Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
Far Jab fr. 5LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
None
Mid
33+
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
4
5
15
+4
2/1
A far-reaching thrust.
Good priority makes it a great way to deal with "rushing" moves (Blanka Rolls, Hawk Dives, Honda Headbutts, etc.
Also a decent anti-air.
Beats most pokes.
The best attack to start a Fierce HHS from due to the startup, but this adds to the move's execution.
Hits every crouching opponent except Blanka, so it can be used as a safe meaty on most knockdowns.
Especially handy against Shoto wakeup jab Shoryuukens (Harder to do against Ken since his Shoryuken has more horizontal range than Ryu's).
Click to toggle detailed hitbox data.
Frame Count
1 + 2
3
4
4
1
Simplified
6
4
5
frmp
Far Strong fr. 5MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
None
Mid
33+
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
4
6
17
+8
4/3
Similar to far st.jab with more range.
Another great way to mask a Fierce HHS.
Can be used to stuff/trade with the startup of projectiles.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
4
3
2
1
Simplified
7
4
6
frhp
Far Fierce fr. 5HP
This isn't a sweep, more like a light dusting.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
10~16
80
None
Mid
49+
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
4
18
30
0
5/4
A low punch that doesn't hit low.
Usually what you get for mistiming close Fierce or incorrectly mashing out a Fierce HHS.
Severely nerfed from his Old version, where it hit low, was faster, and could be Special canceled.
Tends to leave you wide open
Not very useful outside of a particular combo.
Click to toggle detailed hitbox data.
Startup/Active
Frame Count
1 + 3
4
4
Simplified
8
4
Recovery
Frame Count
4
6
4
2
1
1
Simplified
18
frlk
Far Short fr. 5LK
Fun fact: Kicks above the kneecap are an illegal move in sumo wrestling and will result in an immediate loss.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
-
Low
12+
Startup
Active
Recovery
Total
Frame Adv.
Meter
10
3
7
20
+3
2/1
A strange, high-ish kick.
Actually slower than far Forward in terms of startup, believe it or not.
It does have less recovery frames overall but why.
Nigh useless.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
3
3
3
3
3
1
Simplified
10
3
7
frmk
Far Forward fr. 5MK
First Hit
Second Hit
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[1] ~ 24[1]
5~11 x 2
60 x 2
None
Mid
12+
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
9 (3 ~ 6)
10
26
-1 ~ +2(+1)
4/3
Another weird high-ish kick.
Can be used as a counter pokea gainst Dhalsim's standing kicks, Boxer's standing Fierce, and Claw's standing Strong.
The second hitbox isn't as good as Old Honda's crouching Forward, but it does have better leg hurtboxes which allow it to whiff against some low normals.
Still, not a very good tool to use in neutral.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
3
3
6
5
4
1
Simplified
7
3
6
10
frhk
Roundhouse fr. 5HK
First Hit.
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2] ~ 30[0]
3~9 > 10~16
40 ~ 80
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
8 (3 ~ 5)
18
34
-4 ~ -1(-2)
5/4
An actual roundhouse kick.
Good damage and stun, but no follow ups.
Works as a simple 2-hitter, but it's safer to just use your Double Knee command forward instead since it does more damage and actually has frame advantage.
Can be used as an anti-air, but Honda has better options.
Can't be used while charging back (Overlaps with command sweep)
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 2
2
3
3
5
Simplified
8
3
5
Recovery:
Frame Count
8
6
3
1
Simplified
18
Close Normals
cl.lp
Close Jab cl. 5LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
Special, Super
Mid
0-32
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
2
3
9
+8
2/1
A quick palm thrust.
Good as a tick and for some combos.
Useful for mixing up your tick throws alongside close Strong.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
2
1
1
1
Simplified
4
2
3
cl.mp
Close Strong cl. 5MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
Super
Mid
0-32
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
2
5
12
+11
4/3
Another palm strike.
Gives immense frame advantage, allowing you to link into most normal moves for some decent combos.
Can also be used as an unexpected tick into Oicho: Since Honda players usually use normals with low blockstun (usually crouching Jab) when tick throwing, having a move with medium blockstun can mixup your opponent.
When using this as a tick, keep in mind you'll need to walk forward a little before you Oicho on everyone except Zangief.
Can also be mixed in with close Jab for a different blockstun time.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
2
2
1
Simplified
5
2
5
clhp
Close Fierce cl. 5HP
First Hitbox
Second Hitbox.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
10~16
80
None
Mid
0-48
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
7 (5/2)
18
32
-3/+2
5/4
A chop with a huge arc.
Anti-airs attacks directly above you (Such as when Claw wall dives you in the corner)
Main weakness is the strict activation range.
The huge startup makes it one of Honda's lesser used attacks.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 3
3
5
2
Simplified
7
7
Recovery:
Frame Count
7
5
3
2
1
Simplified
18
cllk
Close Short cl. 5LK
How could this move get any worse?
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
Special, Super
Mid
0-11
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
3
5
12
+5
2/1
A knee strike.
Outprioritized by close Standing Jab.
Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
Avoid like the plague.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
1
1
3
2
1
1
1
Simplified
4
3
5
clmk
Close Forward cl. 5MK
It got worse.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
60
None
Mid
0-11
Startup
Active
Recovery
Total
Frame Adv.
Meter
6
3
7
16
+8
4/3
Close Short except you can't cancel it and it's slower.
Outprioritized again by close Strong.
Can't use while charging since it overlaps with the Knees command normal.
Impossible to use against some characters (unless they jump over you) since the maximum activation range isn't close enough to activate the move even when point blank.
Avoid like the plague (again).
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
2
3
2
2
2
1
Simplified
6
3
7
clhk
Roundhouse fr. 5HK
First Hit.
Second Hit. This move doesn't change depending on distance, but it's listed twice for consistency.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2] ~ 30[0]
3~9 > 10~16
40 ~ 80
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
8 (3 ~ 5)
18
34
-4 ~ -1(-2)
5/4
An actual roundhouse kick.
Good damage and stun, but no follow ups.
Works as a simple 2-hitter, but it's safer to just use your Double Knee command forward instead since it does more damage and actually has frame advantage.
Can be used as an anti-air, but Honda has better options.
Can't be used while charging back (Overlaps with command sweep)
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
1 + 2
2
3
3
5
Simplified
8
3
5
Recovery:
Frame Count
8
6
3
1
Simplified
18
Crouching Normals
crlp
Crouching Jab cr. 2LP
Strikes to the groin are another illegal move in sumo wrestling.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
0~5
40
Super
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
8
3
16
+2
2/1
A crouching palm thrust.
Good poke that trades Standing Jab's priority for better range and less vulnerability against lows.
Great for buffering Fierce HHS due to its long active time.
Also a great meaty to start ticks.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
8
2
1
Simplified
5
84
3
crmp
Crouching Strong cr. 2MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
5~11
60
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
8
11
26
-1
4/3
A palm strike, now right handed.
Hitbox makes it great for beating some key crouching attacks, like Guile and Chun's Crouching Forwards.
Still slow.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
2
8
6
4
1
Simplified
7
8
11
crhp
Crouching Fierce cr. 2HP
First Hit
Second Hit.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
16[2] x 2
1~7 x 2
70 x 2
Super/None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
4(6)8
11
34
-6 ~ +3(+2)
5/4
Two palm strikes, one left, one right.
Not very useful outside of a few combos.
Can be used to deter Boxer's low punches.
Usually seen when you mess up an Oicho Throw.
Click to toggle detailed hitbox data.
Frame Count
1 + 2
2
4
2
2
2
Simplified
5
4
6
|
Frame Count
8
6
4
1
Simplified
8
11
crlk
Crouching Short cr. 2LK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1]
0~5
40
Special, Super
Low
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
3
4
11
+6
2/1
An excellent low kick.
Cancelable, and good for tick throwing.
Experienced Hondas can cancel this normal into any strength HHS for a nasty frame trap, but it takes serious button mashing skills to do (especially the Strong and Fierce versions).
You're almost always in range for an Oicho if you cancel this into a Strong or Fierce HHS.
Click to toggle detailed hitbox data.
Frame Count
1 + 1
2
3
3
1
Simplified
4
3
4
frmk
Crouching Forward cr. 2MK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
60
None
Low
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
5
8
20
+5
4/3
A low kick that looks the exact same as crouching Short but it's different.
Can be used to buffer Strong or Fierce HHS on block.
The timing of the buffered HHS coming out from this move can be awkward for an opponent to deal with, making it good for surprises.
Works great as a counter-poke against certain other character's pokes, like Guile's crouching Forward.
You can use this move in the corner after a Fierce Hold to crossup. This works on everyone BUT Sagat, Chun-Li, and Claw.
The secret to timing this is to walk forward until your opponent gets released from the hold, then hit 2HK as soon as they hit the wall. This sequence is cool, but it's not fool-proof since you can get hit with a reversal throw/special (though this is VERY risky) and it's easy to anticipate once you know how to defend against it (but it does give you frame advantage).
Can also be used as a safe meaty against horizontal-based reversals (Shoryukens, Chun-Li's Tenshokyaku upkicks, etc.). By hitting this move on the last few active frames on these characters (like Ryu, for example), if you're outside of their throw range they'll either whiff a Shoryuken, whiff a normal, or block.
A harder variation involves purposely missing the meaty timing by a very small amount while in Oicho range to get an Oicho coming right out of the recovery.
Sets up a built in safe jump against Sagat and Claw. Just hold up-forward after a successful knockdown, and you'll get a guaranteed safe jump unless they touch the corner or hit a breakable object.
Click to toggle detailed hitbox data.
Frame Count
1 + 3
4
6
4
8
6
1
Simplified
8
6
4
8
7
Neutral Jump Normals
njlp
Neutral Jumping Jab nj. 8LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[1]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
8
30
∞
38+∞
Dependent
2/1
A jumping chop.
Not particularly useful, but has decent reach.
Click to toggle detailed hitbox data.
Frame Count
2
3
3
30
∞
Simplified
8
30
∞
njmp
Neutral Jumping Strong nj. 8MP
First Hitbox.
Second Hitbox.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
16 (4/12)
∞
33+∞
Dependent
4/3
Another chop, this time with windback.
First part has great priority, second part not so much.
Still a decent air to air/walldive counter.
Click to toggle detailed hitbox data.
Startup/Active:
Frame Count
3
4
4
12
Simplified
7
16
Recovery
Frame Count
8
4
4
∞
Simplified
∞
njhp
Neutral Jumping Fierce nj. 8HP
Can be steered midair. In case of fireballs, break glass.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32[2]
11~17(-1)
60(+20)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
6
∞
13+∞
Dependent
5/4
Honda does a curved slap.
This move can be steered in midair, allowing for slight movement after you've left the ground.
Steering allows safe jumping over projectiles, making it an invaluable tool in his kit.
Click to toggle detailed hitbox data.
Frame Count
3
4
6
8
4
4
∞
Simplified
7
6
∞
njlk
Neutral Jumping Short nj. 8LK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
16[1]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
30
∞
37+∞
Dependent
2/1
A jumping kick.
Landing this move as a tick will push you out of most characters throw ranges and leave you in Oicho range for an unexpected and hard to deal with tick.
Ticking with this move is circumstantial however, likely requiring a knockdown in the corner.
Otherwise this move is hot garbage.
Click to toggle detailed hitbox data.
Frame Count
7
4
30
4
∞
Simplified
7
30
∞
njmk
Neutral Jumping Forward nj. 8MK
Jumping Kick: Better Priority Edition
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[1]
5~11
50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
12
∞
19+∞
Dependent
4/3
Another jumping kick.
Ok for protection as you come down, but nj.HP is often favored as it can be steered.
Click to toggle detailed hitbox data.
Frame Count
3
4
12
4
4
4
4
4
∞
Simplified
7
12
∞
njhk
Neutral Jumping Roundhouse nj. 8HK
Jumping Kick: Special OK Priority Edition
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
30[2]
11~17(-1)
60(+20)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
6
∞
13+∞
Dependent
5/4
Yet another jumping kick.
Trades nj.mk's better priority for better damage.
Some Honda plsyers use this over his sterrable nj.HP because of its truncated hurtboxes for jumping over projectiles. Try both and see what works best for your playstyle. -x64
Click to toggle detailed hitbox data.
Frame Count
3
4
6
4
4
4
4
4
∞
Simplified
7
6
∞
Diagonal Jump Normals
djlp
Diagonal Jumping Jab dj. 7LP/9LP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
12[0]
1~7(-2)
40
Special
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
2
∞
N/A
2+∞
Dependent
2/1
Ken performs a jumping jab that is active throughout the whole jump.
Ken's hand has a relatively large active hitbox around it, making this a good air-to-air move.
It can be used for jumping on your opponent after a knockdown. The small amount of pushback allows for mixups such as throw, cr.forward xx Hadoken/Super, or delayed Jab Shoryuken (to beat reversal throws).
Beats Zangief's Lariats from the right distance and still hits him if he crouches.
Click to toggle detailed hitbox data.
Frame Count
2
∞
djmp
Diagonal Jumping Strong dj. 7MP/9MP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[2]
5~11
50
Special
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
8
∞
12+∞
Dependent
4/3
An aerial punch, similar to the neutral jump version.
Very good horizontal reach and priority.
A move to be considered when afraid of wall dives crossing you or aerial attacks in general.
This attack does not hit crouching opponents.
The neutral version is the same, but with more active frames.
Click to toggle detailed hitbox data.
Frame Count
2
2
8
4
4
4
∞
Simplified
4
8
∞
djhp
Diagonal Jumping Fierce dj. 7HP/9HP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[1]
3~9
40
Special
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
4
8
∞
12+∞
Dependent
5/4
Ken's strongest jumping punch.
Very good air to ground priority.
Can be used as anti-air from certain distances, and also beats or trades most other aerial attacks.
The Neutral Jump version has more stun and active frames.
Click to toggle detailed hitbox data.
Frame Count
2
2
8
4
4
4
∞
Simplified
4
8
∞
djlk
Diagonal Jumping Short dj. 7LK/9LK
His hurtbox gets a bit bigger after 10 frames.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
12[2]
1~7(-2)
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
∞
N/A
5+∞
Dependent
2/1
Ken's jumping knee.
Stays out for quite some time, but safe jumps aside, this does not have many uses.
Its main downside is the short reach.
Click to toggle detailed hitbox data.
Frame Count
2
3
10
∞
Simplified
5
∞
djmk
Diagonal Jumping Forward dj. 7MK/9MK
First hitbox. The crossup part.
Second hitbox. How the hitbox shifts is one of life's greatest mysteries.
First Hitbox
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26[2]/22[2]
3~9/5~11
40/50(+10)
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
13 (5/8)
∞
18+∞
Dependent
4/3
Ken brings his knee down, then his leg realizes it needs to put its hurtbox out.
His main crossup, alongside Air Tatsu.
Unsuitable as an air to air due to the huge startup.
Click to toggle detailed hitbox data.
Frame Count
1
2
2
5
8
3
3
3
∞
Simplified
5
13
∞
djhk
Diagonal Jumping Roundhouse dj. 7HK/9HK
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26[2]
3~9
40
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
5
7
∞
12+∞
Dependent
5/4
A full power kick.
Can't be used as a crossup due to the nerfed hitbox.
Still has good reach, but can be countered if you whiff due to projected hurtboxes.
Can be used as an anti air from certain distances, in the same fashion as diagonal jumping Fierce, hitting your enemy from above his attack or around the head.
Click to toggle detailed hitbox data.
Frame Count
2
3
7
3
3
3
∞
Simplified
5
13
∞
Throws
Ken can throw with , , , and . He also has an Air Throw.
Shoulder Throw Seoi Nage cl.6MP or 4MP/ cl.6HP or 4HP
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32
7~13
100
None
Grab
48 (from axis) 19 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Ken's Punch throw, where he throws his enemy above his head.
Can be activated with either Strong or Fierce.
The direction you're holding determines the direction you'll throw in.
Useful over Knee Bash if you're about to dizzy/K.O. your opponent or if you need the OS with Fierce normals in case the throw attempt fails.
Knee Bash Tsukami Nage cl.6MK or 4MK
Welcome to mixup city, bad boy!
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
26 + 4*n
0
0
None
Grab
48 (from axis) 19 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Ken's Hold.
Activated with either Forward.
The direction you're holding determines the direction you'll throw in.
Amount of hits is set at 5, then added/subtracted through mashing.
Leads to a bunch of mixups since you can walk under your opponent as they're being thrown.
A few examples are walk up combo, walk under combo, jump in combo, tick throws, or jab Shoryuken.
More detailed strategies are in the Strategy section.
Hell Wheel Jigoku Gurama cl.6HK or 4HK. In the air, any direction except 8 + MK.
Usable in the air, too!
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
32
7~13
100
None
Grab
48 (from axis) 19 (from throwable box)
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
1
Dependent
2
N/A
-
Ken's Heavy Kick throw, where he pulls his enemy towards himself, rolls, and then throws his enemy with his leg.
Activated with Roundhouse.
The direction you're holding determines the direction you'll throw in.
Moves the enemy farther than his Punch throw, so it's useful for cornering opponents.
Also useful for Throw for the Win tactics, like his Punch throw.
May be useful when you use Standing Roundhouse as an OS in case the throw attempt fails.
Must be 56 units upwards/48 units downward to use in air.
Air version usually comes out accidentally, but still has decent range and activation height.
Click to toggle throwbox data.
Special Moves
Hadoken
Hadoken Fireball/+ 236P
Mainly for applying pressure.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[0]
5~11
110
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
13
Traveling
40*
53
-4 (Point Blank)
2
Ken's iconic fireball, now with extra hands.
This is the weakest version, with the least speed, damage, and recovery.
Generally harder to hit enemies out of moves due to the increased startup.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
20[0]
7~13
110
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
13
Traveling
41*
54
-5 (Point Blank)
2
Midway in terms of damage, speed, and recovery.
All 3 versions have the same startup, but differ in recovery frames. (This is almost imperceptible, however.)
Some characters such as Claw can punish Hadokens on block or hit from close distance, so watch out for that.
This move can miss completely when used from point-blank range, as some characters' attacks move their hitboxes towards a bit.
Due to a glitch, it's possible to change the recovery of any Hadoken to that of a Jab by either whiffing or kara-canceling a Jab or Short normal. You can read more about it here.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
22[0]
7~13
110
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
13
Traveling
42*
55
-6 (Point Blank)
2
Maximum damage, speed, and recovery. The strongest non-super projectile in the game, in terms of damage.
With Hadokens, you can force your enemy to jump and anti air them with a Shoryuken, trap them in the corner, force them to throw fireballs and punish when they least expect it, or put them on the defensive, making it easier to approach.
NOTE: A lot of frames were omitted here, because in each frame the fb's hitbox move 1-3 pixels forward, the images are all uploaded though with the same name pattern, so you can still see them.
Shoryuken
Shoryuken Dragon Punch/+ 623P
First hitbox (Fierce Only)
Second hitbox. (Jab/Strong ver.)
Third hitbox (Fierce ver.)
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
38[2]/22[2]
9~15/2~8
100/90
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
2
18 (4/14)
19
39
-12 (Blocked)/Hard Knockdown
8
Ken's unmistakable uppercut. Invincible on frames 1-6.
Jab does the most damage in a vacuum and rises the least.
Most obvious use is a general-purpose anti-air, as it's easy to land.
Properly time this and you'll beat any normal your opponent might throw out. Miss and you'll likely get punished. Some high level players like to do two in a row, reasoning that the second might connect with an opponent's counterattack if they time it a bit too late.
Allows for continued pressure after a knockdown.
Easier to perform in neutral than Ryu's due to the added horizontal priority and lesser recovery.
Also can be used to avoid projectiles due to the invincibility frames.
Ken's best reversal, since it's safe on block due to the knockback/great rising priority.
Likely your go-to combo ender since all other versions will whiff the knockdown part when used in combos.
While other Shoryukens do deal more damage when all hits connect, they'll likely whiff if used in combos.
In addition, the first hit of jab Shoryu is a confirmed knockdown, while all other Shoryus need more hits to knockdown. This will likely be your go-to combo ender as a result.
Not just Ken's bread and butter, it's the whole damn bakery.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
34[0] ~ 14[0]
9~15 > 2~8
100 ~ 90
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
2
26 (4 ~ 22)
27
55
-28 (Blocked)
8
Stronger when raw, bit more height and recovery. Invincible on frames 1-6.
Airborne after 8 frames (Goes for all versions).
Knocks down on hit, but will likely whiff if used in combos.
Not invulnerable while ascending, so some air attacks will trade/beat it. For example, Old Chun-Li's diagonal kicks and New Chun-Li's neutral Fierce beat the rising part.
First Hitbox
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[0] ~ 32[0] ~ 12[0]
1~7 > 9~15 > 1~7
30 ~ 100 ~ 30
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
0
30 (2 ~ 2 ~ 26)
34
64
-39 (Blocked)/Hard Knockdown (Third Hit)
8
Ken's fiery passion burns in his strongest Shoryuken (when hit raw, in most situations Jab is better). Invincible on frames 1-5.
First hit forces a crouching flaming hitstun on hit.
Second hit forces a standing flaming hitstun on hit, but will likely whiff if used in combos.
Third hit does a hard knockdown, but will also likely whiff if used in combos.
Deals the most damage while ascending, but still controls a good amount of air space.
Useful if you're not sure a Jab Shoryuken will reach far enough, but will ironically sacrifice damage for it.
Third hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
12[1] (First Hitbox) ~ 12[2] (All others)
3~9 x 3(L)/4(M)/5(H)
90 x 3(L)/4(M)/5(H)
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
1
3(7), 2(1)2(2) x 3(L)/4(M)/5(H)
2 + 12
44/51/58
+3 (Last Hit)
6
Ken's iconic spinning kick. Propels you forward with hitboxes ahead and behind you.
All strengths are the same in terms of damage, but differ in distance and amount of spins.
Since your hurtbox shrinks while using this move, you can use Tatsus to travel straight over Guile's Sonic Booms and Dhalsim's Yoga Flames. You may be able to do this with Dee Jay's Air Slashers/Max Outs, but only the Strong/Fierce versions.
This attack will likely be VERY unsafe on block, as pushback almost guarantees not all of the hits will connect.
Ken can't use this move as a reversal or a safe jump avoider due to a lack of invincibility, but he can avoid throws since he's instantly airborne.
Kuuchuu Tatsumaki Senpukyaku Air Hurricane Kick/Air + AIR 214K
First hitbox.
Second hitbox. Short spins 3 times, Forward spins 4 times, and Roundhouse spins 5 times.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
12[2] (All Hits)
3~9 x x 3(L)/4(M)/5(H)
90 x x 3(L)/4(M)/5(H)
None
High/Unblockable
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
0
2(1)2(2) x 3(L)/4(M)/5(H)
∞+7
21(L)/28(M)/35(H) +∞+7
Dependent
6
The Tatsumaki Senpukyaku except airborne.
Instead of propelling you forward like a normal Tatsu, each kick temporarily decreases your gravity value (How fast you fall from a jump) as well as slightly boosting your horizontal velocity. This means you'll fall slower if performed on the way down, and gain more height on the way up. Your gravity returns to normal once the kick ends.
50% chance to be unblockable if hit on the first frame.
This move has a variety of uses. You can use it as an alternative aerial since the hitbox is pretty far out (but so is the hurtbox).
You can also surprise the enemy with a sudden movement change, or you can simply use it to build meter on the way down from a jump.
Skillful use allows you to cross-up enemy air counters like the Flash Kick to hit the opponent from behind, too!
Can combo on the way down and hits crouching characters more often, so it's well suited for shenanigans.
Since there's no minimum activation requirement unlike Ryu's tatsu, Ken can create a rather parabolic jump arc or activate right before landing for the best possible frame advantage.
Keep in mind that the priority on air Tatsus isn't as good as the grounded version.
Also keep in mind that once you land, you have 7 frames of landing animation you can't cancel out of whatsoever.
Officially known as Roundhouse Kicks, called Crazy Kicks by the community as to not confuse people with the roundhouse button. All of them have the same power regardless of what kick button pressed to use them, but all will turn into an Inazuma Kick overhead if you hold them. They're not very useful, but they're there.
Kama Barai Geri (Inside Crescent)
Kama Barai Geri Inside Crescent/+ 236K
First Hitbox
Second Hitbox
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2]/30[2]
0~4/7~13
20/90
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
7
3/5
17
32
-8/-4
6
A fast high hitting kick.
Combos very easily off of Crouching Short/Forward
Extended part does a lot of stun damage, which is very good when you want to land one of Ken's high damaging combos.
Best Crazy Kick to cancel into Inazuma Kick due to the quick startup. Still way slower than other character's overheads.
The first active part of this move can hit crouching Dhalsim, Sagat, T.Hawk, Zangief, and Old Fei Long. Dee Jay and Boxer can also be hit, but you have to be very close.
Can be used as a built in safejump in some matchups by canceling sweep into this move, then holding up-forwards. This works on Cammy and Fei Long, and may also work on Zangief if you attack with Jumping Jab (as to avoid his Lariats) and Zangief doesn't crouch.
Detailed Input: (↓ [7~14f] ↘ [7~14f] → [9f] K)
Click to toggle detailed hitbox data.
Startup:
Frame Count
2
2
3
Simplified
7
Active:
Frame Count
3
5
Recovery:
Frame Count
4
4
4
2
2
2
3
Simplified
17
Nata Otoshi Geri (Outside Crescent)
Nata Otoshi Geri Outside Crescent/+ 632K
First Hit
Second Hit
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
4[2] ~ 28[2]
2~8 > 7~13
90 x 2
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
16
6 (3 ~ 3)
13
35
+2/+6(+5)
6
A slower two-hit kick.
Grants a lot of frame advantage, but has a VERY slow startup.
Hits most crouching characters (whiffs completelly against Blanka, and only the first hit can reach a crouching Cammy).
Usually an annoyance since you can accidentally pull this off when attempting a walk in sweep. It's vital for New Ken players to avoid using this move.
Has the slowest startup out of Ken's Crazy Kicks, so it's unsuitable as a Inazuma cancel.
It does at the very least add Outside Crescent's first hitbox to the Inazuma Kick, comboing into the overhead.
It's called a Crazy Kick because you'd be crazy to pull this off in an actual match.
Ken's old Far Standing Roundhouse, but worse, and jankier.
Less active frames and worse priority than his old RH.
First hit does a hard knockdown, second hit is one of the few moves in the game that does a Far Knockdown. For some reason.
The first active part can hit a crouching Dhalsim, Zangief, T.Hawk, or Sagat. You can also hit Boxer and Dee Jay while really close. Second part will only hit crouching Dhalsim or Dee Jay up close.
If you manage to hit with the hard knockdown somehow, you can follow up with a Roundhouse Tatsu or a juice kick to get your opponment close to the corner, and close to you.
Some players like to use this move to fake a Hadoken, since the first sprite on startup is the same across both moves.
Against other Shotos, if you're on the starting side (Left if you're Player 1, Right if you're Player 2) you can hit this move point blank to switch sides with your opponent. Follow this up with a Jab Shoryuken using the crosscut input for a surprise knockdown.
Canceling this into an Inazuma Kick allows you to temporarily change sides with Ryu, Ken, Chun-Li, Guile, Cammy, Fei Long, Boxer, and Claw, making their reversals whiff.
While QCF+K has a better startup for Inazumas, this move can be useful for them since you can safely space them against Zangief's SPD, due to his hitboxes being projected way ahead of his throw hurtbox.
Can be used as a built in safe jump by canceling a sweep into this move, then holding up towards (Unless your opponent touches the corner during their knockdown animation). This works on Ryu, E. Honda, Cammy, Fei Long, and Dictator.
Hitting with the second part also allows for safe jumps, if you hit with it and then jump twice in a row. This works on Ryu, T. Hawk, Fei Long, Dee Jay, and Dictator, and also works on Zangief if you jump with Jab or Strong.
It's called a Crazy Kick because it's crazy how jank they made this move.
Inazuma Kick 236/632/41236 + HOLD Hold K during any Crazy Kick input
First Hitbox (HCF version)
Second Hitbox (HCF version)
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
24[2]
7~13
90
None
High
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
(7/16/12 + 2)* + 18/20*
6 {3/3)
7
40/49/47*
+9/+12
6
Ken's Overhead conversion. Can be performed from any of his Crazy Kicks, but the overall strength doesn't change depending on button or Crazy Kick performed.
One of the game's slower overheads.
Move starts after the first 2 active frames of each Crazy Kick, so this move's startup is equal to the Crazy Kick's startup + 2, plus 18 (or 20 if using the HCF version)
Recommended to perform this from Ken's QCF Kick, since that has the least startup.
Rarely used in mixups as a result of the move's poor startup.
Kick must be held for the entire duration of the move's startup (7f/16f/12f)
Click to toggle detailed hitbox data.
QCF Version
Startup
Frame Count
2
2
3
Simplified
7
Active/Recovery:
Frame Count
2
2
2
10
4
Simplified
2
18
Frame Count
3
3
3
3
1
Simplified
6
7
QCDF Version
Startup
Frame Count
2
2
2
2
8
Simplified
16
Active/Recovery
Frame Count
2
2
2
10
4
Simplified
2
18
Frame Count
3
3
3
3
1
Simplified
6
7
HCF Version
Startup
Frame Count
3
3
3
3
Simplified
12
Active/Recovery
Frame Count
2
3
3
10
4
Simplified
2
20
Frame Count
3
3
3
3
1
Simplified
6
7
Super Combo
Shoryureppa + 236236P
First and Fourth hit
Second and Fifth hit
Third hit.
Damage
Dizzy
Dizzy Time
Cancel
Guard
Act. Range
18[1] x 5
0~4 x 5
20 x 5
None
Mid
N/A
Startup
Active
Recovery
Total
Frame Adv.
Meter
2
8(17)30
33
90
-37 (Point Blank)/Hard Knockdown
-
Ken does a Shoryuken, then another Shoryuken.
Invincible until Ken falls down from his second DP (Frames 1-57)
Creates a juggle state.
Ken has very little landing recovery frames, so a throw or a DP on landing can catch an unsuspecting opponent (If they allow you to land).
Can't be used as an invincible reversal for some reason. You'll just get a special move instead.
New Ken's prejump animation was nerfed on ST by 1 frame, so unlike Old Ken, who has a considerably fast prejump animation, New Ken's prejump is of average speed. This for the most part is a disadvantage.
There's a small gap between the leg hurtbox and chest hurtbox on Ken's backward prejump frames. You can actually abuse it to evade Low Tiger Shots entirely, and even can even evade meaty Low Tiger Shots on wake up since the first wake up frame will be the first prejump frame if you wake up holding up-back. Mattsun does this frequently. Be aware though that if it's a meaty Short Low Tiger Shot you'll most likely end up landing on it, unless you react with an Air Tatsu to alter your jump trajectory, of course.
The landing recovery has a special property which allows it to be canceled into certain actions. At the first landing frame, you can perform throws (including command throws), and on the second landing frame, you can start another jump, attack with a normal or special move, or block. Blocking not being until the second landing frame, as well as hitbox-hurtbox interactions having priority over throwbox-throw hurtbox is why sweeps work as anti airs in this game.
Things are different when jumping over your opponent, however. In that situation it's possible to walk back/forward, to jump again or to even block on the first landing frame! Strangely, if a throw is timed on the first landing frame of a jump that crosses over, a throwbox will never come out, even though that input will result in a normal coming out 2 frames later (like it normally would). Anyway, being able to block on the first landing frame can help a little bit on some safe jump crossup setups, or maybe in other situations as well if your character has a huge jump arc.