Ultra Street Fighter IV/Ken/Omega

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Ultra Street Fighter IV/OmegaOmegaSF4 Header.png

Ken

SSFIV-Ken Face.jpg


In a nutshell


(Intro paragraph to describe overall gameplay)


Click for USF4 version


Notable Changes from USF4 to Omega

  • General/Movement Changes:
    • Walk speed decreased (Forward: 0.0046 > 0.0045, Back: 0.00345 > 0.0030) - USF4 buff reverted
    • Forward Dash: 4f faster (18f > 14f), slightly longer distance
    • Back Dash: very slightly longer distance
    • Throw: slightly shorter range


  • Normal Move Changes:


  • Command Normal Changes:


  • Special Move Changes:


  • Super/Ultra Changes:


  • Moves with ending Input Buffer:
    • Close 5MK; Far 5LP, 5MP; 2LP, 2MP; Focus Attack + Forward Dash
    • LP Shoryuken (623LP), Raikou Nataotoshi (charged 236K, meterless), LK Tatsu (214LK), Air Tatsu (j.214K)

Character Specific Data

Ken

VITALS
Health: 1000 Stun: 1000
WALKING
Forward Walk Speed: 0.045 Back Walk Speed: 0.030
JUMPING
Jump Total Frames: 4+36+4 Jump Distance: 1.925 Forward/Back
DASHING
Forward Dash Frames: 14 Forward Dash Distance: 1.16
Back Dash Frames: 27 Back Dash Distance: 0.77
FA + Forward Dash Frames: 18 FA + Back Dash Frames: 21
Back Dash Invincibility: 1-8 FA + Back Dash Invincibility: 0
Back Dash Airborne: 9-18 FA + Back Dash Airborne: 6-14
FOCUS ATTACK DATA
Lv1 FA + Forward Dash (Block): -3 Lv1 FA + Back Dash (Block): -6
Lv2 FA + Forward Dash (Block): +3 Lv2 FA + Back Dash (Block): 0

Frame Data

Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Close) cl. Lp.png s a r B H 40 50 M Ch Sp Su -
5MP (Close) cl. Mp.png s a r B H 85 100 M TC Sp Su -
5HP (Close) cl. Hp.png s a r B H 100 200 M Sp Su -
5LK (Close) cl. Lk.png s a r B H 40 50 M Ch Sp Su -
5MK (Close) cl. Mk.png s a r B H 30*50 20*100 M - / Sp Su 2 hits, only 2nd is cancellable
5HK (Close) cl. Hk.png s a r B H 100 200 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
5LP (Far) far. Lp.png s a r B H 40 50 M Ch Sp Su -
5MP (Far) far. Mp.png s a r B H 90 100 M Su -
5HP (Far) far. Hp.png s a r B H 110 200 M - -
5LK (Far) far. Lk.png s a r B H 40 50 M - -
5MK (Far) far. Mk.png s a r B H 90 100 M - -
5HK (Far) far. Hk.png s a r B H 130 200 M - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
2LP Down.gifLp.png s a r B H 30 50 M Ch Sp Su -
2MP Down.gifMp.png s a r B H 75 100 M Sp Su -
2HP Down.gifHp.png s a r B H 100 200 M Sp Su -
2LK Down.gifLk.png s a r B H 25 50 L Ch Sp Su -
2MK Down.gifMk.png s a r B H 70 100 L Sp Su -
2HK Down.gifHk.png s a r B KD 120 200 L - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Forward Step Kick Right.gifMk.png s a r B H 90 150 M - -
Inazuma Kick
(Overhead)
Left.gifMk.png s a r B H 90 150 H - -
Thunder Kick
(Step Overhead)
Right.gifHk.png s a r B H 120 240 H - -
Thunder Kick Feint Right.gifHk.png (hold) - - r - - - - - - -
Target Combo cl.Mp.png > Hp.png - - - B H *80 *180 M Sp Su -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
j.LP (angled) Upright.gifLp.png s a - - - 50 50 H - -
j.MP (angled) Upright.gifMp.png s a - - - 90 100 H - -
j.HP (angled) Upright.gifHp.png s a - - - 100 200 H Sp Cancels into Air Tatsu
j.LK (angled) Upright.gifLk.png s a - - - 45 50 H - Crossup
j.MK (angled) Upright.gifMk.png s a - - - 80 100 H - Crossup
j.HK (angled) Upright.gifHk.png s a - - - 110 200 H - -
j.LP (neutral) Up.gifLp.png s a - - - 50 50 H - -
j.MP (neutral) Up.gifMp.png s a - - - 100 100 H - -
j.HP (neutral) Up.gifHp.png s a - - - 120 200 H - -
j.LK (neutral) Up.gifLk.png s a - - - 50 50 H - -
j.MK (neutral) Up.gifMk.png s a - - - 90 100 H - -
j.HK (neutral) Up.gifHk.png s a - - - 130 200 H - -
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Focus Attack Lv. 1 Mp.pngMk.png 10+12 2 42 -28 KD 100 150 M Dash KD Adv: +x; +x after Forward Dash, +x after Back Dash
Focus Attack Lv. 2 Mp.pngMk.png 18+12 2 42 -22 crumple 80 100 M Dash -
Focus Attack Lv. 3 Mp.pngMk.png 68 2 42 crumple crumple 150 250 - Dash Unblockable
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Shoulder Throw
(Forward Throw)
Lp.pngLk.png 3 2 24 - KD 170 200 T - KD Adv: +x
Hell Wheel
(Back Throw)
Left.gif+Lp.pngLk.png 3 2 24 - KD 180 200 T - KD Adv: +x
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LP Reppu Hadoshu
(Fireball Kick)
Qcf.pngLp.png
236+LP
s a r B KD* 80*50 100x2 M Su KD and 2 hits at close range
MP Reppu Hadoshu
(Fireball Kick)
Qcf.pngMp.png
236+MP
s a r B KD* 80*50 100x2 M Su KD and 2 hits at close range
HP Reppu Hadoshu
(Fireball Kick)
Qcf.pngHp.png
236+HP
s a r B KD* 80*50 100x2 M Su KD and 2 hits at close range
Ex.png Reppu Hadoshu
(Fireball Kick)
Qcf.png2p.png
236+PP
s a r B KD* 50x2
(50x2*50x2)
50x2
(50x2*50x2)
M FA Throws 2 straight fireballs; 2nd fireball knocks down; at close range, kicks connect for extra damage; early FADC stops 2nd fireball
LP Shoryuken
(Uppercut)
Dp.pngLp.png
623+LP
s a r B KD 130 200 M Su* Su/FA cancel on hit only
MP Shoryuken
(Uppercut)
Dp.pngMp.png
623+MP
s a r B KD 100*60 125*75 M Su* Su/FA cancel on hit only
HP Shoryuken
(Uppercut)
Dp.pngHp.png
623+HP
s a r B KD 100*50*30 100*50x2 M Su* Su/FA cancel on hit only
Ex.png Shoryuken
(Uppercut)
Dp.png2p.png
623+PP
s a r B KD 20x3*100
*20x3
20x3*50
*20x3
M FA Very long reaction window to input FADC before the airborne 5th hit
LK Kambaraigeri
(Roundhouse Kick)
Qcf.pngLk.png
236+LK
s a r B
(B)
H 80*40 100*50 M Su 2nd hit whiffs on crouching; 1st hit forces stand; can link after 1st hit FADC
+ Raikou Nataotoshi
(LK Axe Kick)
+ Hold Lk.png s a r B H 70*30 50x2 H*H - Both hits are overheads
MK Kambaraigeri
(Roundhouse Kick)
Qcf.pngMk.png
236+MK
s a r B
(B)
H 90*40 100*50 M Su 2nd hit whiffs on crouching; 1st hit forces stand; can link after 1st hit FADC
+ Raikou Nataotoshi
(MK Axe Kick)
+ Hold Mk.png s a r B H 70*30 50x2 H*H - Both hits are overheads
HK Kambaraigeri
(Roundhouse Kick)
Qcf.pngHk.png
236+HK
s a r B
(B)
H 100*40 100*50 M Su 2nd hit whiffs on crouching; 1st hit forces stand; can link after 1st hit FADC
+ Raikou Nataotoshi
(HK Axe Kick)
+ Hold Hk.png s a r B H 70*30 50x2 H*H - Both hits are overheads
Ex.pngEx.png Shippu Jinraikyaku Qcf.png2k.png
236+KK
s a r B KD 320 280 M - Costs 2 bars, locks into full animation on hit
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
LK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngLk.png
214+LK
s a r B H 50*30 100*50 M Su Only 1st hit point blank is cancellable
MK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngMk.png
214+MK
s a r B H 80*30x3 100*40x3 M Su Only 1st hit point blank is cancellable
HK Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.pngHk.png
214+HK
s a r B H 80*30x4 100*40x4 M Su Only 1st hit point blank is cancellable
Ex.png Tatsumaki Senpukyaku
(Hurricane Kick)
Qcb.png2k.png
214+KK
s a r B KD 90*20x2*50 100*20x2*50 M FA Only 1st hit point blank is cancellable
LK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngLk.png
Air 214+LK
s a r B H 70 each 100 each M - Can get multiple hits on tall characters
MK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngMk.png
Air 214+MK
s a r B H 80 each 100 each M - Can get multiple hits on tall characters
HK Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.pngHk.png
Air 214+HK
s a r B H 100 each 100 each M - Can get multiple hits on tall characters
Ex.png Air Tatsumaki Senpukyaku
(Air Hurricane Kick)
Air Qcb.png2k.png
Air 214+KK
s a r B H 60 each
[40 each]
60 each
[40 each]
M - Can get multiple hits on tall characters; [refers to Air Tatsu cancelled from j.HP]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes
Shoryureppa
(Super)
Qcf.pngQcf.pngK.png
236236+K
s a r B KD 120*140*190 - M - -
Shinryuken
(Ultra 1)
Qcf.pngQcf.png3p.png
236236+PPP
s a r B KD 30*464
[30x8]
- M - [Dmg for non-cinematic juggle, not factoring in scaling]
Guren Senpukyaku
(Ultra 2)
Qcf.pngQcf.png3k.png
236236+KKK
s a r B KD 481
[30x3*180]
- M - [Dmg for non-cinematic juggle, not factoring in scaling]
Move Name Input Startup Active Recovery On Block On Hit Damage Stun Hit Lv Cancel Notes

Combos

Confirms:

  • Dmg/St --

Punishes:

  • Dmg/St --

Counterhit Confirms:

Ultra Setups:

Useful Info

Reversals:

Anti-Airs:

Anti-Focus:

Anti-Projectile:

Juggles:

Miscellaneous:


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