(frame data first - ultra) |
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==Introduction== | ==Introduction== | ||
==Frame Data== | ==Frame Data== | ||
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The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on. | The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on. | ||
==Move Analysis== | |||
===Normal Moves=== | |||
===Normal Throws=== | |||
'''Shoulder Throw''' | |||
*(Close to Opponent)Forward or Neutral + LP+LK | |||
'''Hell Wheel''' | |||
*(Close to Opponent)Back + LP+LK | |||
===Command Normals=== | |||
'''Inazuma Kick''' | |||
*Back + Medium Kick | |||
**Overhead | |||
'''Forward Step Kick''' | |||
*Forward + Medium Kick | |||
'''Thunder Kick''' | |||
*Forward + Heavy Kick | |||
**Overhead. Hold Heavy Kick to cancel | |||
===Focus / Saving Attack=== | |||
===Special Moves=== | |||
'''Hadoken''' | |||
*Quarter Circle Forward + Punch | |||
**EX Version available. | |||
'''Shoryuken''' | |||
*Forward, Down, Down-Forward + Punch | |||
*EX Version available. | |||
'''Tatsumaki Senpu Kyaku''' | |||
*Quarter Circle Back + Kick | |||
**EX Version available. Has Armor Break properties. Can also be performed in the air. | |||
===Super Move=== | |||
'''Shoryureppa''' | |||
*Double Quarter Circle Forward + Punch | |||
===Ultra Move=== | |||
'''Shinryuken''' | |||
*Double Quarter Circle Forward + All three Punches | |||
**Has Armor Break properties. | |||
==The Basics== | |||
'''Kara Cancels''' | |||
Kara-Throw: f+mk, lp+lk | |||
Kara-Focus: f+mk, mp | |||
Kara-EX Tatsu: qcb+rh, mk | |||
==Combos== | |||
Key: | |||
[] = dmg | |||
{} = dmg if EX | |||
Real game applicable combos: | |||
'''Bread and Butter''' | |||
j.rh - c.rh [210] | |||
-Footsies | |||
c.mk xxHadoken [130] | |||
c.mk xxTatsu | |||
-Hit Confirms | |||
c.lk - c.lp xxfp Shoryuken | |||
c.lp - c.lp xxfp Shoryuken [172] {252} | |||
c.lk - c.lp - c.lp xxfp Shoryuken [172] | |||
c.lk - s.lp - c.mk xxTatsu | |||
c.lk - c.lp - s.lp - c.mk xxTatsu {219} | |||
(note that Ken's cross-ups are j.lk and j.mk, an lk Tatsu may also be used as a cross-up after a knockdown) | |||
'''Punishers''' | |||
cl.rh xxrh Tatsu [350] | |||
cl.rh xxfp Shoryuken | |||
Level 3 FA - cl.rh xxrh Tatsu [406] | |||
'''FADC Combos''' | |||
c.mk xxHadoken - FADC - c.rh | |||
c.mk xxHadoken - FADC - c.mk xxrh Tatsu | |||
'''Advanced''' | |||
c.lp - c.fp xxrh Tatsu [258] | |||
c.lp - c.fp xxfp Shoryuken | |||
'''Landing the Ultra''' | |||
FA Crumple - Ultra | |||
fp Shoryuken - FADC- Ultra [302] (This can also be hit confirmed into) | |||
==Strategy== | |||
==Matchups== | |||
===Matchup Videos=== | |||
Find a great collection of matchup specific videos from top players at [http://streetfighterdojo.com/sf4/characters/ken.html streetfighterdojo.com] <br> | |||
''Contributor: zaspacer'' | |||
{{Street Fighter IV}} | {{Street Fighter IV}} |
Revision as of 17:07, 14 March 2010
Introduction
Frame Data
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
Close LP | 30 | 50 | 4 | 2 | 5 | 10 | +4 | +7 | 10 | 13 | 20 | HL | O | O | O | - |
Close MP | 60 | 100 | 6 | 3 | 18 | 26 | -7 | -2 | 13 | 18 | 40 | HL | X | O | O | - |
Close HP | 90 | 150 | 6 | 3 | 19 | 27 | -4 | +1 | 17 | 22 | 60 | HL | X | O | O | Forces stand |
Close LK | 30 | 50 | 6 | 2 | 7 | 14 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
Close MK | 70 | 100 | 8 | 3 | 12 | 22 | -1 | +7 | 13 | 21 | 40 | HL | X | O | O | Forces stand |
Close HK | 110 | 200 | 8 | 3 | 21 | 31 | -6 | -2 | 17 | 21 | 60 | HL | X | O | O | - |
Far LP | 20 | 50 | 4 | 2 | 5 | 10 | +4 | +7 | 10 | 13 | 20 | HL | O | O | O | - |
Far MP | 70 | 100 | 7 | 5 | 5 | 16 | +4 | +7 | 13 | 16 | 40 | HL | X | X | O | - |
Far HP | 100 | 200 | 11 | 3 | 16 | 29 | -1 | +3 | 17 | 21 | 60 | HL | X | X | X | - |
Far LK | 40 | 50 | 4 | 3 | 7 | 13 | +1 | +4 | 10 | 13 | 20 | HL | X | X | X | - |
Far MK | 80 | 100 | 7 | 3 | 13 | 22 | -2 | +1 | 13 | 16 | 40 | HL | X | X | X | - |
Far HK | 130 | 200 | 12 | 3 | 21 | 35 | -6 | -2 | 17 | 21 | 60 | HL | X | X | X | - |
crouch LP | 30 | 50 | 3 | 3 | 6 | 11 | +2 | +5 | 10 | 13 | 20 | HL | O | O | O | - |
crouchMP | 70 | 100 | 5 | 5 | 9 | 18 | 0 | +3 | 13 | 16 | 40 | HL | X | O | O | - |
crouch HP | 100 | 200 | 5 | 4 | 23 | 31 | -9 | -4 | 17 | 22 | 60 | HL | X | O | O | Forces stand |
crouch LK | 20 | 50 | 3 | 4 | 7 | 13 | 0 | +3 | 10 | 13 | 20 | L | O | O | O | Low attack |
crouch MK | 70 | 100 | 4 | 4 | 14 | 21 | -4 | -1 | 13 | 16 | 40 | L | X | O | O | Low attack |
crouch HK | 110 | 200 | 8 | 3 | 21 | 31 | -6 | D | 17 | - | 60 | L | X | X | X | Low attack, cannot fast recover |
Jump up LP | 50 | 50 | 7 | 9 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MP | 80 | 100 | 5 | 4 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HP | 100 | 200 | 7 | 4 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump up LK | 40 | 50 | 7 | 10 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump up MK | 80 | 100 | 6 | 7 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump up HK | 100 | 200 | 6 | 2 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LP | 40 | 50 | 7 | 8 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MP | 70 | 100 | 5 | 6 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HP | 100 | 200 | 5 | 4 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
Jump forward LK | 50 | 50 | 5 | 7 | - | - | - | - | 8 | 11 | 20 | H | - | - | - | - |
Jump forward MK | 80 | 100 | 6 | 4 | - | - | - | - | 11 | 15 | 40 | H | - | - | - | - |
Jump forward HK | 100 | 200 | 5 | 7 | - | - | - | - | 15 | 18 | 60 | H | - | - | - | - |
b+MK | 80 | 100 | 15 | 2 | 17 | 33 | -5 | -2 | 13 | 16 | 40 | H | X | X | X | Mid attack |
f+MK | 60 | 100 | 11 | 5 | 11 | 26 | -2 | +1 | 13 | 16 | 40 | HL | X | X | X | - |
f+HK | 120 | 150 | 23 | 2 | 20 | 44 | -4 | -1 | 17 | 20 | 60 | H | X | X | X | Mid attack, (translate) |
Target Combo 1 | 30 | 50 | 6 | 3 | 24 | - | -9 | -4 | 17 | 22 | 30 | HL | X | O | O | Forces stand |
Focus Attack LVL 1 | 60 | 100 | 22 | 2 | 42 | 65 | -28 | -28 | 15 | 15 | 20 | HL | - | - | - | - |
Focus attack LVL 2 | 90 | 150 | 18+12 | 2 | 42 | 73 | -22 | D | 21 | - | 40 | HL | - | - | - | - |
Focus attack LVL 3 | 150 | 200 | 68 | 2 | 42 | 111 | D | D | - | - | 60 | - | - | - | - | - |
Forward Throw | 120 | 80 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9 |
Back throw | 130 | 80 | 3 | 2 | 20 | 24 | - | D | - | - | 40 | 0.9 | - | - | - | Throw range 0.9 |
Hadoken | 60 | 100 | 14 | - | 47 | 47 | -7 | -3 | 18 | 22 | 10/20 | HL | X | X | O | - |
Hadoken EX | 50*40 | 50*50 | 14 | - | 44 | 44 | -1 | +2 | 13 | 16 | 0/0 | HL | X | X | O | Pursuit property |
Shoryuken LP | 120[80] | 200[100] | 4 | 11 | 17+9 | 40 | -16 | D | 20 | - | 30/40 | HL | X | X | O | 1~3f invincible, 4~6f cannot be thrown |
Shoryuken MP | 80*80 | 100*100 | 4 | 3*11 | 25+9 | 51 | -24 | D | 20 | 24*- | 30/30*16 | HL | X | X | O | 1~6f invincible, 7~17f lower body invincibility, Pursuit property, 1st hit cancellable |
Shoryuken HP | 70*40*30 | 100*50*50 | 3 | 2*2*12 | 30+9 | 57 | -30 | D | 20 | 24*-*- | 30/30*10*10 | HL | X | X | O | 1~4f invincible, 5~6f cannot be thrown, 5~18 lower body invincibility, Pursuit property, 1st-2nd hit cancellable, (translate) |
Shoryuken EX | 80*60*50*50 | 100*50x3 | 5 | 2*2*3*7 | 45+9 | 72 | -40 | D | 20 | - | 0/0 | HL | X | X | O | 1~11f invincible, 12-18f lower body invincibility, Pursuit property, 1st-2nd hit cancellable |
Hurricane Kick LK | 50*40*40 | 50x3 | 6 | 1(4)2(6)2 | 12+8 | 40 | -9 | -5 | 20 | 24 | 20/20*10*10 | HL | X | X | O | 7~20f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break |
Hurricane Kick MK | 60*40x3 | 50x4 | 6 | 2(5)2(5)1(5)2(5)2 | 14+9 | 64 | -4 | 0 | 20 | 24 | 20/20*10x3 | HL | X | X | O | 8~41f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break |
Hurricane Kick HK | 80*40x4 | 50x5 | 6 | 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2 | 12+12 | 74 | -5 | -1 | 20 | 24 | 20/20*10x4 | X | X | O | 9~50f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break | |
Hurricane Kick EX | 50*40x4 | 50x5 | 6 | 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1 | 9+14 | 61 | -3 | +1 | 20 | 24 | 0/0 | HL | X | X | O | 8~38f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break |
Hurricane Kick LK (air) | 50 | 50 | 8 | 2x4 | 10 | - | - | - | 15 | 18 | 10/30 | HL | X | X | X | Pursuit property |
Hurricane Kick MK (air) | 60 | 50 | 7 | 1x5 | 10 | - | - | - | 15 | 18 | 10/30 | HL | X | X | X | Pursuit property |
Hurricane Kick HK (air) | 70 | 50 | 7 | 1x5 | 10 | - | - | - | 15 | 18 | 10/30 | HL | X | X | X | Pursuit property |
Hurricane Kick EX (air) | 40 | 50 | 6 | 1x6*2 | 4 | - | - | - | 15 | 18 | 0/0 | H | X | X | X | Pursuit property |
Super Combo LP | 50x4*100x2 | 0 | 1+1 | 2*1*8(20)1*3*7 | 31+12 | 87 | -29 | D | 20 | - | 0/0 | HL | X | X | X | 1~3 invincible, 4(translate), Pursuit property |
Super Combo MP/HP | 50x4*100x2 | 0 | 1+2 | 2*1*8(20)1*3*7 | ??? | 86 | -29 | D | 20 | - | 0/0 | HL | X | X | X | 1~4 invincible, 5(translate), Pursuit property |
Ultra Combo | 60+29x7+30x8+45 | 0 | 1+9 | 2*2*5x7*1 | 32+50 | 131 | - | D | 27*16x9 | - | 0/0 | HL | X | X | X | 1~11 invincible, Pursuit property, Armor break |
Frames | Frames | Frames of | Frames of | Super Meter | Block | Cancel | Ability | |||||||||
Move Name | Damage | Stun | Startup | Active | Recovery | Total | On Block | On Hit | Block Stun | Hit Stun | Gain | HL | Chain | Special | Super | Notes |
The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.
Move Analysis
Normal Moves
Normal Throws
Shoulder Throw
- (Close to Opponent)Forward or Neutral + LP+LK
Hell Wheel
- (Close to Opponent)Back + LP+LK
Command Normals
Inazuma Kick
- Back + Medium Kick
- Overhead
Forward Step Kick
- Forward + Medium Kick
Thunder Kick
- Forward + Heavy Kick
- Overhead. Hold Heavy Kick to cancel
Focus / Saving Attack
Special Moves
Hadoken
- Quarter Circle Forward + Punch
- EX Version available.
Shoryuken
- Forward, Down, Down-Forward + Punch
- EX Version available.
Tatsumaki Senpu Kyaku
- Quarter Circle Back + Kick
- EX Version available. Has Armor Break properties. Can also be performed in the air.
Super Move
Shoryureppa
- Double Quarter Circle Forward + Punch
Ultra Move
Shinryuken
- Double Quarter Circle Forward + All three Punches
- Has Armor Break properties.
The Basics
Kara Cancels
Kara-Throw: f+mk, lp+lk
Kara-Focus: f+mk, mp
Kara-EX Tatsu: qcb+rh, mk
Combos
Key:
[] = dmg {} = dmg if EX
Real game applicable combos:
Bread and Butter
j.rh - c.rh [210]
-Footsies
c.mk xxHadoken [130]
c.mk xxTatsu
-Hit Confirms
c.lk - c.lp xxfp Shoryuken
c.lp - c.lp xxfp Shoryuken [172] {252}
c.lk - c.lp - c.lp xxfp Shoryuken [172]
c.lk - s.lp - c.mk xxTatsu
c.lk - c.lp - s.lp - c.mk xxTatsu {219}
(note that Ken's cross-ups are j.lk and j.mk, an lk Tatsu may also be used as a cross-up after a knockdown)
Punishers
cl.rh xxrh Tatsu [350]
cl.rh xxfp Shoryuken
Level 3 FA - cl.rh xxrh Tatsu [406]
FADC Combos
c.mk xxHadoken - FADC - c.rh
c.mk xxHadoken - FADC - c.mk xxrh Tatsu
Advanced
c.lp - c.fp xxrh Tatsu [258]
c.lp - c.fp xxfp Shoryuken
Landing the Ultra
FA Crumple - Ultra
fp Shoryuken - FADC- Ultra [302] (This can also be hit confirmed into)
Strategy
Matchups
Matchup Videos
Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer