Street Fighter IV/Ken

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< Street Fighter IV(Redirected from Ken (SFIV))

Introduction

Frame Data

Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes
Close LP 30 50 4 2 5 10 +4 +7 10 13 20 HL O O O -
Close MP 60 100 6 3 18 26 -7 -2 13 18 40 HL X O O -
Close HP 90 150 6 3 19 27 -4 +1 17 22 60 HL X O O Forces stand
Close LK 30 50 6 2 7 14 +2 +5 10 13 20 HL O O O -
Close MK 70 100 8 3 12 22 -1 +7 13 21 40 HL X O O Forces stand
Close HK 110 200 8 3 21 31 -6 -2 17 21 60 HL X O O -
Far LP 20 50 4 2 5 10 +4 +7 10 13 20 HL O O O -
Far MP 70 100 7 5 5 16 +4 +7 13 16 40 HL X X O -
Far HP 100 200 11 3 16 29 -1 +3 17 21 60 HL X X X -
Far LK 40 50 4 3 7 13 +1 +4 10 13 20 HL X X X -
Far MK 80 100 7 3 13 22 -2 +1 13 16 40 HL X X X -
Far HK 130 200 12 3 21 35 -6 -2 17 21 60 HL X X X -
crouch LP 30 50 3 3 6 11 +2 +5 10 13 20 HL O O O -
crouchMP 70 100 5 5 9 18 0 +3 13 16 40 HL X O O -
crouch HP 100 200 5 4 23 31 -9 -4 17 22 60 HL X O O Forces stand
crouch LK 20 50 3 4 7 13 0 +3 10 13 20 L O O O Low attack
crouch MK 70 100 4 4 14 21 -4 -1 13 16 40 L X O O Low attack
crouch HK 110 200 8 3 21 31 -6 D 17 - 60 L X X X Low attack, cannot fast recover
Jump up LP 50 50 7 9 - - - - 8 11 20 H - - - -
Jump up MP 80 100 5 4 - - - - 11 15 40 H - - - -
Jump up HP 100 200 7 4 - - - - 15 18 60 H - - - -
Jump up LK 40 50 7 10 - - - - 8 11 20 H - - - -
Jump up MK 80 100 6 7 - - - - 11 15 40 H - - - -
Jump up HK 100 200 6 2 - - - - 15 18 60 H - - - -
Jump forward LP 40 50 7 8 - - - - 8 11 20 H - - - -
Jump forward MP 70 100 5 6 - - - - 11 15 40 H - - - -
Jump forward HP 100 200 5 4 - - - - 15 18 60 H - - - -
Jump forward LK 50 50 5 7 - - - - 8 11 20 H - - - -
Jump forward MK 80 100 6 4 - - - - 11 15 40 H - - - -
Jump forward HK 100 200 5 7 - - - - 15 18 60 H - - - -
b+MK 80 100 15 2 17 33 -5 -2 13 16 40 H X X X Mid attack
f+MK 60 100 11 5 11 26 -2 +1 13 16 40 HL X X X -
f+HK 120 150 23 2 20 44 -4 -1 17 20 60 H X X X Mid attack, (translate)
Target Combo 1 30 50 6 3 24 - -9 -4 17 22 30 HL X O O Forces stand
Focus Attack LVL 1 60 100 22 2 42 65 -28 -28 15 15 20 HL - - - -
Focus attack LVL 2 90 150 18+12 2 42 73 -22 D 21 - 40 HL - - - -
Focus attack LVL 3 150 200 68 2 42 111 D D - - 60 - - - - -
Forward Throw 120 80 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Back throw 130 80 3 2 20 24 - D - - 40 0.9 - - - Throw range 0.9
Hadoken 60 100 14 - 47 47 -7 -3 18 22 10/20 HL X X O -
Hadoken EX 50*40 50*50 14 - 44 44 -1 +2 13 16 0/0 HL X X O Pursuit property
Shoryuken LP 120[80] 200[100] 4 11 17+9 40 -16 D 20 - 30/40 HL X X O 1~3f invincible, 4~6f cannot be thrown
Shoryuken MP 80*80 100*100 4 3*11 25+9 51 -24 D 20 24*- 30/30*16 HL X X O 1~6f invincible, 7~17f lower body invincibility, Pursuit property, 1st hit cancellable
Shoryuken HP 70*40*30 100*50*50 3 2*2*12 30+9 57 -30 D 20 24*-*- 30/30*10*10 HL X X O 1~4f invincible, 5~6f cannot be thrown, 5~18 lower body invincibility, Pursuit property, 1st-2nd hit cancellable, (translate)
Shoryuken EX 80*60*50*50 100*50x3 5 2*2*3*7 45+9 72 -40 D 20 - 0/0 HL X X O 1~11f invincible, 12-18f lower body invincibility, Pursuit property, 1st-2nd hit cancellable
Hurricane Kick LK 50*40*40 50x3 6 1(4)2(6)2 12+8 40 -9 -5 20 24 20/20*10*10 HL X X O 7~20f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break
Hurricane Kick MK 60*40x3 50x4 6 2(5)2(5)1(5)2(5)2 14+9 64 -4 0 20 24 20/20*10x3 HL X X O 8~41f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break
Hurricane Kick HK 80*40x4 50x5 6 2(6)1(5)1(5)1(5)1(5)1(5)2(4)2 12+12 74 -5 -1 20 24 20/20*10x4 X X O 9~50f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break
Hurricane Kick EX 50*40x4 50x5 6 2(4)1(3)1(4)1(3)1(4)1(4)1(3)1 9+14 61 -3 +1 20 24 0/0 HL X X O 8~38f (translate), 1st hit forces stand, Pursuit property, 1st hit cancellable, Armor break
Hurricane Kick LK (air) 50 50 8 2x4 10 - - - 15 18 10/30 HL X X X Pursuit property
Hurricane Kick MK (air) 60 50 7 1x5 10 - - - 15 18 10/30 HL X X X Pursuit property
Hurricane Kick HK (air) 70 50 7 1x5 10 - - - 15 18 10/30 HL X X X Pursuit property
Hurricane Kick EX (air) 40 50 6 1x6*2 4 - - - 15 18 0/0 H X X X Pursuit property
Super Combo LP 50x4*100x2 0 1+1 2*1*8(20)1*3*7 31+12 87 -29 D 20 - 0/0 HL X X X 1~3 invincible, 4(translate), Pursuit property
Super Combo MP/HP 50x4*100x2 0 1+2 2*1*8(20)1*3*7 ??? 86 -29 D 20 - 0/0 HL X X X 1~4 invincible, 5(translate), Pursuit property
Ultra Combo 60+29x7+30x8+45 0 1+9 2*2*5x7*1 32+50 131 - D 27*16x9 - 0/0 HL X X X 1~11 invincible, Pursuit property, Armor break
Frames Frames Frames of Frames of Super Meter Block Cancel Ability
Move Name Damage Stun Startup Active Recovery Total On Block On Hit Block Stun Hit Stun Gain HL Chain Special Super Notes



The 1 frame discrepancy you see between Startup+Active+Recovery and Total is because when it says a move has 4 frames startup, it really has 3 frames startup and hits on frame 4. It was written this way so you don't have to do any math to figure out what frame a move first hits on.

Move Analysis

Normal Moves

Normal Throws

Shoulder Throw

  • (Close to Opponent)Forward or Neutral + LP+LK

Hell Wheel

  • (Close to Opponent)Back + LP+LK

Command Normals

Inazuma Kick

  • Back + Medium Kick
    • Overhead

Forward Step Kick

  • Forward + Medium Kick

Thunder Kick

  • Forward + Heavy Kick
    • Overhead. Hold Heavy Kick to cancel

Focus / Saving Attack

Special Moves

Hadoken

  • Quarter Circle Forward + Punch
    • EX Version available.

Shoryuken

  • Forward, Down, Down-Forward + Punch
  • EX Version available.

Tatsumaki Senpu Kyaku

  • Quarter Circle Back + Kick
    • EX Version available. Has Armor Break properties. Can also be performed in the air.

Super Move

Shoryureppa

  • Double Quarter Circle Forward + Punch

Ultra Move

Shinryuken

  • Double Quarter Circle Forward + All three Punches
    • Has Armor Break properties.

The Basics

Kara Cancels

Kara-Throw: f+mk, lp+lk

Kara-Focus: f+mk, mp

Kara-EX Tatsu: qcb+rh, mk

Combos

Key:

        [] = dmg
        {} = dmg if EX

Real game applicable combos:

Bread and Butter

j.rh - c.rh [210]

-Footsies

c.mk xxHadoken [130]

c.mk xxTatsu

-Hit Confirms

c.lk - c.lp xxfp Shoryuken

c.lp - c.lp xxfp Shoryuken [172] {252}

c.lk - c.lp - c.lp xxfp Shoryuken [172]


c.lk - s.lp - c.mk xxTatsu

c.lk - c.lp - s.lp - c.mk xxTatsu {219}

(note that Ken's cross-ups are j.lk and j.mk, an lk Tatsu may also be used as a cross-up after a knockdown)

Punishers

cl.rh xxrh Tatsu [350]

cl.rh xxfp Shoryuken

Level 3 FA - cl.rh xxrh Tatsu [406]

FADC Combos

c.mk xxHadoken - FADC - c.rh

c.mk xxHadoken - FADC - c.mk xxrh Tatsu

Advanced

c.lp - c.fp xxrh Tatsu [258]

c.lp - c.fp xxfp Shoryuken

Landing the Ultra

FA Crumple - Ultra

fp Shoryuken - FADC- Ultra [302] (This can also be hit confirmed into)

Strategy

Matchups

Matchup Videos

Find a great collection of matchup specific videos from top players at streetfighterdojo.com
Contributor: zaspacer