Street Fighter 3: 3rd Strike/Ken/Archive

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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: MK/HK

Character Colors

(kcolor).gif

Moves List

Basic Moves

Move Convention
Forward F
Back B
Crouch C / D
Up U
Jump J
Jump Forward JF
Jump Backwards JB
Super Jump D-U
Super Jump Forward D-UF
Super Jump Backwards D-UB
Dash Forward FF
Dash Backwards BB
Quarter Circle Forward QCF
Quarter Circle Backwards QCB
Half Circle Backwards HCB
Forward, Down, Down-Forward F, D, DF / DP
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
3 Punches PPP
3 Kicks KKK
Jab LP
Strong MP
Fierce HP
Short LK
Forward MK
Roundhouse HK
Universal Overhead UOH

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

  • close standing MP -> HP

Special Moves

Move Name Motion
Hadouken QCF P
Shoryuken F, D, DF P
Tatsumaki Senpuu Kyaku QCB K
Tatsumaki Senpuu Kyaku (Air) (Air)QCB K

EX Moves

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

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 (except taunt, dash, jump, wakeup and 2nd throw image sprites) because you will see the maximum range of every attack (mostly of the attacks). Note also that those images are ACCURATE, they are exactly the first frame it hits, so enemy takes damage but they still dont make the "pain" frame.

General

  • Move: Move name
  • Motion: What you must do to execute the move
  • Damage: Damage it does (in pixels)
  • Stun Damage: Stun Damage it does (in pixels)
  • Chains into itself: If you can combo into the same movement
  • Special Cancel: If you can cancel the move into a Special Move
  • Super Cancel: If you can cancel the move into a Super Art
  • Throw Range: Range of the throw (in pixels)
  • Num.: Super Art number
  • Super Art: Super Art name
  • Super Art Stock: Number of Gauge Bars the Super Art have, also the lenght of each bar (in pixels)

Frame Data

  • Startup: Number of frames it takes to start the move
  • Hit: Number of frames that can hit the opponent
  • Recovery: Number of frames it takes to recover from the move
  • Blocked Advantage: Number of frames you are in advantage/disvantage after opponent have been blocked the hit
  • Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit
  • Crouching Hit Advantage: Number of frames you are in advantage/disvantage after opponent have been take the hit while he's crouching
  • # : You have # frames of advantage
  • - # : You have # frames of disvantage
  • # ~ # : Advantage/disvantage can vary from # to #
  • Down: Enemy gets knocked down
  • Guard: How opponent must guard the move, High (H), Low (L) or both (HL)
  • Parry: How opponent must parry the move, High (H), Low (L) or both (HL)

Gauge Increase

  • Miss: Gauge you gain if you miss the move (in pixels)
  • Blocked: Gauge you gain if the move gets blocked (in pixels)
  • Hit: Gauge you gain if you hit the opponent with the move (in pixels)
  • Parry: Gauge opponent gains when he parry the move (in pixels)

Basic Moves

(kendf).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Forward 2? 8? - 6? 16

Comments here


(kendb).gif
Move Start-up frames In ground frames In air frames Recovery frames Total frames
Dash Backwards 4? 4? - 6? 13

Comments here


(kenjump).gif
Move Motion Startup Frames
Jump BU or U or FU 3

Comments here


(kenjump).gif
Move Motion Startup Frames
Super Jump DBU or DU or DFU 5

Comments here


(kenw).gif
Move Motion Frames
Normal Wakeup - 75

Comments here


(kentw).gif
Move Motion Frames
Tech Wakeup Tap D when hitting the ground 48

Comments here


(kent).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Taunt HP HK 10(5 5) 6(3 3) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15/9 1/1 27 ? ? ? HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(6) ? ? 8(4 4)

Comments here


Move Motion
Parry (High) Tap F when about taking a hit
Parry (Low) Tap D when about taking a hit
Parry (Air) Tap F in air when about taking a hit

Frame Data

Move Frames you're frozen Frames opponent is frozen Frame Advantage when parry is successful Frames before you can try another parry
Parry (High) 16 20 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Low) 16 20? 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 24(19 when attack comes from the air)*,**
Parry (Air) 16 20? 4(LP/LK) 3(MP/MK) 2(HP/HK) 0(Special/Super) -16(Fireball) 21(19 when attack comes from the air)*,**
* (If a parry attempt is successful, the 19/21/24 frame restriction is taken away and you can attempt another parry immediately)
** (If another attack connects within 2 frames of your parry, it will automatically be parried)

Gauge Increase

Move Gauge Increase
Parry (High) 4***
Parry (Low) 4***
Parry (Air) 4***
*** (You gain 4 of gauge for whatever attack parried, and for whatever hit you parry during multihit attack)

You can buffer any motion during High or Low parry, but NOT during Air parry.

  • Parry information is taken from Shoryuken Forums, more exactly, from user JinraiPVC. Thanks for this information dude

Normal Moves

(kenlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Jab LP 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 4 4 4 4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Strong MP 90 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 10 3 4 5 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Far Fierce HP 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
9 3 15 0 2 4 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kencloselp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Jab (Close to opponent) LP 20 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
3 3 5 3 3 3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenclosemp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Strong (Close to opponent) MP 100 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 10 1 2 3 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenclosehp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Close Fierce (Close to opponent) HP 130 15 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 3 15 -2 0 2 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Short LK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 4 7 2 2 2 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Forward MK 110 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 7 16 -6 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Roundhouse HK 150 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
11 6 19 -4 -2 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenjlp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Jab (Air) LP 50(60 if neutral jump) 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4(5 if neutral jump) Until landing - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Strong (Air) MP 100 11 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5(6 if neutral jump) 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenjmp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Fierce (Air) HP 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenjhp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Fierce (Air) HP 130 15 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 3 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenjlk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Short (Air) LK 50 5(7 if neutral jump) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4(5 if neutral jump) 10(19 if neutral jump) - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Forward (Air) MK 90 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kennjmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Forward (Air) MK 90 9 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 6 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Jump Roundhouse (Air) HK 125 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 4 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kennjhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Neutral Jump Roundhouse (Air) HK 130 13 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 - - - - H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenoh).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Universal Overhead MP MK 40 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
15 8 7 -5~ 7 0~ 8 1~ 9 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


Throws

(kenhg).gif
Move Motion Damage Stun Damage Throw Range
Hiza Geri LP LK 160(40x6) 12(3x6) 24

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 12(6x2)

Comments here


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

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


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

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 1 21 - - - LP LK -

Gauge Increase

Miss Blocked Hit
0 7 (for the player who blocked) 7

Comments here


Command Normals

(kenclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Jab D LP 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
4 3 5 3 3 3 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kenclp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Strong D MP 90 7 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 4 7 3 4 5 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenchp).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Fierce D HP 130 13 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
7 5 17 -8 -6 -4 HL HL

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenclk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Short D LK 20 3 Yes Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
5 3 7 1 1 1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 2 4

Comments here


(kencmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Forward D MK 85 3 No Yes Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 17 -3 -3 -1 L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2 4 8 4

Comments here


(kenchk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Crouch Roundhouse D HK 130 3 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
6 5 26 -13 Down Down L L

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenfmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Fumikomi Mae Geri F MK 80 7 No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
16 4 15 -4 -1 0 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3 6 14 4

Comments here


(kenbmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Inazuma Kakato Wari B MK 130(60 80) 11(7 7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8 2/2 10 1 2 3 H/H H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
2(2 0) 3(2 1) 9(7 2) 8(4 4)

Comments here


(kenhmk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Inazuma Kakato Wari Hold MK 110/130(60 80) 15/11(7 7) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
8/25 7/2/2 10 1 2 3 HL/H/H H/H/H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
4(2 2 0) 7(4 2 1) 17(8 7 2) 12(4 4 4)

Comments here


(kenfhk).gif
Move Motion Damage Stun Damage Chains into itself Special Cancel Super Cancel
Shiden Kakato Otoshi F HK 120(80) 11(9) No No No

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
30 5 14 -1 1 3 H H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
3(0) 6(1) 14(2) 4

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 Blocked Damage Stun Damage Super Cancel
Hadouken QCF P 60 4 3 Yes

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
10 1 38 -11 -10 -10 HL H

Gauge Increase

Miss Blocked Hit Parry (Gauge for opponent)
0 1 1 4

Comments here


(kensrk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Shoryuken (Jab) F, D, DF LP 150(100)(60) 19(6)(4) 11 Yes
Shoryuken (Strong) F, D, DF MP 165(110 55) 21(14 7) 15(11 5) Yes/No
Shoryuken (Fierce) F, D, DF HP 185(80 60 50) 21(10 8 3) 17(11 3 3) Yes/Yes/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Shoryuken (Jab) 2 8 26 -17 Down Down HL HL
Shoryuken (Strong) 3 2/12 28 -24 Down Down HL/HL HL/HL
Shoryuken (Fierce) 1 2/2/7 32 -31 Down Down HL/HL/HL HL/HL/HL

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Shoryuken (Jab) 3 10 15 4
Shoryuken (Strong) 3 11(10 1) 17(15 2) 8(4 4)
Shoryuken (Fierce) 3 12(10 1 1) 19(15 2 2) 12(4 4 4)

Comments here


(kentsk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Tatsumaki Senpuu Kyaku (Short) QCB LK 115(80 30) 12(10 2) 10(7 3) Yes/No
Tatsumaki Senpuu Kyaku (Forward) QCB MK 140(60 30(x3)) 14(8 2(x3)) 15(7 3(x3)) Yes/No/No/No
Tatsumaki Senpuu Kyaku (Roundhouse) QCB HK 160(60 30(x4)) 16(8 2(x4)) 17(7 3(x4)) Yes/No/No/No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Tatsumaki Senpuu Kyaku (Short) 6 2 14 -5 -3 -3 HL/HL H/H
Tatsumaki Senpuu Kyaku (Forward) 6 2 15 -6 -4 -4 HL/HL/HL/HL H/H/H/H
Tatsumaki Senpuu Kyaku (Roundhouse) 6 2 15 -7 -5 -5 HL/HL/HL/HL/HL H/H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Tatsumaki Senpuu Kyaku (Short) 3 9(8 1) 15(13 2) 8(4 4)
Tatsumaki Senpuu Kyaku (Forward) 3 11(8 1x3) 19(13 2x3) 16(4 4 4 4)
Tatsumaki Senpuu Kyaku (Roundhouse) 3 12(8 1x4) 21(13 2x4) 20(4 4 4 4 4)

Comments here


(kenatsk).gif
Move Motion Damage Blocked Damage Stun Damage Super Cancel
Air Tatsumaki Senpuu Kyaku (Short) (Air) QCB LK 160*(80x4) 5**(5x4) 10***(5x4) No/No
Air Tatsumaki Senpuu Kyaku (Forward) (Air) QCB MK 160*(80x6) 5**(5x6) 10***(5x6) No/No
Air Tatsumaki Senpuu Kyaku (Roundhouse) (Air) QCB HK 160*(80x8) 5**(5x8) 10***(5x8) No/No

Frame Data

Move Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
Air Tatsumaki Senpuu Kyaku (Short) 7 1 12 - - - HL H/H
Air Tatsumaki Senpuu Kyaku (Forward) 7 1 12 - - - HL H/H/H
Air Tatsumaki Senpuu Kyaku (Roundhouse) 7 1 12 - - - HL H/H/H/H

Gauge Increase

Move Miss Blocked Hit Parry (Gauge for opponent)
Air Tatsumaki Senpuu Kyaku (Short) 2(1x2) 4(2x2) 18(9x2) 8(4 4)
Air Tatsumaki Senpuu Kyaku (Forward) 3(1x3) 6(2x3) 27(9x3) 12(4 4 4)
Air Tatsumaki Senpuu Kyaku (Roundhouse) 4(1x4) 8(2x4) 36(9x4) 16(4 4 4 4)

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


(kentskex).gif
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

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Super Arts

(kensa1).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
I Shoryureppa 2 bars (112 each bar) QCF QCF P 400* 43** 8
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect.
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
1 1 11 -38 Down Down HLx7~9 HLx7~9

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(kensa2).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
II Shinryuken 1 bar (104) QCF QCF K (Press K rapidly) 495* 58** 0
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect.
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 2 61 -80 Down Down HLx3~5 HLx3~5

Comments here


(kensa3).gif
Super Art Super Art Name Super Art Stock Motion Damage Blocked Damage Stun Damage
III Shippu Jinrai Kyaku 3 bars (80 each bar) QCF QCF K 290* 29** 15
* 80 50 60 70 40 40 (40x6) Damage is when all hits connect.
** 16 6 8 4 3 3 (3x6) Damage is when all hits connect.

Frame Data

Startup Hit Recovery Blocked Advantage Hit Advantage Crouching Hit Advantage Guard Parry
2 2 27 -11 Down Down HLx5 Hx5

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