Street Fighter 3: 3rd Strike/Ken

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< Street Fighter 3: 3rd Strike
Revision as of 20:01, 23 August 2021 by Shiburizu (talk | contribs) (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)...")
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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
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
5LP (cl)
Startup Active Recovery Hit Cr. Hit
4 3 5 3 3
Damage Stun Guard Parry Block
3 3 - A 3
  • Cancel options: sp su
FATonline.png
5LP (far)
Far LP
5LP (far)
Startup Active Recovery Hit Cr. Hit
6 3 4 4 4
Damage Stun Guard Parry Block
3 3 - A 4
  • Cancel options: self sp su
FATonline.png
5MP (cl)
Close MP
5MP (cl)
Startup Active Recovery Hit Cr. Hit
5 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)
Startup Active Recovery Hit Cr. Hit
7 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
5HP (cl)
Startup Active Recovery Hit Cr. Hit
7 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
5HP (far)
Startup Active Recovery Hit Cr. Hit
10 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
Startup Active Recovery Hit Cr. Hit
5 4 7 2 2
Damage Stun Guard Parry Block
7 3 - A 2
FATonline.png
5MK
Startup Active Recovery Hit Cr. Hit
9 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
Startup Active Recovery Hit Cr. Hit
12 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)
4MK
Startup Active Recovery Hit Cr. Hit
19 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)
5MK (Hold)
Startup Active Recovery Hit Cr. Hit
9 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
Startup Active Recovery Hit Cr. Hit
17 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
6HK
Startup Active Recovery Hit Cr. Hit
31 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
2LP
Startup Active Recovery Hit Cr. Hit
5 3 5 3 3
Damage Stun Guard Parry Block
3 3 - A 3
  • Cancel options: self sp su
FATonline.png
2MP
Startup Active Recovery Hit Cr. Hit
6 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
Startup Active Recovery Hit Cr. Hit
8 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
Startup Active Recovery Hit Cr. Hit
6 3 7 1 1
Damage Stun Guard Parry Block
3 3 - L 1
  • Cancel options: self sp su
FATonline.png
2MK
Startup Active Recovery Hit Cr. Hit
7 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
Startup Active Recovery Hit Cr. Hit
7 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)
8LP
Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
10 7 - H -
FATonline.png
j.LP
Startup Active Recovery Hit Cr. Hit
5 - - - -
Damage Stun Guard Parry Block
8 7 - H -
FATonline.png
8MP
Jump MP (Neutral)
8MP
Startup Active Recovery Hit Cr. Hit
7 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
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
8HP
Jump HP (Neutral)
8HP
Startup Active Recovery Hit Cr. Hit
8 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
Startup Active Recovery Hit Cr. Hit
7 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)
8LK
Startup Active Recovery Hit Cr. Hit
6 - - - -
Damage Stun Guard Parry Block
8 7 - H -
FATonline.png
j.LK
Startup Active Recovery Hit Cr. Hit
5 10 - - -
Damage Stun Guard Parry Block
8 5 - H -
FATonline.png
8MK
Jump MK (Neutral)
8MK
Startup Active Recovery Hit Cr. Hit
6 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
Startup Active Recovery Hit Cr. Hit
6 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)
8HK
Startup Active Recovery Hit Cr. Hit
8 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
Startup Active Recovery Hit Cr. Hit
7 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

General
Controls
Notation
HUD
Glossary
System
FAQ
Characters
Akuma
Alex
Chun-Li
Dudley
Elena
Hugo
Ibuki
Ken
Makoto
Q
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Remy
Ryu
Sean
Twelve
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Yang
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