Street Fighter 2: Hyper Fighting/Ken

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Street Fighter 2: Hyper FightingSf2hf-logo.png
Street Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#Game ElementsStreet Fighter 2: Hyper Fighting#CharactersStreet Fighter 2: Hyper Fighting#System InfoStreet Fighter 2: Hyper Fighting#MiscellaneousStreet Fighter 2: Hyper Fighting#Basic StrategyMvC3HeaderButtons.png

Ken

Sf2hf-ken-portrait.gif

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

Character Data
Damage Scaling Factor:
25/32
Pre-Jump Frames:
4f
Jump duration:
40f

Color Options

Default Start
Sf2hf-ken-1p.png Sf2hf-ken-2p.png

Moves List

Normal Moves

  • Standing Normal Moves (st.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Standing Light Punch
Lp.png
6
-
4
40
3
4
4
+6/+5
Rpdfire.png Specialcancel.png
Standing Medium Punch
Mp.png
16
8
60
4
4
6
+10/+8
Specialcancel.png
Standing Hard Punch
Hp.png
26
14
80
6
6
22
-6
Standing Light Kick
Lk.png
8
-
4
40
7
8
5
+3/+1
Standing Medium Kick
Mk.png
16
8
60
12
12
7*
+1
Specialcancel.png
Standing Hard Kick
Hk.png
22
14
80
3
12
17*
-2
  • Close Standing Normal Moves (cl.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Close Light Punch
(near opponent) Lp.png
6
-
4
40
3
4
5
+6/+5
Specialcancel.png
Close Medium Punch
(near opponent) Mp.png
16
8
60
4
2
17
+2/+1
Specialcancel.png
Close Hard Punch
(near opponent) Hp.png
26
14
80
4
8
23
-8
Specialcancel.png
Close Light Kick
(near opponent) Lk.png
8
-
4
40
6
6
4
+5
Rpdfire.png
Close Medium Kick
(near opponent) Mk.png
16
8
60,
5
6
8
+6/+4
Specialcancel.png
Close Hard Kick
(near opponent) Hk.png
24,6
14
80,80
8
12
11
+8/+7
  • Crouching Normal Moves (cr.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Crouching Light Punch
D.png + Lp.png
6
-
4
40
3
4
4
+6/+5
Rpdfire.png Low.png Specialcancel.png
Crouching Medium Punch
D.png + Mp.png
14
8
60
4
4
6
+10/+8
Specialcancel.png
Crouching Hard Punch
D.png + Hp.png
22
14
80
9
6
18*
-11
Specialcancel.png
Crouching Light Kick
D.png + Lk.png
6
-
4
40
3
4
4
+6/+5
Rpdfire.png Low.png Specialcancel.png
Crouching Medium Kick
D.png + Mk.png
14
8
60
4
6
8
+6/+4
Low.png Specialcancel.png
Crouching Hard Kick
D.png + Hk.png
22
8
130
4
6
25
+1/+2
Low.png Knockdown.png
  • Jumping Normal Moves (nj.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Neutral Jump Light Punch
U.png + Lp.png
10
4
40
4
-
-
High.png
Neutral Jump Medium Punch
U.png + Mp.png
16
8
50
4
20
-
High.png
Neutral Jump Hard Punch
U.png + Hp.png
24
14
60
4
8
-
High.png
Neutral Jump Light Kick
U.png + Lk.png
10
4
40
3
-
-
High.png
Neutral Jump Medium Kick
U.png + Mk.png
16
8
50
5
13
-
High.png
Neutral Jump Hard Kick
U.png + Hk.png
24
14
60
3
10
-
High.png
  • Diagonal Jumping Normal Moves (j.)
Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Diagonal Jump Light Punch
Ub.png / Uf.png + Lp.png
8
4
40
4
-
-
High.png
Diagonal Jump Medium Punch
Ub.png / Uf.png + Mp.png
16
8
50
4
20
-
High.png
Diagonal Jump Hard Punch
Ub.png / Uf.png + Hp.png
22
14
60
4
8
-
High.png
Diagonal Jump Light Kick
Ub.png / Uf.png + Lk.png
8
4
40
5
-
-
High.png
Diagonal Jump Medium Kick
Ub.png / Uf.png + Mk.png
16
8
50
5
13
-
High.png
Diagonal Jump Hard Kick
Ub.png / Uf.png + Hk.png
22
14
60
5
7
-
High.png

Throws

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Seoi Nage
B.png / F.png + Mp.png or Hp.png
32
-
10
99
-
-
-
-
Throw.png
Tsukami Nage
B.png / F.png + Mk.png or Hk.png
32
-
14
80
-
-
-
-
Throw.png

Special Moves

Name
Command
Base Damage
Random damage table
Stun
Stun Timer
Startup
Active
Recov.
Adv On Hit/Block
Notes
Hadoken
Qcf.png + Lp.png
12
 ?
16
120
14
 ?
37
 ?
Hadoken
Qcf.png + Mp.png
14
 ?
16
120
14
 ?
37
 ?
Hadoken
Qcf.png + Hp.png
16
 ?
16
120
14
 ?
37
 ?
Shoryuken
Dp.png + Lp.png
32
 ?
16
120
1
18
17/20/27 + 6
KD/-11
Shoryuken
Dp.png + Mp.png
32
 ?
16
120
1
26
17/20/27 + 6
KD/-22
Shoryuken
Dp.png + Hp.png
32,16
 ?
 ?
 ?
1
30
17/20/27 + 6
KD/-33
Tatsumaki Senpu Kyaku
Qcb.png + Lk.png
10
 ?
16
120
11
1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
Tatsumaki Senpu Kyaku
Qcb.png + Mk.png
10
 ?
16
120
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
Tatsumaki Senpu Kyaku
Qcb.png + Hk.png
10
 ?
16
120
11
1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2,2,(2),1,2
14 + 6
KD/-3
Air Tatsumaki Senpu Kyaku
Qcb.png + Lk.png
10
 ?
16
120
3
 ?
13/14/15 + 6
 ?
Aironly.png
Air Tatsumaki Senpu Kyaku
Qcb.png + Mk.png
10
 ?
16
120
3
 ?
13/14/15 + 6
 ?
Aironly.png
Air Tatsumaki Senpu Kyaku
Qcb.png + Hk.png
10
 ?
16
120
3
 ?
13/14/15 + 6
 ?
Aironly.png

The Basics

Not as powerful as Ryu overall, but he still has a lot of good tools. For the most part you will be playing more aggressive, trying to set up ambigious crossup into touch of death, or safejump/tick into srk/throw OS. His slower jab fireball can actually be more useful in some scenarios, and fierce srk goes quite far, making it better for anti air, and punishment in general. Faster walk speed can be ok in matchups where footsies are important, like vs gief for instance.

Advanced Strategy

Crossup j hk into close hp>hp srk is the main touch of death combo to aim for after knockdown. You can get them into a situation where you can throw, do the srk motion and end with forward+lp+mk, if they try to throw you back or reversal, you get jab srk, if they block you throw. The new air tatsu is only useful in niche situations, like dodging fireballs, and some tall characters like boxer and sagat, you can use the overhead mixup for damage.

Combos

Bread And Butter

  • cr.MK xx QCF+HP
  • Crossup j.HK, s.HP xx DP+HP (Touch of Death)
  • Cr lkx1/2 > close st hp (cps1 chain)> hp fireball
  • Jump hp/hk > close st mp> jab srk (if you can't cross them up this is usually the best for damage)
  • Cr mk (meaty)> cr hk
  • Jump lp (instant) > hk air tatsu (only works on tall characters if the opponent crouches, decent overhead mixup)

Match-ups

Vs. Balrog (boxer):

Crouching Roundhouse is your best along with Hadoken,but watch out,now he can evade your Hadoken with a quick TAP.

Vs. Blanka:

Punish the Roll with Hadoken or Shoryuken,Vertical Roll can be shoryukened correctly.

Vs. Chun-Li:

Spinning Bird Kick can be countered with crouching Strong,but now can be a fireball match at the correct distance, if she Kikoken's you, its better to use Air TSK instead of jump for crossups.

Vs. Dhalsim:

If he teleports Shoryuken him,at long distance you had a better projectile at speed.

Vs. E. Honda:

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.


Vs. Guile:

Shoryuken vs Flash Kick match,Knee Bazooka can be countered with Shoryuken.

Vs. Ken (self):

Best Ken must use wisely his Shoryuken

Vs. M. Bison (dictator):

Be careful with your Hadoken and wait to punish Head Stomp with Shoryuken

Vs. Ryu:

He has a lot of the same tools as you, just most of these are significantly better, making this an uphill battle. You can use hp srk when close to counter his fireballs, useful at round start, aim for the last hit to touch his arms for a knockdown. His tatsu can be used in the same way vs your fireballs when he is close, so be careful. Another option at round start is walk up sweep, trades with his fireball.

If he jumps from far away, hp srk is usually the best option if you have time, anti air sweep can't punish him if he does j hk, you can try wait for him to land and bait an srk, or throw him. Close hp is your best bet if he jumps above you, works great as an anti crossup. When punishing blocked/whiff tatsu, srk is preferred for the knockdown, jab srk is the optimal one since it is 1 hit, and you have more time to pressure. If he goes over you, cr hp is alright.

When you are close, you have an advantage in neutral thanks to faster walk speed. Use normals like cr lk/st lp to activate proximity block preventing him from walking backwards, then go for walk up sweep. Likewise, whiff punish his sweeps and cr mk whiffs with it. When he's far away and zoning you, bulldogging is a good way to get closer thanks to your good walk speed. Neutral jumping is best vs medium and heavy fireballs, since he has no time to close the gap.

You can use cr mp for safe pressure/bait. Space it so it will connect at max range if he's crouching, srk will whiff, you can punish whiffed srk with walk up>close hp> srk if you react in time, his tatsu whiffs since you crouch while doing cr mp. Ryu's only true answer is to stand up, which leaves him vulnerable to low kicks.

Vs. Sagat:

Crouch to evade High Tiger and then attack him low and cross up him,your air TSK can be comboed with him.

Vs. Vega (claw):

If he jumps or use Barcelona use the Shoryuken to punish him,but watch out with lows.

Vs. Zangief:

Crouching Roundhouse is the key to win because he can evade Hadoken with Double Lariat,Air TSK its well agaisnt him.

Hitboxes

Standing Normals

  • Standing LP:
Damage 6 Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-a.png Sf2hf-ken-lp-s1.png Sf2hf-ken-lp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Standing MP:
Damage 16 Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Standing HP:
Damage 26 Sf2hf-ken-mp-s1.png Sf2hf-ken-mp-s2.png Sf2hf-ken-hp-a.png Sf2hf-ken-mp-s2.png Sf2hf-ken-mp-s1.png Sf2hf-ken-lp-r1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -6
Frame Count 3 2 6 10 12 1
Simplified 1+5 6 23
  • Standing LK:
Damage 8 Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-lk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +3
Frame Count 3 3 8 4 1
Simplified 1+6 8 5
  • Standing MK:
Damage 16 Sf2hf-ken-lp-s1.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mk-a.png Sf2hf-ken-lk-s1.png Sf2hf-ken-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel No
Frame Advantage +1
Frame Count 5 6 12 6 1
Simplified 1+11 12 7
  • Standing HK:
Damage 22 Sf2hf-ken-hk-s1.png Sf2hf-ken-hk-a1.png Sf2hf-ken-hk-a2.png Sf2hf-ken-hk-r1.png Sf2hf-ken-hk-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel No
Frame Advantage -2
Frame Count 2 4 8 10 7
Simplified 2+1 12 17

Close Standing Normals

  • Close Standing LP:
Damage 6 Sf2hf-ken-mp-s1.png Sf2hf-ken-cllp-a.png Sf2hf-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 1+2 4 5
  • Close Standing MP:
Damage 16 Sf2hf-ken-mp-s1.png Sf2hf-ken-clmp-s.png Sf2hf-ken-clmp-a.png Sf2hf-ken-clmp-r1.png Sf2hf-ken-clmp-r2.png Sf2hf-ken-clmp-s.png Sf2hf-ken-mp-s1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 1 2 2 6 4 3 4
Simplified 1+3 2 17
  • Close Standing HP:
Damage 26 Sf2hf-ken-clhp-s.png Sf2hf-ken-clhp-a1.png Sf2hf-ken-clhp-a2.png Sf2hf-ken-clhp-r.png Sf2hf-ken-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage -8
Frame Count 3 2 6 10 13
Simplified 1+3 8 23
  • Close Standing LK:
Damage 8 Sf2hf-ken-mp-s1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-cllk-a1.png Sf2hf-ken-cllk-r1.png Sf2hf-ken-cllk-s1.png Sf2hf-ken-mp-s1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel No
Frame Advantage +5
Frame Count 2 3 2 4 3 1
Simplified 1+5 2 5


  • Close Standing MK:
Damage 16 Sf2hf-ken-clmk-s1.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-a.png Sf2hf-ken-clmk-s2.png Sf2hf-ken-clmk-s1.png Sf2hf-ken-mk-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 2 1 6 4 4 1
Simplified 1+3 6 9
  • Close Standing HK:
Damage 24,6 Sf2hf-ken-mp-s1.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-clhk-a1.png Sf2hf-ken-clhk-a2.png Sf2hf-ken-clhk-s1.png Sf2hf-ken-mp-s1.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes/No
Frame Advantage +8
Frame Count 3 4 8 4 10 1
Simplified 1+7 12 11

Crouching Normals

  • Crouching LP:
Damage 6 Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-a.png Sf2hf-ken-crlp-s1.png Sf2hf-ken-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MP:
Damage 14 Sf2hf-ken-crmp-s1.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-a.png Sf2hf-ken-crmp-s2.png Sf2hf-ken-crmp-s1.png Sf2hf-ken-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +10
Frame Count 1 2 4 3 3 1
Simplified 1+3 4 7
  • Crouching HP:
Damage 22 Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-a1.png Sf2hf-ken-crhp-a2.png Sf2hf-ken-crhp-r1.png Sf2hf-ken-crhp-s1.png Sf2hf-ken-crhp-r2.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes,No
Frame Advantage -11
Frame Count 3 3 8 10 12 1
Simplified 1+3 11 23
  • Crouching LK:
Damage 6 Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlk-a.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun 1~7
Stun Timer 40
Chain Cancel Yes
Special Cancel Yes
Frame Advantage +6
Frame Count 2 4 4 1
Simplified 1+2 4 5
  • Crouching MK:
Damage 14 Sf2hf-ken-crlk-s1.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crmk-a.png Sf2hf-ken-crmk-s1.png Sf2hf-ken-crlk-s1.png Sf2hf-ken-crlp-r1.png
Stun 5~11
Stun Timer 60
Chain Cancel No
Special Cancel Yes
Frame Advantage +6
Frame Count 1 2 6 4 4 1
Simplified 1+3 6 9
  • Crouching HK:
Damage 22 Sf2hf-ken-crhk-s1.png Sf2hf-ken-crhk-a.png Sf2hf-ken-crhk-r1.png Sf2hf-ken-crhk-r2.png Sf2hf-ken-crhk-r3.png
Stun 11~17
Stun Timer 80
Chain Cancel No
Special Cancel Yes
Frame Advantage +2
Frame Count 3 6 6 8 11
Simplified 1+3 6 25

Aerial Normals

  • Neutral Jumping LP:
Damage 10 Sf2hf-ken-njlp-s1.png Sf2hf-ken-njlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Diagonal Jumping LP:
Damage 8 Sf2hf-ken-njlp-s1.png Sf2hf-ken-djlp-a.png
Stun 1~7
Stun Timer 40
Frame Count 2
  • Neutral/Diagonal Jumping MP:
Damage 16 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Neutral Jumping HP:
Damage 24 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-njhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 20 4 4 4
Simplified 4 20
  • Diagonal Jumping HP:
Damage 22 Sf2hf-ken-jmp-s1.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-djhp-a.png Sf2hf-ken-jmp-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 2 8 4 4 4
Simplified 4 8
  • Neutral Jumping LK:
Damage 10 Sf2hf-ken-njlk-s1.png Sf2hf-ken-njlk-a.png Sf2hf-ken-jmp-r1.png
Stun 1~7
Stun Timer 40
Frame Count 3 40
  • Diagonal Jumping LK:
Damage 8 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djlk-s2.png Sf2hf-ken-djlk-a.png
Stun 1~7
Stun Timer 40
Frame Count 2 3
Simplified 5
  • Neutral Jumping MK:
Damage 16 Sf2hf-ken-njlk-s1.png Sf2hf-ken-njmk-a.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 5 13 6 6
Simplified 5 13
  • Diagonal Jumping MK:
Damage 16 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djmk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 5~11
Stun Timer 50
Frame Count 2 3 13 3 3 3
Simplified 5 13
  • Neutral Jumping HK:
Damage 24 Sf2hf-ken-njhk-s1.png Sf2hf-ken-njhk-a1.png Sf2hf-ken-njhk-a2.png Sf2hf-ken-njhk-r1.png Sf2hf-ken-njhk-r2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png
Stun 11~17
Stun Timer 60
Frame Count 2 4 4 3 3 3
Simplified 2 8
  • Diagonal Jumping HK:
Damage 22 Sf2hf-ken-djlk-s1.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-djhk-a.png Sf2hf-ken-djmk-s2.png Sf2hf-ken-jmp-r1.png Sf2hf-ken-jmp-r2.png Sf2hf-ken-jmp-r3.png
Stun 11~17
Stun Timer 60
Frame Count 2 3 7 3 3 3
Simplified 5 7

Throws

  • Normal Throw Boxes (←/→ + HP) and (←/→ + HK)
Damage 32 Sf2hf-ken-throw.png
Duration 130
Stun 7~13
Stun Timer 100
Range (from axis) 48
Range advantage 19

Special Moves

  • Hadoken: (↓↘→ + P)

Startup:

Sf2hf-ken-hdk-s1.png Sf2hf-ken-hdk-s2.png Sf2hf-ken-hdk-s3.png Sf2hf-ken-hdk-s4.png
Frame Count 2 7 2 1

Active:

LP version:

Damage 12 Sf2hf-ken-hdk-lp-a1.png Sf2hf-ken-hdk-lp-a2.png Sf2hf-ken-hdk-lp-a3.png Sf2hf-ken-hdk-lp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40

MP version:

Damage 12 Sf2hf-ken-hdk-mp-a1.png Sf2hf-ken-hdk-mp-a2.png Sf2hf-ken-hdk-mp-a3.png Sf2hf-ken-hdk-mp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


HP version:

Damage 12 Sf2hf-ken-hdk-hp-a1.png Sf2hf-ken-hdk-hp-a2.png Sf2hf-ken-hdk-hp-a3.png Sf2hf-ken-hdk-hp-a4.png
Stun 13~19
Stun Timer 120
Frame Advantage -
Frame Count 1 1 2 2..
Simplified 40


  • Shoryuken: →↓↘ + Punch

Startup:

Damage 32/32,16 Sf2hf-ken-srk-s1.png Sf2hf-ken-srk-a1.png Sf2hf-ken-srk-a2.png Sf2hf-ken-srk-r1.png Sf2hf-ken-srk-r2.png Sf2hf-ken-srk-r3.png
Stun 13~19
Stun Timer 120
Frame Advantage -11/-22/-33
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:

Damage 10 Sf2hf-ken-tsk-s1.png Sf2hf-ken-tsk-s2.png Sf2hf-ken-tsk-s3.png
Stun 13~19
Stun Timer 120
Frame Advantage -1
Frame Count 4 4 3

Active:

Sf2hf-ken-tsk-a1.png Sf2hf-ken-tsk-m1.png Sf2hf-ken-tsk-a2.png Sf2hf-ken-tsk-m2.png
Frame Count 1 1 2 2

Short: 2 Times
Foward: 3 Times
Rounhouse: 4 Times

Recovery:

Sf2hf-ken-tsk-r1.png Sf2hf-ken-tsk-r2.png Sf2hf-ken-tsk-r3.png Sf2hf-ken-tsk-r4.png
Frame Count 4 4 4 0
  • Kuchuu Tatsumaki Senpuu Kyaku: During Jump ↓↙← + Kick


Recovery:

Sf2hf-ken-tsk-r1.png Sf2hf-ken-tsk-r2.png Sf2hf-ken-tsk-r3.png Sf2hf-ken-tsk-r4a.png Sf2hf-ken-tsk-r4.png
Frame Count 4 4 4 4

Misc Animations

Walk back Neutral Walk Fwd Crouch
Sf2hf-ken-bwd.png Sf2hf-ken-cllp-n.png Sf2hf-ken-fwd.png Sf2hf-ken-cr-n.png
  • Standing reel:
Sf2hf-ken-reel1.png Sf2hf-ken-reel2.png Sf2hf-ken-reel3.png Sf2hf-ken-reel4.png
  • Standing gut reel:
Sf2hf-ken-gutreel1.png Sf2hf-ken-gutreel2.png Sf2hf-ken-gutreel3.png Sf2hf-ken-gutreel4.png
  • Crouching reel:
Sf2hf-ken-creel1.png Sf2hf-ken-creel2.png Sf2hf-ken-creel3.png
  • Dizzy:
Sf2hf-ken-dizzy1.png Sf2hf-ken-dizzy2.png Sf2hf-ken-dizzy3.png