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Capcom vs SNK 2/Ken

From SuperCombo Wiki

Introduction

CVS2 Ken CAPCOM Art.jpg
Health (at Ratio 2)
14400 Above Average
Stun
70 Average
Dash Length
15 Frames Short
Dash Type
Slide Corpse Hop=No, Proj. Hop=No
Run Speed
8.5 Slightly Above Average
Roll Distance
140 pixels Far
Roll Duration
27f Long
Wakeup Speed compared to Ryu
0f Average

Story

Ken Masters is Ryu's eternal best friend and sparring rival. He trains constantly in order to keep up with Ryu, focusing on his signature move, the Shoryuken. He also has a family life, with his wife Eliza and his son Mel. Ken was born and raised in Japan by a Japanese father and Japanese/American mother. Early on in his life, his mother and father would argue and fight, and were on the verge of divorce. This caused Ken to rebel, and dye his hair blonde. Ken's rebellious nature made his parents rethink their relationship and come back together, but he keeps his hair blonde as a reminder. Ken was sent to train under his fathers old friend, Gouken, at the age of 12. There he met Ryu, who would become his closest friend. Both swore to become the best fighters they could, and once they left the dojo, Ryu went to Thailand to take on Sagat and Ken went to the US to compete in tournaments there. He met Eliza while competing, and has since then been deciding whether or not to settle down with her or fight forever like Ryu.

Gameplay

In CvS2 Ken is a strong shoto-style character. While he has a weaker fireball, and no red fireball, his dragon punch specials are higher damage, stronger, and overall much better. As a shoto, Ken is adaptable and can be played in a variety of ways, from slow neutral to aggressive rushdown. He isn't as extreme in the mixup department as Akuma/Gouki, but he has plenty of ways to stay in and some good tools to open opponents up. Overhead followups to his safe specials, plenty of plus frames, and good confirm combos make him very scary.

In neutral, Ken can adapt to the opponents gameplan very well. Moves like 2MK, 5HP, 2MP, and his powerful Shoryuken allow him to control from a range. However, among the shotos, his fireball is the weakest. This hurts his zoning and general fullscreen presence badly, and while fireballs in CvS2 are generally weak, this is still a major weakness. Ken has to commit a lot more to approach against good zoning characters, as his fireball recovers too slow to effectively approach behind in the way Guile or Ryu can. Another issue is that Ken has to risk more to open an opponent up. While he can generate plus frames easily, his overheads leave huge reactable gaps, and he only has normal throws.

If you want a good all rounder that generally plays aggressive, works well in any groove, and has some damaging up close combos, Ken is for you.

Groove Selection

Best - A/C: As a shoto with a varied toolset, Ken works very well in any groove, but is usually seen in A-Groove and C-Groove. A-Ken is likely the most powerful, thanks in no small part to A-Grooves powerful Custom Combos. Ken has a very easy to perform CC, and the utility of activation makes him a lot scarier. A-Groove gives him rolls as well, which are very useful for him as he has many useful roll cancels. C-Ken has a bit more in the way of defensive options, like air block and Alpha Counters, alongside a powerful level 2 combo. In trade, he loses access to Custom Combos, and has to be closer or get a good hit to utilize his meter and make it scary.

Useful - N/K: N-Groove is a bit behind but still very powerful. N-Ken is more geared to rushdown, with run and hop to aid his mixup and approach. Ken can more easily pressure after blocked LK Geri, and run pressure can be scary. N-Ken doesn't spend meter well in general however, as without having Max Mode spent the best you get is a confirm into level 1 Shoryureppa. K-Groove is similar. Rage makes his damage even better, and JD is very strong. Losing rolls is a big hurt however, as Ken can no longer RC Geri kicks.

Worst - S/P: S-Ken and P-Ken are very weak in comparison to his other grooves. His level 1 supers aren't powerful enough to make having infinite ones very worthwhile, he doesn't get much from dodge, and having to charge safely to gain meter harms Ken as a character who wants to approach. P-Ken loses access to a lot of what makes him strong, like his supers and rolls, and while hop still helps him here it just is too much to give up. Parry is inconsistent for Ken as well, as Kens punishes are strong up close but from farther distances aren't as solid.


Ken is a powerful all-rounder who leans toward aggressive rushdown with his close range pokes and Geri Kicks. Ken is best played in A-Groove or C-Groove.
Pros Cons
  • Shoto: Very well rounded kit, with great pokes, anti-airs, punishes, and specials
  • Custom Combo: Great and very easy A-Groove CC makes him a solid choice for an A-Groove point
  • Advantage on Block: Plenty of ways to get plus frames, namely his LK Geri Kick special
  • Mixups: A variety of overheads and lows to keep the opponent on their toes
  • High Damage: Great damage output, especially with meter
  • Poor Zoning: His zoning is the weakest among the shotos and is weak in general, having only one underwhelming fireball
  • Range Specific Punishes: He doesn't have a way to combo from his longest pokes consistently without spending a full level 3, which he doesn't get in A-Groove
  • Risky Mix: While he does have some good overheads, they're risky, and in general Ken has to take risks to open opponents up either in the form of jumps or leaving gaps in pressure



Normal Moves

Far Standing Normals

5LP

Far Jab
Light Punch
5LP / Far LP
CVS2 Ken 5LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lp.png 300 4 SP, SU Mid High 2 4 6 12 +7 +7 none

A standard jab. High hitstun makes links into stronger moves possible, but almost every character can crouch this. Not a bad emergency anti-air.

5MP

Far Strong
Medium Punch
5MP / Far MP
CVS2 Ken 5MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mp.png 900 9 Super Mid High 5 6 17 28 -1 -1 none

A harder hitting, slower version of jab. Only cancels into super, but is an alright poke tool up close.

5HP

Far Fierce
Heavy Punch
5HP / Far HP
CVS2 Ken 5HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hp.png 1300 13 SU Mid High 5 4 26 35 -4 -4 none

A hard hitting heavy. Decent range and heavy priority make it a good whiff punish when you can't get anything else, but you'll usually be too far out of range to get a super.

5LK

Far Short
Light Kick
5LK / Far LK
CVS2 Ken 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Lk.png 500 5 SP/SU Mid Mid 4 8 7 19 +2 +2 none

Not a standing low, despite looks. Still a nice light that can't be crouched, good for longer confirms into super (i.e. crLK, crLK, stLK > super) or during pressure strings.

5MK

Far Forward
Medium Kick
5MK / Far MK
CVS2 Ken 5MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Mk.png 1000 10 None Mid High 8 6 12 26 +2 +2 none

A fast high kick. Not a bad anti-air, but Ken has a better selection, and it only just barely reaches beyond the range where you would get the close version anyway.

5HK

Far Roundhouse
Heavy Kick
5HK / Far HK
CVS2 Ken 5HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Far Hk.png 1300 13 None Mid High 9 5 30 44 -11 -11 None

A heavy hitting normal with good reach. One of your better poking normals, if a little slow. Great to catch forward movement or whiffed buttons, but be careful not to whiff it yourself.

Close Standing Normals

cl5LP

Close Jab
Close Light Punch
cl.LP / cl5LP
CVS2 Ken clLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lp.png 400 4 SP/SU Mid High 2 4 6 12 +7 +7 none

The close version of jab. Essentially the same as the far version in every way, but has less range in exchange for 100 more damage.

cl5MP

Close Strong
Close Medium Punch
cl.MP / cl5MP
CVS2 Ken clMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mp.png 700 7 SP/SU Mid High 3 3 20 26 -3 -3 none

A swinging version of stand strong. Very short activation range means you won't be using this much, and even when you need a close medium, medium kick is usually better.

cl5HP

Close Fierce
Close Heavy Punch
cl.HP / cl5HP
CVS2 Ken clHP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hp.png 1100, 900 11 SP/SU Mid High 3 8 24 33 -8 -8 none

A fast normal for punishes and combos. Links from a lot of moves but usually requires you to link directly into it. Also a servicable anti-air when they jump close, although it does less damage and doesn't special cancel on an air connect.

cl5LK

Close Short
Close Light Kick
cl.LK / cl5LK
CVS2 Ken 5LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Lk.png 500 5 SP/SU Mid High 4 8 7 19 +2 +2 none

Exactly the same as far short.

cl5MK

Close Stand Forward
Close Medium Kick
cl.MK / cl5MK
CVS2 Ken clMK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Mk.png 900 9 SP/SU Mid High 3 8 11 22 +3 +3 none

Your main medium normal. Mainly used after a jump-in, since close fierce has too much knockback to get a heavy DP/Geri kick after. Despite the fast startup, the very short activation range makes linking into this impossible.

cl5HK

Close Roundhouse
Close Heavy Kick
cl.HK / cl5HK
CVS2 Ken clHK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Close Hk.png 1400 14 SP/SU Mid High 4 9 11 24 +4 +4 none

Your preferred cancel normal, as it does the most damage of his cancellable normals. Being very plus lets it also be useful in pressure, as you can safely do another longer range normal or dash/run back in.

Crouching Normals

2LP

Crouching Jab
Crouching Light Punch
2LP / cr.LP
CVS2 Ken 2LP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lp.png 200 2 RF/SP/SU Mid Mid 3 4 6 13 +7 +7 none

A great low jab for mashing or confirming. Links into a lot on hit, namely sweep and close roundhouse. One frame slower than the standing versions, but still fast at 3 frames.

2MP

Crouching Strong
Crouching Medium Punch
2MP / cr.MP
CVS2 Ken 2MP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mp.png 800 8 SP/SU Mid Mid 4 6 11 21 +4 +4 none

A low punch. Slower than crouch jab, but does more damage and has better range. Useful normal when you're in range for it, as it's fast and stuffs a lot of the opponents options. Good general purpose button.

2HP

Crouching Fierce
Crouching Heavy Punch
2HP / cr.HP
CVS2 Ken 2HP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hp.png 1100, 700 11 SP/SU Mid High 3 11 26 40 -13 -13 none

The shoto crouch fierce. A solid anti-air, as it reaches high and starts up fast. Does more damage on a grounded connect, and has more range than his close heavies for less damage. On an anti-air connect, it doesn't special cancel and only does 700 damage instead.

2LK

Crouching Short
Crouching Light Kick
2LK / cr.LK
CVS2 Ken 2LK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Lk.png 300 3 RF/SP/SU Low Low 3 4 8 15 +5 +5 none

Your fastest and main low option, and a good tool for hitconfirms. Cancels into any Geri Kick for a good combo, or confirms into super.

2MK

Crouching Forward
Crouching Medium Kick
2MK / cr.MK
CVS2 Ken 2MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Mk.png 900 9 SP/SU Low Low 4 6 17 27 -1 -1 none

A classic crouching medium kick. Reaches far and cancels into fireballs or Geri kicks. At max range Ken can't convert into anything, but it's still a good low poke nonetheless.

2HK

Crouching Roundhouse
Crouching Heavy Kick
2HK / cr.HK
CVS2 Ken 2HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
D.png+Hk.png 1300 13 SP/SU Low Low 6 6 35 47 -DWN -15 none

Ken's sweep. Cancels into fireball for safety. Hits just a bit farther than crouch forward, and rewards you with a knockdown on hit. Great for counterpokes, but be careful as it has fairly long whiff recovery and can be punished on block in some situations.

Air Normals

8LP

Jumping Jab
Jump Light Punch
8LP / j.LP
CVS2 Ken jLP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png,U.png,or Uf.png+Lp.png 500 5 SP High High 3 22 - - - - -

A fast punch midair. Not useful for much unless you need a 3 frame air option. Identical to the neutral jump version.

8MP

Jumping Strong
Jumping Medium Punch
8MP / j.MP
CVS2 Ken jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mp.png 900 9 SP High High 4 10 - - - - -

Neutral jump strong doesn't see much use, but it does do a bit more damage than diagonal jump strong.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png or Uf.png+Mp.png 800 9 SP High High 4 10 - - - - -

Not very useful on it's own, but your best way to cancel into tatsu midair, which makes for a good jump in.

8HP

Jumping Fierce
Jumping Heavy Punch
8HP / jHP
CVS2 Ken jMP.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hp.png 1300 13 None High High 5 6 - - - - -

Neutral jump fierce does 100 more damage than diagonal jump, but is identical otherwise. Not the worst rising anti-air but otherwise useless, especially considering Ken has much better options.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png or Uf.png+Hp.png 1200 12 None High High 5 6 - - - - -

One of your two main jump ins. Reaches low and hits pretty deep, use this for jump ins and especially for hops.

8LK

Jumping Short
Jumping Light Kick
8LK / j.LK
CVS2 Ken njLK.PNG
Neutral Jump
CVS2 Ken jLK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Lk.png 600 6 SP High High 4 22 - - - - -

An upward kick. Hits above and in front of Ken, starts up fast and is active for a long time. Useful as a neutral jump air-to-air, and can cancel into air tatsu if they block or parry to make it safer.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png or Uf.png+Lk.png 600 6 SP High High 4 22 - - - - -

A fast and low jump, nice for the occassional instant overhead and tatsu cancel.

8MK

Jumping Forward
Jumping Medium Kick
8MK / j.MK
CVS2 Ken njLK.PNG
Neutral Jump
CVS2 Ken jMK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Mk.png 1000 10 None High High 5 10 - - - - -

Similar to neutral jump short, but loses the cancel and is one frame slower in exchange for better damage.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png or Uf.png+Mk.png 900 9 None High High 6 7 - - - - -

A far reaching jump normal, and Ken's best crossup. Useful after knockdowns to set up crossup jump ins.

8HK

Jumping Roundhouse
Jumping Heavy Kick
8HK
CVS2 Ken njHK.PNG
Neutral Jump
CVS2 Ken jHK.PNG
Diagonal Jump
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
U.png+Hk.png 1300,1400 13 SP (Air connect only) High High 3 8 - - - - -

A forward kick in the air. Does only 1300 if you connect on the ground, but does 1400 and can cancel to tatsu if it hits an opponent in the air. Your go-to neutral jump air-to-air.

Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Ub.png or Uf.png+Mk.png 1300 13 None High High 6 7 - - - - -

Your other main jump-in. One frame slower than jump fierce in exchange for better damage and longer range. What you'll probably be pressing if you jump over a fireball or poke.

Command Normals

6MK

Fumikomi Mae Geri
Overhead Kick
6MK
CVS2 Ken 6MK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Mk.png 1000 10 None High High 28 5 20 53 -5 -5 -

A sneaky forward moving overhead. Very slow and quite reactable, but can hit from far enough out that your opponent won't expect it much.

6HK

Shiden Kakato Otoshi
Stepkick
6HK
CVS2 Ken 6HK.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
F.png+Hk.png 1200 12 None Mid High 12 7 22 41 -3 -3 -

A stepkick with a bit of forward movement. Another useful poke, especially because of the slide at first.

Throws

4/6HP

Seoi Nage
Punch Throw
4/6HP
CVS2 Ken PThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png/F.png+Hp.png 1700 0 None Grab Grab 3 1 13 17 -DWN Grab -

Punch throw is Ken's faster grounded throw, but does less damage and throws them very far making oki hard.

4/6HK

Jigoku-Guruma
Kick Throw
4/6HK
CVS2 Ken KThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
B.png/F.png+Hk.png 2200 0 None Grab Grab 5 1 13 19 -DWN Grab -

Kick throw is 2 frames slower but does a lot more damage, a full 2200. This is usually the throw you'll wanna go for, as neither of Ken's throws give great oki so damage is always best.

j4/6HK

Jigoku-Fuusha
Air Throw
Air 4/6HK
CVS2 Ken AThrow.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air B.png/F.png+Hk.png 2000 0 None Grab Grab 1 1 0 1 -DWN Grab -

Air throw is a niche but useful anti-air when you can land it. It does good damage, carries far, and is frame 1 so it will outspeed almost any air button that isn't already out. It does require you to jump at the opponent and get in close range however, so stick to safer anti-airs usually.

Special Moves

Fireball
Hadoken
Fireball
236+P
CVS2 Ken 236P First.PNG
Startup before the fireball comes out
CVS2 Ken 236P Second.PNG
The first, larger fireball hitbox
CVS2 Ken 236P Third.PNG
The hitbox once the fireball starts travelling
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcf.png + Lp.png
700 7 None Mid High 14 - 43 57 -10 -10 none
MP
Qcf.png + Mp.png
800 8 None Mid High 14 - 44 58 -11 -11 none
HP
Qcf.png + Hp.png
900 9 None Mid High 14 - 45 59 -12 -12 none

Ken's fireball series. Ken has the weakest fireballs of the main shotos, mostly because of how long they take to fully recover. This makes Ken's fireballs notably unsafe, even in a game where most fireballs carry risk. The LP version is the version you'll want to use for occassional zoning, while the HP version is faster and better for cancels but leaves you minus.

Dragon Punch
Shoryuken
Dragon punch
623+P
CVS2 Ken 623LP First.PNG
Invincible Startup
CVS2 Ken 623LP Second.PNG
Lower body invuln and footsies hitbox
CVS2 Ken 623LP Third.PNG
High reaching anti-air hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Dp.png + Lp.png
1600, 800 16 None Mid High 2 18 24 44 -DWN -18 2 (full), 18 (lower)
MP
Dp.png + Mp.png
1000+800, 800 10+8 None Mid High 2 24 32 58 -DWN -32 2 (full), 24 (lower)
HP
Dp.png + Hp.png
600+700+800, 800 6+7+8 None Mid High 2 30 39 71 -DWN -41 6 (full), 26 (lower)

The signature Shoryuken. Ken has a notably good uppercut, especially the LP version which recovers quickly and starts up very fast. It's useful for anti-air, footsies, meter build, and reversal purpose, making for a great utility. The MP version sees little use, but the HP version is Ken's highest damage combo ender and what you want to end combos with usually.

Tatsu
Tatsumaki Senpuukyaku
Tatsu
214+K
CVS2 Ken 214K.PNG
No hitboxes for this one, use your imagination
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Qcb.png + Lk.png
500+300x2 5+3 None Mid High 2 16 17 35 -3 -9
MK
Qcb.png + Mk.png
500+300x8 5+3x3 None Mid High 2 39 17 58 -3 -33
HK
Qcb.png + Hk.png
500+300x10 5+3x4 None Mid High 2 48 17 67 -3 -41 -

Ken's grounded Tatsu specials. These see very little use, as they are incredibly unsafe, whiff crouchers, and actually aren't that much more damage. On top of that, they still don't connect from very far away. These are almost entirely outclassed by the jumping versions.

Flip Kick
Air Tatsumaki Senpuukyaku
Air Tatsu
j.214K
CVS2 Ken j214K.PNG
Helicopter your way in
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
In Air Qcb.png+K.png 700x4 7x4 None Mid High 4 14 Till Landing, 7 25 +13 +13 None

A tatsu in midair. The only difference that button strength has is the angle that your jump arc is altered to, with LK having little forward momentum and HK having the most. Very useful mobility tools for making ambiguous crossups, retreating to fullscreen or out of the corner, and doing two hit jump ins from his cancellable normals that leave him VERY plus on block. On hit you can link these into 2HK for a simple knockdown. Doing jump back 214LK in the corner can be a safe meter build strategy.

Flip Kick
Ryusenkyaku
Flip Kick
421+K
CVS2 Ken 421K First.PNG
Rising
CVS2 Ken 421K Second.PNG
First Hitbox
CVS2 Ken 421K Third.PNG
Second Hitbox
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Rdp.png + Lk.png
1200, 1300 12 None High High 21 17 24 62 -DWN -11
MK
Rdp.png + Mk.png
1400 14 None High High 29 12 24 65 -DWN -5
HK
Rdp.png + Hk.png
1500 15 None High High 34 10 24 68 -DWN -4 -

Overhead flip kicks. Surprisingly useful as once-in-a-while neutral tools and mixups. The LK version is unique in that it's notably unsafe but is the fastest for an overhead, though it still shouldn't always be used for this. Instead, use the light version to catch jumps, as it does increased damage against jumping opponents. The MK and HK versions are much slower, but are safe on block. If an opponent won't challenge these, it can be a way for Ken to establish pressure and sorta "skip" neutral.

Geri Kicks
Geri Kicks
Crazy Kicks, Funky Kicks
41236+K
CVS2 Ken 41236LK.PNG
Nata Otoshi Geri
CVS2 Ken 41236MK First.PNG
CVS2 Ken 41236MK Second.PNG
Kamabarai Geri
CVS2 Ken 41236HK.PNG
Oosoto Mawashi Geri
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LK
Hcf.png + Lk.png
1200 12 None Mid High 10 5 17 32 +2 +2
MK
Hcf.png + Mk.png
400+900 4+9 None Mid High 5 7 27 39 -8 -8
HK
Hcf.png + Hk.png
1400 14 None Mid High 10 4 27 41 -DWN -7 -

Ken's Geri Kicks. Very useful specials for combos, pressure, and winning neutral. The LK version is especially strong, as it reaches notably far and is +2 on block. This makes it an incredibly useful way to end pressure and combos for Ken, and when roll cancelled it becomes fully invulnerable making it impossible to challenge in the midrange. The MK version is the least useful on its own, but cancels into the overhead much faster than the others, and doesn't need to hit first. The HK version is the shortest vertical range, with a high hitbox. HK Geri notably knocks down, and still combos from lights as well, making it useful after very short confirms.

LK Geri cancels into the overhead on frame 15, MK Geri on frame 7, and HK Geri on frame 14.

Overhead Followup
Inazuma Kakato Wari
Overhead Followup
Any Geri Kick, hold K
CVS2 Ken 6MK.PNG
Watch your head
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
K
Hold + K.png
1000 10 None High High 26 2 23 51 -2 -2 -

Overhead followup to Geri Kicks. The startup is the listed startup plus the added startup frames, which varies depending on which version of Geri Kick you use. Fairly safe and has decent range, but are entirely reactable. Still a nice surprise option to throw out after a blocked Geri Kick from time to time

Roll
Zenpou-Tenshin
Roll
214P
CVS2 Ken 214P First.PNG
Ken does not have low profile during the startup frames
CVS2 Ken 214P Second.PNG
Low profile
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
LP
Qcb.png + Lp.png
0 0 None None None 7 18 10 35 None None Upper
MP
Qcb.png + Mp.png
0 0 None None None 8 24 10 42 None None Upper
HP
Qcb.png + Hp.png
0 0 None None None 9 30 10 49 None None Upper

Ken's command rolls. Occassionally very useful specials, as unlike normal rolls they can be cancelled into. This allows you to (very unsafely) reset pressure vs opponents who aren't ready to punish you. In theory this can also roll under some fireballs, but normal rolls make this obsolete (though this does have use in grooves without roll, namely K). LP Roll is also used in Ken's level 2 bnb combo. Rolls can cross through opponents, so on some knockdowns you can use this roll to set up ambiguous crossup meaties. You can also cancel into these to get better oki from his sweep.

Supers

Shoryureppa
Shoryureppa
Shoryuken Super
236236P
CVS2 Ken 236236P.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lp.png 2600 0 None Mid High 4:4 56 26 90 -DWN -28 8 (full), 16 (lower)
Qcf.png Qcf.png + Mp.png 3800 0 SP/SU Mid High 4:4 59 37 104 -DWN -39 14 (full), 18 (lower)
Qcf.png Qcf.png + Hp.png 5600 0 None Mid High 4:4 77 37 122 -DWN -39 22 (full), 6 (lower), 16 (full)

Your main combo ending super. Does alright damage, and can usually be used in place of a special cancel or after a hitconfirm. Has a bit of issues with range (it won't connect from a long range poke like crMK) but it will connect after most close normals.


Shinryuken
Shinryuken
Uppercut Super
236236K
CVS2 Ken 236236K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcf.png Qcf.png + Lk.png 2500~2900 0 None Mid High 4:4 26 29 63 -DWN -10 8 (full)
Qcf.png Qcf.png + Mk.png 3300~4400 0 SP/SU Mid High 4:4 29 31 68 -DWN -20 14 (full)
Qcf.png Qcf.png + Hk.png 3800~6000 0 None Mid High 4: 32 34 74 -DWN -27 22 (full)

A rising invincible super. Mash to get more hits and damage. If you need a super anti-air or reversal, this is usually the one you want. Very short horizontal range, but goes up high vertically fast with lots of invincibility.

Shippu Jinraikyaku
Shippu Jinraikyaku
Kick Super, Shippu
214214K
CVS2 Ken 214214K.PNG
Version Damage Stun Cancel Guard Parry Startup Active Recovery Total Adv Hit Adv Block Invul
Qcb.png Qcb.png + K.png 6300 0 None Mid High 4:4 75 60 143 -DWN -65 22 (full)

A fast, high damage super. High cost at level 3 only, but if you can afford it it's his highest damage ender (even more than the C groove level 2 combo).

Colors

Ken CvS2 colors.png


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