for your playstyle. -x64

Click to toggle detailed hitbox data.

EHonda njfrwrd1&5 njrh1&5.png EHonda njfrwrd2&4 njrh2&4.png EHonda njrh3.png EHonda njfrwrd2&4 njrh2&4.png EHonda njfrwrd1&5 njrh1&5.png EHonda njfrwrd6 njrh6.png EHonda njfrwrd7 njrh7.png EHonda njfrwrd8 njrh8.png EHonda njfrwrd9 njrh9.png
Frame Count 3 4 6 4 4 4 4 4
Simplified 7 6


Diagonal Jump Normals

djlp
Diagonal Jumping Jab
dj.Lp.png
7LP/9LP
EHonda djjab4.png
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

A jumping chop.

  • Good air-to-air move thanks to the long horizontal hitbox.
  • Can trade or beat touch jump ins like Chun-Li's LK/MK if you've got good reflexes.
  • Excellent for tick throws and safe jumps.
  • Dictator and Blanka can duck under this move and punish you for using it.

Click to toggle detailed hitbox data.

  • Startup/Active:
EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njjab3 djjab3&7 njstrng7 djstrng7.png EHonda djjab4.png
Frame Count 1 2 2 12
  • Recovery:
EHonda njjab5 djjab5 njstrng5 djstrng5.png EHonda djjab6 njstrng6 djstrng6.png EHonda njjab3 djjab3&7 njstrng7 djstrng7.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 8 4 4 4
djmp
Diagonal Jumping Strong
dj.Mp.png
7MP/9MP
EHonda njstrng3 djstrng3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[2] 5~11 50 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 8 15+∞ Dependent 4/3

Another chop. The downwards motion doesn't have a hitbox for some reason.

  • Useful against Claw's walldives while jumping back.
  • One of your only reliable moves with a hitbox above you, which can save you in a pinch when you don't have a charge for jab Headbutt.

Click to toggle detailed hitbox data.

  • Startup/Active:
EHonda djstrng1.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njstrng3 djstrng3.png
Frame Count 3 4 8
Simplified 7 8
  • Recovery:
EHonda djstrng4.png EHonda njjab5 djjab5 njstrng5 djstrng5.png EHonda djjab6 njstrng6 djstrng6.png EHonda njjab3 djjab3&7 njstrng7 djstrng7.png EHonda njjab2 djjab2&8 njstrng2&8 djstrng2&8.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 6 8 4 4 4
Simplified
djhp
Diagonal Jumping Fierce
dj.Hp.png
7HP/9HP
EHonda njfrc3 djfrc3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 8 15+∞ Dependent 5/4

A sweeping slap. The diagonal version can't be steered.

  • Some players prefer to use this instead of diagonal Forward as their main jump-in for the extra damage.
  • Slightly less vertical priority than dj.mk but more horizontal priority. Also slightly less reach. Use what feels more comfortable.

Click to toggle detailed hitbox data.

EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png EHonda njfrc2&6 djfrc2&6.png EHonda njfrc3 djfrc3.png EHonda njfrc4 djfrc4.png EHonda njfrc5 djfrc5.png EHonda njfrc2&6 djfrc2&6.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 3 4 6 8 4 4
Simplified 7 6


djlk
Diagonal Jumping Short
dj.Lk.png
7LK/9LK
EHonda djshrt3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
16[1] 1~7(-2) 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 N/A 7+∞ Dependent 2/1

A quick jumping buttslam makes an important move move for Honda.

  • Small hurtbox helps with jumping over projectiles.
  • The hitbox has decent vertical priority and hits low to the ground, which makes it good for stuffing slides and poorly spaced anti-air sweeps.

Click to toggle detailed hitbox data.

EHonda djshrt1.png EHonda djshrt2.png EHonda djshrt3.png
Frame Count 3 4
Simplified 7
djmk
Diagonal Jumping Forward
dj.Mk.png
7MK/9MK
EHonda djfrwrd3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
22[1] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 12 19+∞ Dependent 4/3

Your best frontal jump-in.

  • Very good vertical priority, letting you stuff a lot of anti-air normals if spaced properly.

Click to toggle detailed hitbox data.

EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda djfrwrd3.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png EHonda djfrwrd6 djrh6.png EHonda djfrwrd7 djrh7.png EHonda djfrwrd8 djrh8.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 3 4 12 4 4 4 4 4
Simplified 7 12
djhk
Diagonal Jumping Roundhouse
dj.Hk.png
7HK/9HK
EHonda djrh3.png
The developers got a lot of mileage out of this sprite.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
30[2] 3~9 40 None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 10 17+∞ Dependent 5/4

One last jumping kick for the road.

  • A great crossup, usually harder to counter than a dj.mk crossup.
  • A critical crossup against Chun-Li, since Tenshokyaku will whiff if you space this correctly. -x64

Click to toggle detailed hitbox data.

EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda djrh3.png EHonda njshrt2&4 djfrwrd2&4 djrh2&4.png EHonda njshrt1&5 djfrwrd1&5 djrh1&5.png EHonda djfrwrd6 djrh6.png EHonda djfrwrd7 djrh7.png EHonda djfrwrd8 djrh8.png EHonda njjab1 djjab1&9 njstrng1 djstrng9 njfrc1&7 djfrc1&7 djfrwrd9 djrh9.png
Frame Count 3 4 10 4 4 4 4 4
Simplified 7 10


Command Normals

Knee Strike
Knee Strike
Hiza Geri
(close) 4/6MK
EHonda knee4.png
First Hit
EHonda knee5.png
Second Hit
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[1] ~ 16[1] 5~11 x 2 60 x 2 None Mid 0-11
Startup Active Recovery Total Frame Adv. Meter
10 6 (3 ~ 3) 7 23 +5 ~ +8(+7) 4/3 x 2

A two hit knee attack.

  • Somewhat slow.
  • This can be linked after a crossup if it hits very deep.
  • Not much use since you can't do much afterwards, and Honda has better tick options.

Click to toggle detailed hitbox data.

  • Startup/Active
EHonda knee1&9.png EHonda knee2&8.png EHonda knee3&7.png EHonda knee4.png EHonda knee5.png
Frame Count 1 + 3 3 3 3 3
Simplified 10 3 3
  • Recovery
EHonda knee6.png EHonda knee3&7.png EHonda knee2&8.png EHonda knee1&9.png
Frame Count 2 2 2 1
Simplified 7


Sweep Kick
Sweep Kick
Harai Geri
4/6HK
EHonda sweep4.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[2] 5~11 130 None Low N/A
Startup Active Recovery Total Frame Adv. Meter
10 6 19 35 -3/Soft Knockdown 5/4

Honda's command sweep, and his longest ranged normal.

  • You'll be using this a lot against projectile characters. Using this from max range to stop/trade with projectile attempts allows you to keep the initiative with a knockdown and get a chance to get in close.
  • Honda's hurtbox shifts out when the leg is extended, making it harder to use as an anti-air.
  • Hitting this will create a built in safe jump against Sagat and Claw, as long as they don't hit the corner or a breakable object.

Click to toggle detailed hitbox data.


EHonda sweep1&7.png EHonda sweep2&6.png EHonda sweep3&5.png EHonda sweep4.png EHonda sweep3&5.png EHonda sweep2&6.png EHonda sweep1&7.png
Frame Count 1 + 3 3 3 6 8 10 1
Simplified 10 6 19



Flying Sumo Press
Flying Sumo Press
2MK during diagonal jump
EHonda sumo3.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[2] 5~11 50(+10) None High N/A
Startup Active Recovery Total Frame Adv. Meter
7 N/A 7+∞ Dependent 4/3

A full body slam.

  • Good crossup. Not much priority for frontal jumps though. -x64

Click to toggle detailed hitbox data.


EHonda sumo1.png EHonda sumo2.png EHonda sumo3.png
Frame Count 3 4
Simplified 7


Throws

E.Honda can throw with Mp.png, Hp.png, and Hk.png. He has the longest normal throw range in the game, as well as some nasty throw loops off his Fierce and Roundhouse throws.

Rice Bale Throw
Tawara Nage
(close) 4/6MP
Ssf2t ehonda pthrow.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
32 7~13 100 None Grab 64 (from axis) 36 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Honda's one and only normal Throw.

  • The direction you're holding determines the direction you'll throw in.
  • Useful to throw characters at a corner
  • Can't softlock the game like Old Honda's version can.


Saba Ori
(close) 4/6HP
Ssf2t honda phold.png
Hug the life out of them.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 64 (from axis) 36 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Honda's "bear hug" hold. You'll be using this one the most.

  • Amount of hits is set at 8, then added/subtracted through mashing.
  • Untechable (like all holds), does nice damage, and sets up crossup/walk under/tick shenanigans.
  • In the corner, you can walk under > cr.hk for a crossup, crossup with dj.mk, cr.lp into Oicho, etc.
  • Some characters (Boxer, Cammy, Dee Jay, Claw, and Fei Long) can only be walked under at the corner.
  • This grab sets up a built-in safejump/crossup against most characters. This won't work on Ryu/Ken, Sagat, and Blanka. This won't crossup against Dee Jay, Claw, and Boxer.
  • Both this and Honda's HK hold loops will whiff if the opponent is close to the corner.

-x64


Sekkan Keri
(close) 4/6HK.
Ssf2t honda khold.png
Damage Dizzy Dizzy Time Cancel Guard Act. Range
26 + 4*n 0 0 None Grab 64 (from axis) 36 (from throwable box)
Startup Active Recovery Total Frame Adv. Meter
1 1 Dependent 2 N/A -

Honda's Heavy Kick hold.

  • Amount of hits is set at 7, then added/subtracted through mashing.
  • You can start a loop against any character with this grab (unless they recover against the corner or hit a breakable object). After a successful grab, jump in with an attack (such as dj.mk) right as the grab ends, and you'll be able to repeat the tick.
  • This loop is not safe on any character with a 3 frame or less reversal, so don't use this against Ken/Chun-Li/Sagat/Blanka unless you know their reversal timing isn't great.
  • May not be a safejump against Ryu depending on how he mashes out.

-x64

Click to toggle throwbox data.

Special Moves

Hundred Hand Slap

Hundred Hand Slap
HHS
Press P.png Repeatedly
EHonda hhs3.png
EHonda hhs4.png
EHonda hhs5.png
EHonda hhs6.png
EHonda hhs7.png
EHonda hhs8.png
The hundred is figurative, in most cases.
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
24[1]/22[1] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
5 25 + 24* per cycle 13 53 + 24* per cycle Dependent 6

Honda unleashes a barrage of hand slaps.

  • Press the Punch button 4 times quickly to pull this move off. Continue mashing to keep the move going.
  • The move will fail if you press the button during a state where Honda can't attack (During an attack animation or a jump, for example). If you mash too fast, the move will end prematurely. (This likely won't happen unless you're REALLY good or using Turbo.)
  • Will never combo into itself. Once this attack hits, subsequent hitboxes will whiff until your opponent can block.
  • The first 3 hitboxes of each animation cycle do more damage than the last 3.
  • Can stay active for a maximum of 164 frames. You can replicate this in Training Mode by pressing LP every 10 frames.
  • This version is good for turtling and building meter, since it doesn't move you forward.
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
26[2]/24[2] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
8 13 + 12* per cycle 15 25 + 24* per cycle Dependent 6
  • This version moves you forward a little, making it great for pressure, chipping, and ticking.
  • It's recomended to stop this move early when chipping, so you can quickly recover and go for a throw or another HHS. (This goes for all versions.)
  • Using this after a sweep is also a good idea.
  • Can stay active for a maximum of 142 frames. You can replicate this in training mode by pressing MP every 10 or 9 frames.
Hp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
28[3]/26[3] 5~11 100 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
11 13 + 12* per cycle 19 43 + 12* per cycle Dependent 6
  • Moves Honda farther and faster forward, making it a good attempt to get into the range of certain fireballers (such as Chun-Li), especially after a nj.Fierce.
  • Each animation cycle loops once, each hitbox being only 1 frame.
  • Can stay active for a maximum of 136 frames. You can replicate this in training mode by pressing HP every 9 frames.

Click to toggle detailed hitbox data.

  • Startup:
EHonda hhs1&13.png EHonda hhs2&9.png
Frame Count (Jab) 2 3
Simplified (Jab) 5
Frame Count (Strong) 4 4
Simplified (Strong) 8
Frame Count (Fierce) 5 6
Simplified (Fierce) 11
  • Active:
  • Jab Version:
EHonda hhs3.png EHonda hhs4.png EHonda hhs5.png
Frame Count (Jab) 4* 4 4
Frame Count (Strong) 2* 2 2
Frame Count (Fierce) 1* 1 1
  • NOTE: The first hitbox that comes out when performing this move has 1 extra active frame.
EHonda hhs6.png EHonda hhs7.png EHonda hhs8.png
Frame Count (Jab) 4 4 4*
Frame Count (Strong) 2 2 2*
Frame Count (Fierce) 1 1 1*
  • NOTE 2: The last active frame on some animation cycles are skipped. This depends on the frequency of your button presses.
  • Recovery:
EHonda hhs2&9.png EHonda hhs10&12.png EHonda hhs11.png EHonda hhs10&12.png EHonda hhs1&13.png
Frame Count (Jab) 5 2 3 2 1
Simplified (Jab) 13
Frame Count (Strong) 7 2 3 2 1
Simplified (Strong) 15
Frame Count (Fierce) 8 3 4 3 1
Simplified (Fierce) 19


Shoryuken

Shoryuken
Dragon Punch/Dp.png+P.png
623P
Ken srk1frc.png
First hitbox (Fierce Only)
Ken srk2.png
Second hitbox. (Jab/Strong ver.)
Ken srk3frc.png
Third hitbox (Fierce ver.)
Lp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
38[2]/22[2] 9~15/2~8 100/90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 18 (4/14) 19 39 -12 (Blocked)/Hard Knockdown 8
  • Ken's unmistakable uppercut. Invincible on frames 1-6.
  • Jab does the most damage in a vacuum and rises the least.
  • Most obvious use is a general-purpose anti-air, as it's easy to land.
  • Properly time this and you'll beat any normal your opponent might throw out. Miss and you'll likely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
  • Allows for continued pressure after a knockdown.
  • Easier to perform in neutral than Ryu's due to the added horizontal priority and lesser recovery.
  • Also can be used to avoid projectiles due to the invincibility frames.
  • Ken's best reversal, since it's safe on block due to the knockback/great rising priority.
  • Likely your go-to combo ender since all other versions will whiff the knockdown part when used in combos.
  • While other Shoryukens do deal more damage when all hits connect, they'll likely whiff if used in combos.
  • In addition, the first hit of jab Shoryu is a confirmed knockdown, while all other Shoryus need more hits to knockdown. This will likely be your go-to combo ender as a result.
  • Not just Ken's bread and butter, it's the whole damn bakery.
Mp.png Damage Dizzy Dizzy Time Cancel Guard Act. Range
34[0] ~ 14[0] 9~15 > 2~8 100 ~ 90 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
2 26 (4 ~ 22) 27 55 -28 (Blocked) 8
  • Stronger when raw, bit more height and recovery. Invincible on frames 1-6.
  • Airborne after 8 frames (Goes for all versions).
  • Knocks down on hit, but will likely whiff if used in combos.
  • Not invulnerable while ascending, so some air attacks will trade/beat it. For example, Old Chun-Li's diagonal kicks and New Chun-Li's neutral Fierce beat the rising part.
Hp.png First Hitbox Damage Dizzy Dizzy Time Cancel Guard Act. Range
4[0] ~ 32[0] ~ 12[0] 1~7 > 9~15 > 1~7 30 ~ 100 ~ 30 None Mid N/A
Startup Active Recovery Total Frame Adv. Meter
0 30 (2 ~ 2 ~ 26) 34 64 -39 (Blocked)/Hard Knockdown (Third Hit) 8

Ken's fiery passion burns in his strongest Shoryuken (when hit raw, in most situations Jab is better). Invincible on frames 1-5.

  • First hit forces a crouching flaming hitstun on hit.
  • Second hit forces a standing flaming hitstun on hit, but will likely whiff if used in combos.
  • Third hit does a hard knockdown, but will also likely whiff if used in combos.
  • Deals the most damage while ascending, but still controls a good amount of air space.
  • Useful if you're not sure a Jab Shoryuken will reach far enough, but will ironically sacrifice damage for it.
  • Detailed Input: (→ [7~14f] ↓ [7~14f] ↘ [10/9/7f] Jab/Strong/Fierce)

Click to toggle detailed hitbox data.

  • Jab Version:
Ken srk1.png Ken srk2.png Ken srk3jab.png Ken srk4jab.png Ken srk5.png Ken srk6.png Ken srk7.png
Frame Count 2 4 2 12 6 10 3
Simplified 2 18 19
  • Strong Version:
Ken srk1.png Ken srk2.png Ken srk3strng.png Ken srk4strng.png Ken srk5.png Ken srk6.png Ken srk7.png
Frame Count 2 4 2 20 6 18 3
Simplified 2 4 22 27


  • Fierce Version:
Ken srk1frc.png Ken srk2frcanm.gif Ken srk3frc.png Ken srk4frcanm.gif Ken srk5frcanm.gif Ken srk6frcanm.gif Ken srk7frcanm.gif
Frame Count 2 2 1 25 6 25 3
Simplified 2 2 26 34


Tatsumaki Senpukyaku

Tatsumaki Senpukyaku
Hurricane Kick/Qcb.png+
214K
Ken tatsu2.png
First hitbox.
Ken tatsu6&10&14shrt 6&10&14&18frwrd 6&10&14&18&22rh.png
Second hitbox.
Ken tatsu8&12&16shrt 8&12&16&20frwrd 8&12&16&20&24rh.png
Third hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
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.

  • All strengths are the same in terms of damage, but differ in distance and amount of spins.
  • Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
  • This attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
  • Ken can't use this move as a reversal or a safe jump avoider due to a lack of invincibility, but he can avoid throws since he's instantly airborne.
  • Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

Click to toggle detailed hitbox data.

  • Startup:
Ken tatsu1.png Ken tatsu2.png Ken tatsu3.png Ken tatsu4.png Ken tatsu5.png
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.
Ken tatsu6&10&14shrt 6&10&14&18frwrd 6&10&14&18&22rh.png Ken tatsu7&11&15shrt 7&11&15&19frwrd 7&11&15&19&23rh.png Ken tatsu8&12&16shrt 8&12&16&20frwrd 8&12&16&20&24rh.png Ken tatsu9&13&17shrt 9&13&17&21frwrd 9&13&17&21&25rh.png
Frame Count 2 1 2 2


  • Recovery:
Ken tatsu18shrt 22frwrd 26rh.png Ken tatsu19shrt 23frwrd 27rh.png Ken tatsu20shrt 24frwrd 28rh.png Ken tatsu21shrt 25frwrd 29rh.png
Frame Count 4 4 4 0
Simplified 12 0

Kuuchuu Tatsumaki Senpukyaku

Kuuchuu Tatsumaki Senpukyaku
Air Hurricane Kick/Air Qcb.png+
AIR 214K
Ken atatsu1&5&9shrt 1&5&9&13frwrd 1&5&9&13&17rh.png
First hitbox.
Ken atatsu3&7&11shrt 3&7&11&15frwrd 3&7&11&15&19rh.png
Second hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
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.

  • Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
  • 50% chance to be unblockable if hit on the first frame.
  • This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
  • You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
  • Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
  • Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
  • Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
  • Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
  • Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
  • Detailed Input: (↓ [7~14f] ↙ [7~14f] ← [10/9/7f] Short/Forward/Roundhouse)

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.
Ken atatsu1&5&9shrt 1&5&9&13frwrd 1&5&9&13&17rh.png Ken atatsu2&6&10shrt 2&6&10&14frwrd 2&6&10&14&18rh.png Ken atatsu3&7&11shrt 3&7&11&15frwrd 3&7&11&15&19rh.png Ken atatsu4&8&12shrt 4&8&12&16frwrd 4&8&12&16&20rh.png
Frame Count 2 1 2 2


  • Recovery:
Ken atatsu10shrt 14frwrd 18rh.png Ken atatsu11shrt 15frwrd 19rh.png Ken atatsu12shrt 16frwrd 20rh.png Ken atatsu13shrt 17frwrd 21rh.png Ken atatsu14shrt 18frwrd 22rh.png Ken atatsu15shrt 19frwrd 23rh.png
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)

Kama Barai Geri
Inside Crescent/Qcf.png+K.png
236K
Ken ckshrt4.png
First Hitbox
Ken ckshrt5.png
Second Hitbox
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.

  • Combos very easily off of Crouching Short/Forward
  • Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
  • Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
  • The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
  • Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
  • Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckshrt1.png Ken ckshrt2.png Ken ckshrt3.png
Frame Count 2 2 3
Simplified 7
  • Active:
Ken ckshrt4.png Ken ckshrt5.png
Frame Count 3 5
  • Recovery:
Ken ckshrt6.png Ken ckshrt7.png Ken ckshrt8.png Ken ckshrt9.png Ken ckshrt10.png Ken ckshrt11.png Ken ckshrt12.png
Frame Count 4 4 4 2 2 2 3
Simplified 17



Nata Otoshi Geri (Outside Crescent)

Nata Otoshi Geri
Outside Crescent/Qcfd.png+K.png
632K
Ken ckfrwrd6.png
First Hit
Ken ckfrwrd7.png
Second Hit
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.

  • Grants a lot of frame advantage, but has a VERY slow startup.
  • Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
  • Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
  • Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
  • It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
  • It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
  • Detailed Input: (→ [7~14f] ↘ [7~14f] ↓ [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckfrwrd1.png Ken ckfrwrd2.png Ken ckfrwrd3.png Ken ckfrwrd4.png Ken ckfrwrd5.png
Frame Count 2 2 2 2 8
Simplified 16
  • Active/Recovery:
Ken ckfrwrd6.png Ken ckfrwrd7.png Ken ckfrwrd8.png Ken ckfrwrd9.png Ken ckfrwrd10.png Ken ckfrwrd11.png
Frame Count 3 3 3 3 2 5
Simplified 3 3 13



Oosoto Mawashi Geri (Big Roundhouse)

Oosoto Mawashi Geri
Big Roundhouse/Hcf.png+K.png
41236K
Ken ckrh5.png
First Hitbox
Ken ckrh6.png
Second Hitbox
Damage Dizzy Dizzy Time Cancel Guard Act. Range
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.

  • Less active frames and worse priority than his old RH.
  • First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
  • The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
  • If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
  • Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
  • Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
  • Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
  • While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
  • Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
  • Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
  • It's called a Crazy Kick because it's crazy how jank they made this move.
  • Detailed Input: (← [7~14f] ↙ [7~14f] ↓ [7~14f] ↘ [7~14f] → [9f] K)

Click to toggle detailed hitbox data.

  • Startup:
Ken ckrh1.png Ken ckrh2.png Ken ckrh3.png Ken ckrh4.png
Frame Count 3 3 3 3
Simplified 12
  • Active/Recovery:
Ken ckrh5.png Ken ckrh6.png Ken ckrh7.png Ken ckrh8.png Ken ckrh9.png Ken ckrh10.png
Frame Count 3 4 6 2 4 3
Simplified 7 15



Inazuma Kick

Inazuma Kick
236/632/41236 + HOLD K.png
Hold K during any Crazy Kick input
Ken ckohrh5.png
First Hitbox (HCF version)
Ken ckohrh6.png
Second Hitbox (HCF version)
Damage Dizzy Dizzy Time Cancel Guard Act. Range
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.

  • One of the game's slower overheads.
  • Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
  • Recommended to perform this from Ken's QCF Kick, since that has the least startup.
  • Rarely used in mixups as a result of the move's poor startup.
  • Kick must be held for the entire duration of the move's startup (7f/16f/12f)

Click to toggle detailed hitbox data.

  • QCF Version

Startup

Ken ckshrt1.png Ken ckshrt2.png Ken ckshrt3.png
Frame Count 2 2 3
Simplified 7

Active/Recovery:

Ken ckshrt4.png Ken ckohshrt1.png Ken ckohshrt2.png Ken ckohshrt3.png Ken ckohshrt4.png
Frame Count 2 2 2 10 4
Simplified 2 18
Ken ckohshrt5.png Ken ckohshrt6.png Ken ckohshrt7.png Ken ckohshrt8.png Ken ckohshrt9.png
Frame Count 3 3 3 3 1
Simplified 6 7
  • QCDF Version

Startup

Ken ckfrwrd1.png Ken ckfrwrd2.png Ken ckfrwrd3.png Ken ckfrwrd4.png Ken ckfrwrd5.png
Frame Count 2 2 2 2 8
Simplified 16

Active/Recovery

Ken ckfrwrd6.png Ken ckohfrwrd1.png Ken ckohfrwrd2.png Ken ckohfrwrd3.png Ken ckohfrwrd4.png
Frame Count 2 2 2 10 4
Simplified 2 18
Ken ckohfrwrd5.png Ken ckohfrwrd6.png Ken ckohfrwrd7.png Ken ckohfrwrd8.png Ken ckohfrwrd9.png
Frame Count 3 3 3 3 1
Simplified 6 7
  • HCF Version

Startup

Ken ckrh1.png Ken ckrh2.png Ken ckrh3.png Ken ckrh4.png
Frame Count 3 3 3 3
Simplified 12

Active/Recovery

Ken ckrh5.png Ken ckohrh1.png Ken ckohrh2.png Ken ckohrh3.png Ken ckohrh4.png
Frame Count 2 3 3 10 4
Simplified 2 20
Ken ckohrh5.png Ken ckohrh6.png Ken ckohrh7.png Ken ckohrh8.png Ken ckohrh9.png
Frame Count 3 3 3 3 1
Simplified 6 7


Super Combo

Shoryureppa
Qcf.pngD.pngDf.png + P.png
236236P
Ken super2&8.png
First and Fourth hit
Ken super3&9.png
Second and Fifth hit
Ken super7.png
Third hit.
Damage Dizzy Dizzy Time Cancel Guard Act. Range
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.

  • Invincible until Ken falls down from his second DP (Frames 1-57)
  • Creates a juggle state.
  • Ken has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (If they allow you to land).
  • Can't be used as an invincible reversal for some reason. You'll just get a special move instead.
  • Detailed Input: (↓ [14~21f] ↘ [14~21f] → [14~21f] ↓ [14~21f] ↘ [9f] P)

Click to toggle detailed hitbox data.

Ken super1.png Ken super2&8.png Ken super3&9.png Ken super4.png Ken super5.png Ken super6.png Ken super7.png Ken super2&8.png Ken super3&9.png Ken super10.png Ken super11.png Ken super12.png
Frame Count 1+[18]+1 2 6 6 6 5 2 2 2 26 6 25 2
Simplified 2 2 6 13 2 2 26 33

Misc Animations

Jump Animations

  • Neutral Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken nj3.png Ken nj4.png Ken nj5.png Ken nj6.png Ken nj7.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 8 8 8 8 8 4 1 7*
Simplified 3 1 44 1 7*
  • Back Jump:
Ken bj1.png Ken bj2.png Ken bj3 fj8.png Ken bj4 fj7.png Ken bj5 fj6.png Ken bj6.png Ken bj7 fj4.png Ken bj8 fj3.png Ken bj9.png Ken bj10 nj1&10 fj1&11.png
Frame Count 3 1 15 3 3 3 3 18 1 7*
Simplified 3 1 43 1 7*
  • Forward Jump:
Ken bj10 nj1&10 fj1&11.png Ken nj2 fj2.png Ken bj8 fj3.png Ken bj7 fj4.png Ken fj5.png Ken bj5 fj6.png Ken bj4 fj7.png Ken bj3 fj8.png Ken nj8 fj9.png Ken nj9 fj10.png Ken bj10 nj1&10 fj1&11.png
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.


Game Navigation

General
Controls and Notation
System
HUD
FAQ
New Characters
Balrog
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
E. Honda
Fei Long
Guile
Ken
M. Bison
Ryu
Sagat
T. Hawk
Vega
Zangief
Akuma
Old Characters
O. Balrog
O. Blanka
O. Cammy
O. Chun-Li
O. Dee Jay
O. Dhalsim
O. E. Honda
O. Fei Long
O. Guile
O. Ken
O. M. Bison
O. Ryu
O. Sagat
O. T. Hawk
O. Vega
O. Zangief