Normal Moves
Disclaimer: To better understand the diagrams, read this.
Far Normals
frlp
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.
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Click to toggle detailed hitbox data.
frmp
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.
|
Click to toggle detailed hitbox data.
frhp
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.
|
Click to toggle detailed hitbox data.
frlk
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.
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Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
frhk
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.
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Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Close Normals
cl.lp
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.
|
Click to toggle detailed hitbox data.
cl.mp
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.
|
Click to toggle detailed hitbox data.
clhp
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.
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Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 3 | 3 | 5 | 2 |
Simplified | 7 | 7 |
- Recovery:
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Frame Count | 7 | 5 | 3 | 2 | 1 |
Simplified | 18 |
cllk
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.
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Click to toggle detailed hitbox data.
clmk
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.
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Click to toggle detailed hitbox data.
clhk
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.
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Click to toggle detailed hitbox data.
- Startup/Active:
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Frame Count | 1 + 2 | 2 | 3 | 3 | 5 |
Simplified | 8 | 3 | 5 |
- Recovery:
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Frame Count | 8 | 6 | 3 | 1 |
Simplified | 18 |
Crouching Normals
crlp
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.
|
Click to toggle detailed hitbox data.
crmp
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.
|
Click to toggle detailed hitbox data.
crhp
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.
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Click to toggle detailed hitbox data.
crlk
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.
|
Click to toggle detailed hitbox data.
frmk
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.
|
Click to toggle detailed hitbox data.
crhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
8 | 6/(4)/8 | 7 | 33 | -3/+7 | 5/4 |
Honda's fully rotating sweep.
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Click to toggle detailed hitbox data.
Neutral Jump Normals
njlp
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.
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Click to toggle detailed hitbox data.
njmp
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.
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Click to toggle detailed hitbox data.
njhp
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.
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Click to toggle detailed hitbox data.
njlk
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.
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Click to toggle detailed hitbox data.
njmk
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.
|
Click to toggle detailed hitbox data.
njhk
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.
|
Click to toggle detailed hitbox data.
Diagonal Jump Normals
djlp
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 |
A jumping chop.
|
Click to toggle detailed hitbox data.
djmp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
22[2] | 5~11 | 50 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | ∞ | 15+∞ | Dependent | 4/3 |
Another chop. The downwards motion doesn't have a hitbox for some reason.
|
Click to toggle detailed hitbox data.
djhp
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 8 | ∞ | 15+∞ | Dependent | 5/4 |
A sweeping slap. The diagonal version can't be steered.
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Click to toggle detailed hitbox data.
djlk
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 | ∞ | N/A | 7+∞ | Dependent | 2/1 |
A quick jumping buttslam makes an important move move for Honda.
|
Click to toggle detailed hitbox data.
djmk
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 |
Your best frontal jump-in.
|
Click to toggle detailed hitbox data.
djhk
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
30[2] | 3~9 | 40 | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | 10 | ∞ | 17+∞ | Dependent | 5/4 |
One last jumping kick for the road.
|
Click to toggle detailed hitbox data.
Command Normals
Knee Strike
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26[1] ~ 16[1] | 5~11 x 2 | 60 x 2 | None | Mid | 0-11 |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 (3 ~ 3) | 7 | 23 | +5 ~ +8(+7) | 4/3 x 2 |
A two hit knee attack.
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Click to toggle detailed hitbox data.
- Startup/Active
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Frame Count | 1 + 3 | 3 | 3 | 3 | 3 |
Simplified | 10 | 3 | 3 |
- Recovery
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Frame Count | 2 | 2 | 2 | 1 |
Simplified | 7 |
Sweep Kick
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
28[2] | 5~11 | 130 | None | Low | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
10 | 6 | 19 | 35 | -3/Soft Knockdown | 5/4 |
Honda's command sweep, and his longest ranged normal.
|
Click to toggle detailed hitbox data.
Flying Sumo Press
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
24[2] | 5~11 | 50(+10) | None | High | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
7 | ∞ | N/A | 7+∞ | Dependent | 4/3 |
A full body slam.
|
Click to toggle detailed hitbox data.
Throws
E.Honda can throw with ,
, and
. He has the longest normal throw range in the game, as well as some nasty throw loops off his Fierce and Roundhouse throws.
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32 | 7~13 | 100 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's one and only normal Throw.
|
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's "bear hug" hold. You'll be using this one the most.
-x64 |
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
26 + 4*n | 0 | 0 | None | Grab | 64 (from axis) 36 (from throwable box) |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
1 | 1 | Dependent | 2 | N/A | - |
Honda's Heavy Kick hold.
-x64 |
Click to toggle throwbox data.
Special Moves
Hundred Hand Slap
Click to toggle detailed hitbox data.
- Startup:
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Frame Count (Jab) | 2 | 3 |
Simplified (Jab) | 5 | |
Frame Count (Strong) | 4 | 4 |
Simplified (Strong) | 8 | |
Frame Count (Fierce) | 5 | 6 |
Simplified (Fierce) | 11 |
- Active:
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Frame Count (Jab) | 4* | 4 | 4 |
Frame Count (Strong) | 2* | 2 | 2 |
Frame Count (Fierce) | 1* | 1 | 1 |
- NOTE: The first hitbox that comes out when performing this move has 1 extra active frame.
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Frame Count (Jab) | 4 | 4 | 4* |
Frame Count (Strong) | 2 | 2 | 2* |
Frame Count (Fierce) | 1 | 1 | 1* |
- NOTE 2: The last active frame on some animation cycles are skipped. This depends on the frequency of your button presses.
- Recovery:
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Frame Count (Jab) | 5 | 2 | 3 | 2 | 1 |
Simplified (Jab) | 13 | ||||
Frame Count (Strong) | 7 | 2 | 3 | 2 | 1 |
Simplified (Strong) | 15 | ||||
Frame Count (Fierce) | 8 | 3 | 4 | 3 | 1 |
Simplified (Fierce) | 19 |
Sumo Headbutt
Click to toggle detailed hitbox data.
- Startup:
Jab and Strong Only | ![]() |
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Strong and Fierce Only | |
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Frame Count (Jab) | 1 | 3 | 4 | |
Simplified (Jab) | 8 | |||
Frame Count (Strong) | 1 | 2 | 6 | 2 |
Simplified (Strong) | 11 | |||
Frame Count (Fierce) | 1 | 4 | 1 | |
Simplified (Fierce) | 6 |
- Active:
- Jab Version
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Frame Count | 3 | 3 | 22 |
Simplified | 6 | 22 |
- Strong and Fierce Version:
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Frame Count (Strong) | 2 | 25 |
Frame Count (Fierce) | 1 | 53 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 8/9 | 2 | 2 | 1 |
Simplified | 25/26 |
Sumo Smash
{{MoveData
| name = Sumo Smash
| input = +
| subtitle = [2]8K/Buttslam
| image = EHonda_bdrop7.png
| imageSize = 155x108px
| caption = Rising Hitbox (Short and Forward Only)
| image2 = EHonda_bdrop13.png
| imageSize2 = 98x101px
| caption2 = Falling Hitbox. Just don't let your butt touch the ground, or you'll be disqualified per sumo rules.
| data =
|- style="line-height:1em"
! style="min-width:70px;" rowspan=4 |
! style="width:13.3%" | Damage
! style="width:13.4%" | Dizzy
! style="width:13.3%" | Dizzy Time
! style="width:13.4%" | Cancel
! style="width:13.3%" | Guard
! style="width:13.4%" | Act. Range
|-
| 24[2]
| 9~15/2~8
| 100/90
| None
| Mid/High
| N/A
|- style="line-height:1em"
! style="width:13.3%" | Startup
! style="width:13.4%" | Active
! style="width:13.3%" | Recovery
! style="width:13.4%" | Total
! style="width:13.3%" | Frame Adv.
! style="width:13.4%" | Meter
|-
| 21
| 9(13)10
| 4
| 57
| Dependent
| 9
|-
| style="width:100%; text-align:left" colspan=7 |
Honda leaps into the air and comes crashing down with the weight of a piano.
- This version (and the Forward version for that matter) hit while rising.
- Rising part hits Mid, while the falling part hits High. Not that this move hits most crouching opponents anyway.
- This move serves as both a decent anti-air and is useful to get over projectiles from far away.
- Also a good mixup for Oicho setups.
|- }}
|- style="line-height:1em"
! style="min-width:70px;" rowspan=4 |
! style="width:13.3%" | Damage
! style="width:13.4%" | Dizzy
! style="width:13.3%" | Dizzy Time
! style="width:13.4%" | Cancel
! style="width:13.3%" | Guard
! style="width:13.4%" | Act. Range
|-
| 28[2]
| 9~15
| 100
| None
| Mid/High
| N/A
|- style="line-height:1em"
! style="width:13.3%" | Startup
! style="width:13.4%" | Active
! style="width:13.3%" | Recovery
! style="width:13.4%" | Total
! style="width:13.3%" | Frame Adv.
! style="width:13.4%" | Meter
|-
| 19
| 9(13)12
| 5
| 58
| Dependent
| 9
|-
| style="width:100%; text-align:left" colspan=7 |
Honda leaps into the air and comes crashing down with the weight of a piano.
- This version (and the Forward version for that matter) hit while rising.
- Rising part hits Mid, while the falling part hits High. Not that this move hits most crouching opponents anyway.
- This move serves as both a decent anti-air and is useful to get over projectiles from far away.
- Also a good mixup for Oicho setups.
|- }}
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 1 | 3 | 3 | 3 | 1 |
Simplified | 1 | 3 | 7 |
- Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 0 |
Simplified | 12 | 0 |
Kuuchuu Tatsumaki Senpukyaku
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.
|
Click to toggle detailed hitbox data.
- Active:
- Short Version: This happens 3 times.
- Forward Version: This happens 4 times.
- Roundhouse Version: This happens 5 times.
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Frame Count | 2 | 1 | 2 | 2 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 4 | ∞ | 7 |
Simplified | ∞ | 7 |
Crazy Kicks
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)
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.
|
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
- Active:
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Frame Count | 3 | 5 |
- Recovery:
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Frame Count | 4 | 4 | 4 | 2 | 2 | 2 | 3 |
Simplified | 17 |
Nata Otoshi Geri (Outside Crescent)
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.
|
Click to toggle detailed hitbox data.
- Startup:
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
- Active/Recovery:
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Frame Count | 3 | 3 | 3 | 3 | 2 | 5 |
Simplified | 3 | 3 | 13 |
Oosoto Mawashi Geri (Big Roundhouse)
Damage | Dizzy | Dizzy Time | Cancel | Guard | Act. Range |
---|---|---|---|---|---|
32[2] | 0~4/7~13 | 20/90 | None | Mid | N/A |
Startup | Active | Recovery | Total | Frame Adv. | Meter |
12 | 7 (3/4) | 15 | 34 | 0/+3(+2)/Hard Knockdown (First Hitbox)/Far Knockdown (Second Hitbox) | 6 |
Ken's old Far Standing Roundhouse, but worse, and jankier.
|
Click to toggle detailed hitbox data.
Inazuma Kick
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.
|
Click to toggle detailed hitbox data.
- QCF Version
Startup
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Frame Count | 2 | 2 | 3 |
Simplified | 7 |
Active/Recovery:
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- QCDF Version
Startup
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Frame Count | 2 | 2 | 2 | 2 | 8 |
Simplified | 16 |
Active/Recovery
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Frame Count | 2 | 2 | 2 | 10 | 4 |
Simplified | 2 | 18 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
- HCF Version
Startup
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Frame Count | 3 | 3 | 3 | 3 |
Simplified | 12 |
Active/Recovery
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Frame Count | 2 | 3 | 3 | 10 | 4 |
Simplified | 2 | 20 |
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Frame Count | 3 | 3 | 3 | 3 | 1 |
Simplified | 6 | 7 |
Super Combo
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.
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Click to toggle detailed hitbox data.
Misc Animations
Jump Animations
- Neutral Jump:
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Frame Count | 3 | 1 | 8 | 8 | 8 | 8 | 8 | 4 | 1 | 7* |
Simplified | 3 | 1 | 44 | 1 | 7* |
- Back Jump:
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Frame Count | 3 | 1 | 15 | 3 | 3 | 3 | 3 | 18 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
- Forward Jump:
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Frame Count | 3 | 1 | 13 | 5 | 3 | 3 | 3 | 5 | 11 | 1 | 7* |
Simplified | 3 | 1 | 43 | 1 | 7* |
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.