Ken
Shoryuken! A millionaire (by birthright, not effort) playboy with bleached hair (but not eyebrows - representing his 3/4ths Japanese heritage), Ken gets the Money, the Glory, and the Girl. He trained with his rival and friend, Ryu, in a Japanese Dojo under the tutelage of Gouken, a very powerful martial artist who famously went on to simply wake up from being dead. Ken favours a flashy, gung-ho fighting style over the more stoic and traditional Ryu.
In a nutshell
While certainly an overall poorer character than Ryu in SF2HF, Ken is not far behind. In some matchups his slower fireballs and wider arcing Dragon Punch can actually be helpful, and his very doable 'Touch of Death' combos mean one solid hit can always spell an opponent's doom.
Character Specific Information
Damage Scaling Factor:
25/32
Color Options
Default |
Start
|
|
|
Moves List
Normal Moves
- Standing Normal Moves (st.)
Standing Light Punch
6
-
4
40
6
3
11*
+6/+4
Standing Medium Punch
16
8
60
7
2
7*
+5/+8
Standing Hard Punch
26
14
80
7
10
18*
-7/-6
Standing Light Kick
8
-
4
40
8
4
7*
+2/+4
Standing Medium Kick
16
8
60
8
4
7*
+1/+2
Standing Hard Kick
22
14
80
8
11
21*
-9/-8
- Close Standing Normal Moves (cl.)
Close Light Punch
(near opponent)
6
-
4
40
6
2
9*
+3/+4
Close Medium Punch
(near opponent)
16
8
60
4
4
3*
+12/+13
Close Hard Punch
(near opponent)
26
8
60
4
4
3*
+12/+13
Close Light Kick
(near opponent)
8
-
4
40
15
4
13*
+6/-2
Close Medium Kick
(near opponent)
16
8,8
60,60
13
6
13*
+8/+9
Close Hard Kick
(near opponent)
24,6
8
60
8
4
7*
+1/+2
- Crouching Normal Moves (cr.)
Crouching Light Punch
+
6
-
4
40
10
3
7*
+4/+5
Crouching Medium Punch
+
14
8
60
8
3
17*
-1/+0
Crouching Hard Punch
+
22
14
80
9
6
18*
-1/+0
Crouching Light Kick
+
6
-
4
40
6
4
7*
+3/+4
Crouching Medium Kick
+
14
8
60
6
4
7*
+8/+9
Crouching Hard Kick
+
22
8
130
9
4
18*
+1/+2
- Jumping Normal Moves (nj.)
Neutral Jump Light Punch
+
10
4
40
6
20
∞
-
Neutral Jump Medium Punch
+
16
8
50
6
12
∞
-
Neutral Jump Hard Punch
+
24
14
60
1*
3*
∞
-
Neutral Jump Light Kick
+
10
4
40
6
20
∞
-
Neutral Jump Medium Kick
+
16
8
50
6
12
∞
-
Neutral Jump Hard Kick
+
24
14
60
6
6
∞
-
- Diagonal Jumping Normal Moves (j.)
Diagonal Jump Light Punch
8
4
40
6
20
∞
-
Diagonal Jump Medium Punch
16
8
50
6
12
∞
-
Diagonal Jump Hard Punch
22
14
60
6
6
∞
-
Diagonal Jump Light Kick
8
4
40
6
20
∞
-
Diagonal Jump Medium Kick
16
8
50
6
12
∞
-
Diagonal Jump Hard Kick
22
14
60
6
6
∞
-
Unique Moves
Throws
Seoi Nage
32
-
10
99
-
-
-
-
Tsukami Nage
32
-
14
80
-
-
-
-
Special Moves
Hadoken
+
12
?
?
?
14
?
37
?
Hadoken
+
14
?
?
?
14
?
37
?
Hadoken
+
16
?
?
?
14
?
37
?
Shoryuken
+
32
?
?
?
1
18
17/20/27 + 6
?
Shoryuken
+
32
?
?
?
1
26
17/20/27 + 6
?
Shoryuken
+
32,16
?
?
?
1
30
17/20/27 + 6
?
Tatsumaki Senpu Kyaku
+
10
?
?
?
11
1,2,2,(2),1,2,2,(2),1,2
14 + 6
?
Tatsumaki Senpu Kyaku
+
10
?
?
?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
?
Tatsumaki Senpu Kyaku
+
10
?
?
?
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
?
Air Tatsumaki Senpu Kyaku
+
10
?
?
?
3
?
13/14/15 + 6
?
Air Tatsumaki Senpu Kyaku
+
10
?
?
?
3
?
13/14/15 + 6
?
Air Tatsumaki Senpu Kyaku
+
10
?
?
?
3
?
13/14/15 + 6
?
Hitboxes
Standing Normals
Damage |
? |
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
4 |
1
|
Simplified |
1+2 |
4 |
5
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
1 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1+3 |
4 |
7
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
2 |
6 |
10 |
12 |
1
|
Simplified |
1+5 |
6 |
23
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
8 |
4 |
1
|
Simplified |
1+6 |
8 |
5
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
5 |
6 |
12 |
6 |
1
|
Simplified |
1+11 |
12 |
7
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
8 |
10 |
7
|
Simplified |
2+1 |
12 |
17
|
Close Standing Normals
Damage |
? |
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
1+2 |
4 |
5
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
1 |
2 |
2 |
6 |
4 |
3 |
4
|
Simplified |
1+3 |
2 |
17
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
2 |
6 |
10 |
13
|
Simplified |
1+3 |
8 |
23
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
2 |
4 |
3 |
1
|
Simplified |
1+5 |
2 |
5
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
1 |
6 |
4 |
4 |
1
|
Simplified |
1+3 |
6 |
9
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
4 |
8 |
4 |
10 |
1
|
Simplified |
1+7 |
12 |
11
|
Crouching Normals
Damage |
? |
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
4 |
1
|
Simplified |
2 |
4 |
5
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
1 |
2 |
4 |
3 |
3 |
1
|
Simplified |
1+3 |
4 |
7
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
3 |
8 |
10 |
12 |
1
|
Simplified |
1+3 |
11 |
23
|
Damage |
? |
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
4 |
1
|
Simplified |
1+2 |
4 |
5
|
Damage |
? |
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
1 |
2 |
6 |
4 |
4 |
1
|
Simplified |
1+3 |
6 |
9
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
6 |
6 |
8 |
11
|
Simplified |
1+3 |
6 |
25
|
Aerial Normals
Damage |
? |
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
∞
|
Damage |
? |
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
∞
|
- Neutral/Diagonal Jumping MP:
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
20 |
4 |
4 |
4 |
∞
|
Simplified |
4 |
20 |
∞
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
20 |
4 |
4 |
4 |
∞
|
Simplified |
4 |
20 |
∞
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
2 |
8 |
4 |
4 |
4 |
∞
|
Simplified |
4 |
8 |
∞
|
Damage |
? |
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
3 |
40 |
∞
|
Damage |
? |
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
∞
|
Simplified |
5 |
∞
|
Damage |
? |
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
5 |
13 |
6 |
6 |
∞
|
Simplified |
5 |
13 |
∞
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
13 |
3 |
3 |
3 |
∞
|
Simplified |
5 |
13 |
∞
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
4 |
4 |
3 |
3 |
3 |
∞
|
Simplified |
2 |
8 |
∞
|
Damage |
? |
|
|
|
|
|
|
|
Stun |
?
|
Stun Timer |
?
|
Chain Cancel |
No
|
Special Cancel |
?
|
Frame Advantage |
?
|
Frame Count |
2 |
3 |
7 |
3 |
3 |
3 |
∞
|
Simplified |
5 |
7 |
∞
|
Throws
- Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage |
20+(4*n) |
|
Duration |
130
|
Stun |
5~11
|
Stun Timer |
60
|
Range (from axis) |
64
|
Range advantage |
35
|
Special Moves
Startup:
Active:
LP version:
|
|
|
|
|
Frame Count |
1 |
2 |
3 |
3..
|
Simplified |
40
|
MP version:
|
|
|
|
|
Frame Count |
1 |
2 |
3 |
3..
|
Simplified |
40
|
HP version:
|
|
|
|
|
Frame Count |
1 |
2 |
3 |
3..
|
Simplified |
40
|
Startup:
|
|
|
|
|
|
|
Jab |
4 |
4 |
14 |
6 |
11 |
5
|
Strong |
4 |
4 |
22 |
6 |
14 |
5
|
Fierce |
4 |
4 |
26 |
6 |
21 |
5
|
- Tatsumaki Senpuu Kyaku: ↓↙← + Kick
Startup:
Active:
Recovery:
- Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick
Active:
Recovery:
Misc Animations
The Basics
Advanced Strategy
Combos
Bread And Butter
- j.HK, s.HP xx DP+HP (Touch of Death)
Match-ups
Same as Ryu's strategy versus E. Honda: from about halfscreen away, throw slow fireballs, and sweep with cr.HK to hit with the very tip of the toe as Honda lands. You should be a little more careful chucking fireballs than with Ryu however, since Ken's fireball has more recovery time than Ryu's.