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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
Move | Motion | Damage | Stun Damage |
Jab | LP | 20 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Strong | MP | 90 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Fierce | HP | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Jab | (Close to opponent) LP | 30 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Strong | (Close to opponent) MP | 100 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Close Fierce | (Close to opponent) HP | 130 | 15 |
Comments here
Move | Motion | Damage | Stun Damage |
Short | LK | 40 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Foward | MK | 110 | 15 |
Comments here
Move | Motion | Damage | Stun Damage |
Roundhouse | HK | 150 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Jab | (Air) LP | 50 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Strong | (Air) MP | 100 | 11 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Fierce | (Air) HP | 130 | 15 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Fierce | (Air) HP | 130 | 15 |
Comments here
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
Move | Motion | Damage | Stun Damage |
Jumping Foward | (Air) MK | 90 | 9 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Foward | (Air) MK | 90 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Jumping Roundhouse | (Air) HK | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Neutral Jumping Roundhouse | (Air) HK | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Universal Overhead | MP MK | 40 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Taunt | HP HK | 5 | 3 |
2nd Hit | - | 5 | 3 |
Comments here
Throws
Move | Motion | Damage | Stun Damage | Throw Range |
Hiza Geri | LP LK | 80 | 3x6 | 24 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Seoi Nage | F LP LK | 120 | 9 | 24 |
Comments here
Move | Motion | Damage | Stun Damage | Throw Range |
Jigoku Guruma | B LP LK | 110 | 15 | 24 |
Comments here
Command Normals
Move | Motion | Damage | Stun Damage |
Crouching Jab | D LP | 20 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Strong | D MP | 90 | 7 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Fierce | D HP | 130 | 13 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Short | D LK | 20 | 3 |
Comments here
Move | Motion | Damage | Stun Damage |
Crouching Foward | D MK | 85 | 3 |
Comments here
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.
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
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
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
Move | Motion | Damage | Stun Damage |
Hadouken (EX) | QCF PP | 60 | 3 |
2nd Hit | - | 60 | 3 |
Comments here
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
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
Super Arts
Num. | Super Art Name | Motion | Damage | Stun Damage |
I | Shoryureppa | QCF QCF P | 80 | 0 |
- | 2nd Hit | - | 50 | 0 |
- | 3rd Hit | - | 10 | 0 |
- | 4th Hit | - | 70 | 0 |
- | 5th Hit | - | 40 | 0 |
- | 6th Hit | - | 40 | 0 |
- | 7th Hit | - | 40 | 3 |
- | 8th Hit | - | 40 | 3 |
- | 9th Hit | - | 40 | 5 |
- | 10th Hit | - | 40 | 5 |
- | 11th Hit | - | 40 | 5 |
- | 12th Hit | - | 40 | 3 |
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
II | Shinryuken | QCF QCF P | ? | 0 |
- | 2nd Hit | - | ? | 0 |
- | 3rd Hit | - | ? | 0 |
- | 4th Hit | - | ? | 0 |
- | 5th Hit | - | ? | 0 |
- | 6th Hit | - | ? | 0 |
- | 7th Hit | - | ? | 3 |
- | 8th Hit | - | ? | 3 |
- | 9th Hit | - | ? | 5 |
- | 10th Hit | - | ? | 5 |
- | 11th Hit | - | ? | 5 |
- | 12th Hit | - | ? | 3 |
- | 13th Hit | - | ? | 5 |
- | 14th Hit | - | ? | 5 |
- | 15th Hit | - | ? | 3 |
Comments here
Num. | Super Art Name | Motion | Damage | Stun Damage |
III | Shippu Jinrai Kyaku | QCF QCF K | 80 | 7 |
- | 2nd Hit | - | 40 | 3 |
- | 3rd Hit | - | 40 | 3 |
- | 4th Hit | - | 50 | 3 |
- | 5th Hit | - | 40 | 3 |
- | 6th Hit | - | 30 | 0? |
- | 7th Hit | - | 30 | 0? |
- | 8th Hit | - | 30 | 0? |
- | 9th Hit | - | 50 | 3 |
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