Street Fighter 3: 3rd Strike/Ken

From SuperCombo Wiki

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Ken's Character Select Portrait
Ken's Neutral Stance

Introduction

Specific Character Information

  • Stamina: 1150
  • Stun Bar Length (dots): 64
  • Stun Bar Recovery (frames it takes to recover 1 dot): 22
  • Taunt: Increases damage for the next hit/combo by 31.3%. One taunt is the maximum.
  • Best Kara-Throw: ?

Colors

Moves List

Basics/Legend

Foward F
Back B
Crouch C
Jump J
Jump Foward JF
Jump Backwards JB
Super Jump D-U
Super Jump Foward D-UF
Super Jump Backwards D-UB
Dash Foward FF
Dash Backwards BB
Quarter Circle Foward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Foward, Down, Down-Foward F, D, DF / DP
Back, Down, Down-Backwards B, D, DB
Guard (High) B when enemy is attacking
Guard (Low) DB when enemy is attacking
Parry (High) Tap F when about to take a hit
Parry (Low) Tap D when about to take a hit
Parry (Air) Tap F in air when about to take a hit
Red Parry Execute parry after blocking a hit in a combo
Punch (Any) P
Kick (Any) K
2 Punches PP
2 Kicks KK
Jab LP
Strong MP
Fierce HP
Short LK
Foward MK
Roundhouse HK

Normal Moves

Move Motion
Jab LP
Strong MP
Fierce HP
Close Jab (Close to opponent) LP
Close Strong (Close to opponent) MP
Close Fierce (Close to opponent) HP
Short LK
Foward MK
Roundhouse HK
Jumping Jab (Air) LP
Jumping Strong (Air) MP
Jumping Fierce (Air) HP
Neutral Jumping Fierce (Air) HP
Jumping Short (Air) LK
Jumping Foward (Air) MK
Neutral Jumping Foward (Air) MK
Jumping Roundhouse (Air) HK
Neutral Jumping Roundhouse (Air) Hk
Overhead MP MK
Taunt HP HK

Throws

Hiza Geri LP LK
Seoi Nage F LP LK
Jigoku Guruma B LP LK

Command Normals

Crouching Jab D LP
Crouching Strong D MP
Crouching Fierce D HP
Crouching Short D LK
Crouching Foward D MK
Crouching Roundhouse D HK
Fumikomi Mae Geria F MK
Inazuma Kakato Wari B MK, or hold MK
Shiden Kakato Otoshi F HK (hold HK to cancel attack)

Target Combos

1. Close MP -> Close HP

2. Close d.lk -> d.lp -> d.lk

This combo is character specific and does not work on: Q, Urien, or Necro.

Special Moves

Move Name Motion
Hadouken QCF P (Speed vary for LP, MP or HP)
Shoryuken F, D, DF P (Damage/Hits/Range vary for LP, MP or HP)
Tatsumaki Senpuu Kyaku QCB K (Damage/Hits/Range vary for LK, MK or HK)

(Air) QCB K (Damage/Hits/Range vary for LK, MK or HK)

EX Moves

Move Name Motion
Hadouken QCF PP
Shoryuken F, D, DF PP
Tatsumaki Senpuu Kyaku QCB KK

(Air) QCB KK

Super Arts

Num. Super Art Name Motion Super Bars
I Shoryu-Reppa QCF QCF P 2 stocks
II Shinryu-Ken QCF QCF K (Tap K rapidly) 1 stock
III Shippu-Jinrai-Kyaku QCF QCF K 3 stocks

Move Analisys

All those sprites are taken from the site http://www.zweifuss.com/index.htm Please note that the images show in this section are for the 1st frame it hits, so this means the opponent is taking the hit in the image shown on the move. I use the 1st frame of every move because you will see the maximum range of every attack.

Normal Moves

(kenlp).gif
Move Motion Damage Stun Damage
Jab LP 20 3

Comments here


(kenmp).gif
Move Motion Damage Stun Damage
Strong MP 90 11

Comments here


(kenhp).gif
Move Motion Damage Stun Damage
Fierce HP 130 13

Comments here


(kencloselp).gif
Move Motion Damage Stun Damage
Close Jab (Close to opponent) LP 30 3

Comments here


(kenclosemp).gif
Move Motion Damage Stun Damage
Close Strong (Close to opponent) MP 100 7

Comments here


(kenclosehp).gif
Move Motion Damage Stun Damage
Close Fierce (Close to opponent) HP 130 15

Comments here


(kenlk).gif
Move Motion Damage Stun Damage
Short LK 40 3

Comments here


(kenmk).gif
Move Motion Damage Stun Damage
Foward MK 110 15

Comments here


(kenhk).gif
Move Motion Damage Stun Damage
Roundhouse HK 150 11

Comments here


(kenjlp).gif
Move Motion Damage Stun Damage
Jumping Jab (Air) LP 50 7

Comments here


(kenjmp).gif
Move Motion Damage Stun Damage
Jumping Strong (Air) MP 100 11

Comments here


(kenjhp).gif
Move Motion Damage Stun Damage
Jumping Fierce (Air) HP 130 15

Comments here


(kennjhp).gif
Move Motion Damage Stun Damage
Neutral Jumping Fierce (Air) HP 130 15

Comments here


(kenjlk).gif
Move Motion Damage Stun Damage
Jumping Short (Air) LK 50 5

Comments here


Move Motion Damage Stun Damage
Neutral Jumping Short (Air) LK 50 7

Comments here


(kenjmk).gif
Move Motion Damage Stun Damage
Jumping Foward (Air) MK 90 9

Comments here


(kennjmk).gif
Move Motion Damage Stun Damage
Neutral Jumping Foward (Air) MK 90 7

Comments here


(kenjhk).gif
Move Motion Damage Stun Damage
Jumping Roundhouse (Air) HK 130 13

Comments here


(kennjhk).gif
Move Motion Damage Stun Damage
Neutral Jumping Roundhouse (Air) HK 130 13

Comments here


(kenoh).gif
Move Motion Damage Stun Damage
Universal Overhead MP MK 40 3

Comments here


(kent).gif
Move Motion Damage Stun Damage
Taunt HP HK 5 3
2nd Hit - 5 3

Comments here


Throws

(kenhg).gif
Move Motion Damage Stun Damage Throw Range
Hiza Geri LP LK 80 3x6 24

Comments here


(kensn).gif
Move Motion Damage Stun Damage Throw Range
Seoi Nage F LP LK 120 9 24

Comments here


(kenjg).gif
Move Motion Damage Stun Damage Throw Range
Jigoku Guruma B LP LK 110 15 24

Comments here


Command Normals

(kenclp).gif
Move Motion Damage Stun Damage
Crouching Jab D LP 20 3

Comments here


(kencmp).gif
Move Motion Damage Stun Damage
Crouching Strong D MP 90 7

Comments here


(kenchp).gif
Move Motion Damage Stun Damage
Crouching Fierce D HP 130 13

Comments here


(kenclk).gif
Move Motion Damage Stun Damage
Crouching Short D LK 20 3

Comments here


(kencmk).gif
Move Motion Damage Stun Damage
Crouching Foward D MK 85 3

Comments here


(kenchk).gif
Move Motion Damage Stun Damage
Crouching Roundhouse D HK 130 3

Comments here


Move Motion Damage Stun Damage
Fumikomi Mae Geri F MK 8 7

Comments here


Move Motion Damage Stun Damage
Inazuma Kakato Wari B MK 60 7
2nd Hit - 80 7

Comments here


Move Motion Damage Stun Damage
Inazuma Kakato Wari Hold MK 110? 15?
2nd Hit - 60 7
3rd Hit - 80 7

Comments here


Move Motion Damage Stun Damage
Shiden Kakato Otoshi F HK 120(80) 11(9)

Comments here


Special Moves

Please note that in this section you will see mainly 3 images for the special moves, this means the image on the left its done with LP (or LK), the image on the center its done with MP (or MK), and the image on the right its done with HP (or HK). Also its the same "rule" as the sections above, its the 1rst frame it hits for every of the moves.

(kenhdk).gif
Move Motion Damage Stun Damage Fireball Speed
Hadouken (Jab) QCF LP 60 3 Slow
Hadouken (Strong) QCF MP 60 3 Medium
Hadouken (Fierce) QCF HP 60 3 Fast

Comments here


(kensrk).gif
Move Motion Damage Stun Damage
Shoryuken (Jab) F, D, DF LP 150(100)(60) 11
Shoryuken (Strong) F, D, DF MP 110 11
2nd Hit - 55(50) 5
Shoryuken (Fierce) F, D, DF HP 80 11
2nd Hit - 60 3
3rd Hit - 50(50) 3

Comments here


(kentsk).gif
Move Motion Damage Stun Damage
Tatsumaki Senpuu Kyaku (Short) QCB LK 90 7
2nd Hit - 30 3
Tatsumaki Senpuu Kyaku (Foward) QCB MK 60 7
2nd Hit - 30 3
3rd Hit - 30 3
4th Hit - 30 3
Tatsumaki Senpuu Kyaku (Roundhouse) QCB HK 60 7
2nd Hit - 30 3
3rd Hit - 30 3
4th Hit - 30 3
5th Hit - 30 3

Comments here


EX Moves

(kenhdkex).gif
Move Motion Damage Stun Damage
Hadouken (EX) QCF PP 60 3
2nd Hit - 60 3

Comments here


(kensrkex).gif
Move Motion Damage Stun Damage
Shoryuken (EX) F, D, DF PP 80 11
2nd Hit - 50 3
3rd Hit - 40 3
4th Hit - 40 3

Comments here


Move Motion Damage Stun Damage
Tatsumaki Senpuu Kyaku (EX) QCB KK 60 7?
2nd Hit - 35 3
3rd Hit - 35 3
4th Hit - 35 3
5th Hit - 35 3
6th Hit - 30 3

Comments here


(kenatskex).gif
Move Motion Damage Stun Damage
Air Tatsumaki Senpuu Kyaku (EX) (Air) QCB KK 80 5
2nd Hit - 80 5
3rd Hit - 80 5
4th Hit - 80 5
5th Hit - 80 5
6th Hit - 80 5
7th Hit - 80 5
8th Hit - 80 5
9th Hit - 80 5
10th Hit - 80 5

Comments here

Combos

SAI:

Cr. mk, SAI

Cr. lk x2, xx SAI


SAII:

Cr. mk, SAII

Cr. lk x2, xx SAII

Cl. mp, hp, lp shoryuken, SAII (only in corner)


SAIII:

Cr. mk, SAIII

Cr. lk x2, xx SAIII

Cl. mp, hp, (hadouken), xx SAIII

Cl. hp, mp shoryuken, xx SAIII

Cr. mp, SAIII

(Far) mp, SAIII



Note about performing combos: I do super cancels like this for ken.

QCF M kick QCF and kick button but here's the real trick

The special thing to keep in mind is to press down and mk at the same time then follow through with the rest of the combo.

You can practice even during matches. Instead of holding down and performing mk just press down and mk at the same time.

I also do something similar for canceling Hadouken into SAIII but instead, do not press down and punch at the same time. The notation should

QCF, P, QCF, K.

Some people might have problems going from shoryuken to SAIII. My method is

F, QCF, P, QCF, K.

Hope this helps out future players. -Velius

Frame Data

Normals

Throws

Command Normals

Special Moves

Super Arts

Additional Frame Data

Strategies

Overview

Super Art 3 is the super of choice, although SAI does more damage it has range. For example it will whiff at max range of cr. mk.

Ken has a fast dash and a good close up game with his MPxxHP chain and cr. LKx2 into shippu. Also his jumping mk is good for crossing up.

Basics

Learn how to use low forward because it is pretty safe, and can cancel into EX hadoken (use Ex hadoken cause it is safer that a regular hadoken). It can also cancel into SAIII.

Get a knockdown and do any of these:

- cr. short,cr. short xx Shippu.

- strong->fierce xx Shippu.

note:if you have trouble confirming the Shippu throw in a hadoken to buy some time, it only takes away 1 point of damage. So it wold be strong-> fierce xx hadoken xx Shippu)

- dashback, cr. forward xx Shippu.

- cr. strong -> Shippu.

- far strong -> Shippu.

- cr. short, walk up, throw.

If your beating him badly, chances are he'll do a shoryuken or super on wakeup so just block then punish it.

  • Best punisher*

Close Fierce xx MP Shoryuken XX Shippu.

Super Art Selection

SAI (Shoryu-Reppa):

A decent super, would probably be his super of choice if SAIII didn't exist. Has numerous hit confirms, 2 stocks, and good damage. On the downside, doesn't have the incredible invincibility frames and lightning-fast startup of SAIII, and has significantly worse recovery.


SAII (Shinryu-Ken):

Not a very popular super, as it has very pronounced flaws and strengths. It is a fairly good anti-air (since you can mash unpredictably, and thus mess up the opponent's air-parry timings), and does the most damage out of his supers by a good amount. On the flip side, it has terrible range, even more terrible recovery, and doesn't have as many good hit-confirms and cancels as his other two supers. Probably his least used super.


SAIII (Shippu-Jinrai-Kyaku):

The universal choice of super for Ken, for good reason. Perhaps its biggest selling points are the 3 stocks (lots of EX meter for fireballs and air hurricane kicks) and its absurd number of hit confirms...it links off of just about anything you can possibly imagine. But less obvious (but equally important) properties include its lightning-quick startup - it can punish a whole bunch of moves that are otherwise usually safe, i.e. any shoto's cr. mk (yes, it can be reversal super punished, if blocked), Alex's EX shoulder, etc. It also has great invincibility properties - at point-blank, virtually nothing but a projectile can knock Ken out of the super. (I've heard Dudley's jab is also capable of this, but this needs to be confirmed.) The only downside to this super is the fairly low damage, but it's still perfectly respectable, especially for the length of meter, and the numerous upsides completely outweigh that one small negative.

Kara-Techniques

Zoning

Mixups

Additional Notes

  • Personal Action: Increased damage for all moves except throws, this increase goes away after the next attack (blocked or not) and extends for an entire combo. Ken's personal action can actually hit twice.

Match-ups

Serious Advantage Match-ups

  • Twelve
  • Sean

Advantage Match-ups

  • Yang
  • Akuma
  • Urien
  • Oro
  • Ibuki
  • Elena
  • Necro
  • Alex
  • Remy
  • Q
  • Hugo

Fair Match-ups

  • Yun
  • Makoto
  • Dudley
  • Ryu

Disadvantage Match-ups

  • Chun-Li

Serious Disadvantage Match-ups