Street Fighter 3: 3rd Strike/Ken: Difference between revisions

From SuperCombo Wiki
(Created page with "{{Infobox Character 3S |name=Ken |hash=KEN |image=3S_Ken_Face.jpg |health=1200 |stun=64 |SA1=2/112 |SA2=1/104 |SA3=3/80 |fDash=17 |bDash=16 |nJump=40(4+34+2) |bJump=42(4+36+2)...")
 
(finished normals of frame data)
Line 2: Line 2:
|name=Ken
|name=Ken
|hash=KEN
|hash=KEN
|image=3S_Ken_Face.jpg
|image=Ken3sport.gif
|health=1200
|health=1200
|stun=64
|stun=64
Line 26: Line 26:
{{MoveData
{{MoveData
|name=Close LP
|name=Close LP
|input=5LP (cl)
|input={{lp}} (cl)
|image=3S_Ken_Close LP.png
|image=(kencloselp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=4
|startup=3
|active=3
|active=3
|recovery=5
|recovery=5
Line 48: Line 48:
{{MoveData
{{MoveData
|name=Far LP
|name=Far LP
|input=5LP (far)
|input={{lp}} (far)
|image=3S_Ken_Far LP.png
|image=(kenlp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=3
|active=3
|recovery=4
|recovery=4
Line 70: Line 70:
{{MoveData
{{MoveData
|name=Close MP
|name=Close MP
|input=5MP (cl)
|input={{mp}} (cl)
|image=3S_Ken_Close MP.png
|image=(kenclosemp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=4
|active=4
|active=4
|recovery=10
|recovery=10
Line 95: Line 95:
|name=Far MP
|name=Far MP
|input=5MP (far)
|input=5MP (far)
|image=3S_Ken_Far MP.png
|image=(kenmp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=3
|active=3
|recovery=10
|recovery=10
Line 117: Line 117:
{{MoveData
{{MoveData
|name=Close HP
|name=Close HP
|input=5HP (cl)
|input={{hp}} (cl)
|image=3S_Ken_Close HP.png
|image=(kenclosehp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=3
|active=3
|recovery=15
|recovery=15
Line 140: Line 140:
{{MoveData
{{MoveData
|name=Far HP
|name=Far HP
|input=5HP (far)
|input={{hp}} (far)
|image=3S_Ken_Far HP.png
|image=(kenhp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=10
|startup=9
|active=3
|active=3
|recovery=15
|recovery=15
Line 162: Line 162:
{{MoveData
{{MoveData
|name=Stand LK
|name=Stand LK
|input=5LK
|input={{lk}}
|image=3S_Ken_Stand LK.png
|image=(kenlk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=4
|active=4
|active=4
|recovery=7
|recovery=7
Line 183: Line 183:
{{MoveData
{{MoveData
|name=Stand MK
|name=Stand MK
|input=5MK
|input={{mk}}
|image=3S_Ken_Stand MK.png
|image=(kenmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=9
|startup=8
|active=7
|active=7
|recovery=16
|recovery=16
Line 206: Line 206:
{{MoveData
{{MoveData
|name=Stand HK
|name=Stand HK
|input=5HK
|input={{hk}}
|image=3S_Ken_Stand HK.png
|image=(kenhk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=12
|startup=11
|active=6
|active=6
|recovery=19
|recovery=19
Line 229: Line 229:
{{MoveData
{{MoveData
|name=Inazuma Kakato Wari (Short)
|name=Inazuma Kakato Wari (Short)
|input=4MK
|input={{b}}+{{mk}}
|image=3S_Ken_Inazuma Kakato Wari (Short).png
|image=(kenbmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=19
|startup=18
|active=4
|active=4
|recovery=10
|recovery=10
Line 253: Line 253:
{{MoveData
{{MoveData
|name=Inazuma Kakato Wari (Long)
|name=Inazuma Kakato Wari (Long)
|input=5MK (Hold)
|input={{mk}} (Hold)
|image=3S_Ken_Inazuma Kakato Wari (Long).png
|image=(kenhmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=9
|startup=8>25
|active=8
|active=8
|recovery=10
|recovery=10
Line 276: Line 276:
{{MoveData
{{MoveData
|name=Fumikomi Maegeri
|name=Fumikomi Maegeri
|input=6MK
|input={{f}}+{{mk}}
|image=3S_Ken_Fumikomi Maegeri.png
|image=(kenfmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=17
|startup=16
|active=4
|active=4
|recovery=15
|recovery=15
Line 298: Line 298:
{{MoveData
{{MoveData
|name=Shiden Kakato Otoshi
|name=Shiden Kakato Otoshi
|input=6HK
|input={{f}}+{{hk}}
|image=3S_Ken_Shiden Kakato Otoshi.png
|image=(kenfhk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=31
|startup=30
|active=5
|active=5
|recovery=18
|recovery=18
Line 318: Line 318:
}}
}}


====Crouching Normals====
=====<font style="visibility:hidden; float:right">2LP</font>=====
=====<font style="visibility:hidden; float:right">2LP</font>=====
{{MoveData
{{MoveData
|name=Crouch LP
|name=Crouch LP
|input=2LP
|input={{d}}+{{lp}}
|image=3S_Ken_Crouch LP.png
|image=(kenclp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=4
|active=3
|active=3
|recovery=5
|recovery=5
Line 343: Line 344:
{{MoveData
{{MoveData
|name=Crouch MP
|name=Crouch MP
|input=2MP
|input={{d}}+{{mp}}
|image=3S_Ken_Crouch MP.png
|image=(kencmp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=4
|active=4
|recovery=7
|recovery=7
Line 367: Line 368:
{{MoveData
{{MoveData
|name=Crouch HP
|name=Crouch HP
|input=2HP
|input={{d}}+{{hp}}
|image=3S_Ken_Crouch HP.png
|image=(kenchp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=8
|startup=7
|active=5
|active=5
|recovery=17
|recovery=17
Line 391: Line 392:
{{MoveData
{{MoveData
|name=Crouch LK
|name=Crouch LK
|input=2LK
|input={{d}}+{{lk}}
|image=3S_Ken_Crouch LK.png
|image=(kenclk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=3
|active=3
|recovery=7
|recovery=7
Line 413: Line 414:
{{MoveData
{{MoveData
|name=Crouch MK
|name=Crouch MK
|input=2MK
|input={{d}}+{{mk}}
|image=3S_Ken_Crouch MK.png
|image=(kencmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=5
|active=5
|recovery=17
|recovery=17
Line 438: Line 439:
{{MoveData
{{MoveData
|name=Crouch HK
|name=Crouch HK
|input=2HK
|input={{d}}+{{hk}}
|image=3S_Ken_Crouch HK.png
|image=(kenchk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=5
|active=5
|recovery=26
|recovery=26
Line 462: Line 463:
{{MoveData
{{MoveData
|name=Jump LP (Neutral)
|name=Jump LP (Neutral)
|input=8LP
|input={{u}}+{{lp}}
|image=3S_Ken_Jump LP (Neutral).png
|image=(kenjlp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|parry=H
|parry=H
|damage=10
|damage=10
Line 478: Line 479:
{{MoveData
{{MoveData
|name=Jump LP
|name=Jump LP
|input=j.LP
|input={{uf}}+{{lp}}
|image=3S_Ken_Jump LP.png
|image=(kenjlp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=4
|parry=H
|parry=H
|damage=8
|damage=8
Line 494: Line 495:
{{MoveData
{{MoveData
|name=Jump MP (Neutral)
|name=Jump MP (Neutral)
|input=8MP
|input={{u}}+{{mp}}
|image=3S_Ken_Jump MP (Neutral).png
|image=(kennjmp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=5
|active=5
|parry=H
|parry=H
Line 513: Line 514:
{{MoveData
{{MoveData
|name=Jump MP
|name=Jump MP
|input=j.MP
|input={{uf}}+{{mp}}
|image=3S_Ken_Jump MP.png
|image=(kenjmp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=5
|active=5
|parry=H
|parry=H
Line 532: Line 533:
{{MoveData
{{MoveData
|name=Jump HP (Neutral)
|name=Jump HP (Neutral)
|input=8HP
|input={{u}}+{{hp}}
|image=3S_Ken_Jump HP (Neutral).png
|image=(kennjhp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=8
|startup=7
|active=3
|active=3
|parry=H
|parry=H
Line 551: Line 552:
{{MoveData
{{MoveData
|name=Jump HP
|name=Jump HP
|input=j.HP
|input={{uf}}+{{hp}}
|image=3S_Ken_Jump HP.png
|image=(kenjmp).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=4
|active=4
|parry=H
|parry=H
Line 570: Line 571:
{{MoveData
{{MoveData
|name=Jump LK (Neutral)
|name=Jump LK (Neutral)
|input=8LK
|input={{u}}+{{lk}}
|image=3S_Ken_Jump LK (Neutral).png
|image=(kenjlk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|parry=H
|parry=H
|damage=8
|damage=8
Line 586: Line 587:
{{MoveData
{{MoveData
|name=Jump LK
|name=Jump LK
|input=j.LK
|input={{uf}}+{{lk}}
|image=3S_Ken_Jump LK.png
|image=(kenjlk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=5
|startup=4
|active=10
|active=10
|parry=H
|parry=H
Line 603: Line 604:
{{MoveData
{{MoveData
|name=Jump MK (Neutral)
|name=Jump MK (Neutral)
|input=8MK
|input={{u}}+{{mk}}
|image=3S_Ken_Jump MK (Neutral).png
|image=(kennjmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=6
|active=6
|parry=H
|parry=H
Line 622: Line 623:
{{MoveData
{{MoveData
|name=Jump MK
|name=Jump MK
|input=j.MK
|input={{uf}}+{{mk}}
|image=3S_Ken_Jump MK.png
|image=(kenjmk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=6
|startup=5
|active=6
|active=6
|parry=H
|parry=H
Line 641: Line 642:
{{MoveData
{{MoveData
|name=Jump HK (Neutral)
|name=Jump HK (Neutral)
|input=8HK
|input={{u}}+{{hk}}
|image=3S_Ken_Jump HK (Neutral).png
|image=(kennjhk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=8
|startup=7
|active=5
|active=5
|parry=H
|parry=H
Line 660: Line 661:
{{MoveData
{{MoveData
|name=Jump HK
|name=Jump HK
|input=j.HK
|input={{uf}}+{{hk}}
|image=3S_Ken_Jump HK.png
|image=(kenjhk).gif
|data=
|data=
{{AttackData-3S
{{AttackData-3S
|startup=7
|startup=6
|active=4
|active=4
|parry=H
|parry=H

Revision as of 20:52, 23 August 2021

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)

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 and overheads.

SAII: (Shinryu-Ken)

A fairly good anti-air since you can mash it for lots of hits. Does the most damage out of his supers by a good amount. Has the same lack of hit confirms as SA1, but actually combos from a farther 2MK than SA1 does. Since it has a single, long bar, this super gives you the least opportunity to use EX moves.

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
  • Meterless damage: Target combo and W shoryu give Ken access some of the highest meterless damage in the game.
  • All-purpose normals: Ken's normals are great and have lots of utility: poking, anti-air, pressure, abare, etc.
  • Mobility: Ken has good walk speed and a great dash, plus EX air tatsu to escape corners.
  • SA3: One of the best supers in the game, having both a lot of meter for EX moves, and a lot of utility in combos and punishing.
  • Well-rounded: Ken doesn't have any glaring weaknesses, and has tools for any situation.
  • No gimmicks: While Ken delivers consistently high damage, he lacks the ability that many characters have to effectively one or two-touch the opponent. He thrives on consistent, strong fundamental play and good decisions.

Character Colors

(kcolor).gif
Ken
#3S_KEN
Ken3sport.gif
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 17
Back Dash duration/distance 16
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
3S Frame Data Glossary
Active

How many frames a move remains active (can hurt opponents) for. Consecutive sets of active frames on a multi-hit move are separated by an asterisk (ex: 3*5). If there is a gap between sets of active frames, the gap is denoted by a number in parentheses (ex: 2(4)2)

Attack

Attack level is L for low attacks (must be blocked crouching), H is for High attacks (which can be blocked high or low) and M for overhead (must be blocked standing). T is for throw attacks (which cannot be blocked).

Cancel options

Available cancel options.

  • "ch": Chain cancel (into itself or another light attack), refer to description for options.
  • "self": Self-only chain cancel. Much more restrictive than a standard chain cancel.
  • "tc": Target combo, refer to description for options. Successive attacks in a target combo may warrant their own move entry.
  • "dash": Grounded dashes.
  • "sj": Super jump.
  • "sp": Special move.
  • "su": Super Art.
Damage

Attack damage on hit in life points. Notation may denote multi-hit or "sweet spot" damage values on certain frames.

Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will end before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. D refers to knockdown on hit.

"Cr. Hit" is an additional frame advantage value denoting if the advantage on hit changes when the defender is being hit while crouching.

Kara Range

Almost all normal attacks can be canceled into a special or a multi-button command within three frames of startup. During that time, some attacks will shift position forward or backward and affect the reach of the special or command accordingly. This is denoted in pixels of range. There are a handful of moves in the game that can be kara-canceled after this initial window and will be denoted as a late kara-cancel.

Link

A combo that is performed by inputting the second move after the first move has completely recovered (as opposed to cancelling the first move's animation). In 3S, the final frame of a move's hitstun allows a character to block a normal or special move, as well as some projectile supers. Therefore, an attack's frame advantage must be 2 frames greater than the followup move's startup in order to link. Ex: a +6 normal can link into a 4f normal/special, or a 5f super.

Parry

This field will show a value of A if the attack can be parried standing or crouching, H if it must be parried standing or L if it must be parried crouching.

Recovery

How many frames it takes for a move to finish after it's been active.

Startup

How many frames it takes before the move becomes 'active' or has a hitbox. 3S uses classic startup notation, which does not include the first active frame. A move with 3 startup becomes active on frame 4.

Stun

Amount of stun added to the opponent's stun bar on hit.

Throw range

Range in pixels from the center of the character to the center of the opponent which allows a grab to connect.

Frame Data

5LP (cl)
Close LP
Lp.png (cl)
(kencloselp).gif
Startup Active Recovery Hit Cr. Hit
3 3 5 3 3
Damage Stun Guard Parry Block
3 3 - A 3
  • Cancel options: sp su
FATonline.png
5LP (far)
Far LP
Lp.png (far)
(kenlp).gif
Startup Active Recovery Hit Cr. Hit
5 3 4 4 4
Damage Stun Guard Parry Block
3 3 - A 4
  • Cancel options: self sp su
FATonline.png
5MP (cl)
Close MP
Mp.png (cl)
(kenclosemp).gif
Startup Active Recovery Hit Cr. Hit
4 4 10 2 3
Damage Stun Guard Parry Block
17 7 - H 1
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MP (far)
Far MP
5MP (far)
(kenmp).gif
Startup Active Recovery Hit Cr. Hit
6 3 10 4 5
Damage Stun Guard Parry Block
16 11 - H 3
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HP (cl)
Close HP
Hp.png (cl)
(kenclosehp).gif
Startup Active Recovery Hit Cr. Hit
6 3 15 - 2
Damage Stun Guard Parry Block
23 15 - H -2
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5HP (far)
Far HP
Hp.png (far)
(kenhp).gif
Startup Active Recovery Hit Cr. Hit
9 3 15 2 4
Damage Stun Guard Parry Block
23 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
5LK
Stand LK
Lk.png
(kenlk).gif
Startup Active Recovery Hit Cr. Hit
4 4 7 2 2
Damage Stun Guard Parry Block
7 3 - A 2
FATonline.png
5MK
Stand MK
Mk.png
(kenmk).gif
Startup Active Recovery Hit Cr. Hit
8 7 16 -2 -
Damage Stun Guard Parry Block
19 15 - H -6
  • 6 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5HK
Stand HK
Hk.png
(kenhk).gif
Startup Active Recovery Hit Cr. Hit
11 6 19 -2 -
Damage Stun Guard Parry Block
26 11 - H -4
  • 6 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
4MK
Inazuma Kakato Wari (Short)
B.png+Mk.png
(kenbmk).gif
Startup Active Recovery Hit Cr. Hit
18 4 10 2 3
Damage Stun Guard Parry Block
21 13 - H 1
  • 10 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 5.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
5MK (Hold)
Inazuma Kakato Wari (Long)
Mk.png (Hold)
(kenhmk).gif
Startup Active Recovery Hit Cr. Hit
8>25 8 10 - 3
Damage Stun Guard Parry Block
29 22 - H -1
  • 6 kara range
  • Self meter gain: Whiff: 4, Hit: 21, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
6MK
Fumikomi Maegeri
F.png+Mk.png
(kenfmk).gif
Startup Active Recovery Hit Cr. Hit
16 4 15 -1 -
Damage Stun Guard Parry Block
14 7 - H -4
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
6HK
Shiden Kakato Otoshi
F.png+Hk.png
(kenfhk).gif
Startup Active Recovery Hit Cr. Hit
30 5 18 1 3
Damage Stun Guard Parry Block
21 11 - H -1
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png

Crouching Normals

2LP
Crouch LP
D.png+Lp.png
(kenclp).gif
Startup Active Recovery Hit Cr. Hit
4 3 5 3 3
Damage Stun Guard Parry Block
3 3 - A 3
  • Cancel options: self sp su
FATonline.png
2MP
Crouch MP
D.png+Mp.png
(kencmp).gif
Startup Active Recovery Hit Cr. Hit
5 4 7 4 5
Damage Stun Guard Parry Block
16 7 - A 3
  • Cancel options: sp su
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HP
Crouch HP
D.png+Hp.png
(kenchp).gif
Startup Active Recovery Hit Cr. Hit
7 5 17 -4 -2
Damage Stun Guard Parry Block
23 13 - A -6
  • Cancel options: sp su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
2LK
Crouch LK
D.png+Lk.png
(kenclk).gif
Startup Active Recovery Hit Cr. Hit
5 3 7 1 1
Damage Stun Guard Parry Block
3 3 - L 1
  • Cancel options: self sp su
FATonline.png
2MK
Crouch MK
D.png+Mk.png
(kencmk).gif
Startup Active Recovery Hit Cr. Hit
6 5 17 -3 -2
Damage Stun Guard Parry Block
15 3 - L -4
  • Cancel options: sp su
  • 13 kara range
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
2HK
Crouch HK
D.png+Hk.png
(kenchk).gif
Startup Active Recovery Hit Cr. Hit
6 5 26 D D
Damage Stun Guard Parry Block
23 3 - L -14
  • 13 kara range
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
8LP
Jump LP (Neutral)
U.png+Lp.png
(kenjlp).gif
Startup Active Recovery Hit Cr. Hit
5 - - - -
Damage Stun Guard Parry Block
10 7 - H -
FATonline.png
j.LP
Jump LP
Uf.png+Lp.png
(kenjlp).gif
Startup Active Recovery Hit Cr. Hit
4 - - - -
Damage Stun Guard Parry Block
8 7 - H -
FATonline.png
8MP
Jump MP (Neutral)
U.png+Mp.png
(kennjmp).gif
Startup Active Recovery Hit Cr. Hit
6 5 - - -
Damage Stun Guard Parry Block
17 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MP
Jump MP
Uf.png+Mp.png
(kenjmp).gif
Startup Active Recovery Hit Cr. Hit
5 5 - - -
Damage Stun Guard Parry Block
17 11 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HP
Jump HP (Neutral)
U.png+Hp.png
(kennjhp).gif
Startup Active Recovery Hit Cr. Hit
7 3 - - -
Damage Stun Guard Parry Block
23 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HP
Jump HP
Uf.png+Hp.png
(kenjmp).gif
Startup Active Recovery Hit Cr. Hit
6 4 - - -
Damage Stun Guard Parry Block
23 15 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
8LK
Jump LK (Neutral)
U.png+Lk.png
(kenjlk).gif
Startup Active Recovery Hit Cr. Hit
5 - - - -
Damage Stun Guard Parry Block
8 7 - H -
FATonline.png
j.LK
Jump LK
Uf.png+Lk.png
(kenjlk).gif
Startup Active Recovery Hit Cr. Hit
4 10 - - -
Damage Stun Guard Parry Block
8 5 - H -
FATonline.png
8MK
Jump MK (Neutral)
U.png+Mk.png
(kennjmk).gif
Startup Active Recovery Hit Cr. Hit
5 6 - - -
Damage Stun Guard Parry Block
16 9 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
j.MK
Jump MK
Uf.png+Mk.png
(kenjmk).gif
Startup Active Recovery Hit Cr. Hit
5 6 - - -
Damage Stun Guard Parry Block
16 9 - H -
  • Self meter gain: Whiff: 2, Hit: 11, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 2, Block: 0.
FATonline.png
8HK
Jump HK (Neutral)
U.png+Hk.png
(kennjhk).gif
Startup Active Recovery Hit Cr. Hit
7 5 - - -
Damage Stun Guard Parry Block
23 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
j.HK
Jump HK
Uf.png+Hk.png
(kenjhk).gif
Startup Active Recovery Hit Cr. Hit
6 4 - - -
Damage Stun Guard Parry Block
22 13 - H -
  • Self meter gain: Whiff: 3, Hit: 19, Block: 10.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
LPLK (mash)
Hizageri
LPLK (mash)
Startup Active Recovery Hit Cr. Hit
3 1 21 D D
Damage Stun Guard Parry Block
27 12 - - -
  • 24 throw range
FATonline.png
4LPLK
Jigoku Kuruma
4LPLK
Startup Active Recovery Hit Cr. Hit
3 1 21 D D
Damage Stun Guard Parry Block
19 14 - - -
  • 24 throw range
FATonline.png
6LPLK
Startup Active Recovery Hit Cr. Hit
3 1 21 D D
Damage Stun Guard Parry Block
21 8 - - -
  • 24 throw range
FATonline.png
MPMK
Startup Active Recovery Hit Cr. Hit
16 8 7 0 ~ +7 1 ~ +8
Damage Stun Guard Parry Block
7 3 - H -5 ~ 0
FATonline.png
HPHK
Startup Active Recovery Hit Cr. Hit
16 2 27 -18 -
Damage Stun Guard Parry Block
2 6 - A -18
  • Self meter gain: Whiff: 4, Hit: 8, Block: 6.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236P
LP Startup Active Recovery Hit Cr. Hit
12 - 38 - -
Damage Stun Guard Parry Block
10 3 - H -11
  • Cancel options: su
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
12 - 38 - -
Damage Stun Guard Parry Block
1 - - H -11
  • Cancel options: su
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
12 - 38 - -
Damage Stun Guard Parry Block
10 3 - H -11
  • Cancel options: su
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
12 - 38 - -
Damage Stun Guard Parry Block
20 5 - H -6
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
623P
LP Startup Active Recovery Hit Cr. Hit
3 8 26 - -
Damage Stun Guard Parry Block
26 11 - A -17
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
MP Startup Active Recovery Hit Cr. Hit
4 14 28 - -
Damage Stun Guard Parry Block
28 15 - A -24
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
HP Startup Active Recovery Hit Cr. Hit
4 21 32 - -
Damage Stun Guard Parry Block
32 15 - A -31
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 23, Block: 17.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
2 20 38 - -
Damage Stun Guard Parry Block
34 17 - A -36
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214K
LK Startup Active Recovery Hit Cr. Hit
7 7 14 - -
Damage Stun Guard Parry Block
19 9 - H -5
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 19, Block: 13.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
7 14 15 - -
Damage Stun Guard Parry Block
23 13 - H -6
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 21, Block: 15.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
7 17 15 - -
Damage Stun Guard Parry Block
27 15 - H -7
  • Cancel options: su
  • Self meter gain: Whiff: 3, Hit: 22, Block: 16.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
5 21 13 - -
Damage Stun Guard Parry Block
34 17 - H -3
  • Cancel options: su
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
214K (air)
LK Startup Active Recovery Hit Cr. Hit
8 4 - - -
Damage Stun Guard Parry Block
27 9 - H -
  • Self meter gain: Whiff: 2, Hit: 17, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 4, Block: 0.
FATonline.png
MK Startup Active Recovery Hit Cr. Hit
8 6 - - -
Damage Stun Guard Parry Block
40 13 - H -
  • Self meter gain: Whiff: 3, Hit: 25, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
HK Startup Active Recovery Hit Cr. Hit
8 8 - - -
Damage Stun Guard Parry Block
40 13 - H -
  • Self meter gain: Whiff: 4, Hit: 26, Block: 3.
  • Opponent meter gain: Whiff: 0, Hit: 6, Block: 0.
FATonline.png
EX Startup Active Recovery Hit Cr. Hit
7 13 - - -
Damage Stun Guard Parry Block
52 17 - H 2
  • Self meter gain: Whiff: -40, Hit: -40, Block: -40.
  • Opponent meter gain: Whiff: 0, Hit: 0, Block: 0.
FATonline.png
236236P (SA1)
Shoryureppa
236236P (SA1)
Startup Active Recovery Hit Cr. Hit
1 34 45 - -
Damage Stun Guard Parry Block
69 6 - A -38
FATonline.png
236236K (SA2)
Shinryuken
236236K (SA2)
Startup Active Recovery Hit Cr. Hit
2 36 61 - -
Damage Stun Guard Parry Block
67 - - A -80
FATonline.png
236236K (SA3)
Shipuujinrai Kyaku
236236K (SA3)
Startup Active Recovery Hit Cr. Hit
2 9 27 - -
Damage Stun Guard Parry Block
51 16 - H -11
FATonline.png

3S Navigation

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Akuma
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Q
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