ken

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All moves with a heavier variant have at least one more frame of startup in practice unless they are buffered. Special cancels can be buffered during hitlag to start on the next frame of animation.

Ground Attacks

Jab 1 (Light)
2
15
--
Special Cancellable
1.5
4
3
--
-10
2—3
Jab 2
3
27
--
Special Cancellable
1.5
9
3
--
-21
3—4
Jab 3
8
35
--
--
5.0
9
6
--
-21
8—10
Jab (Heavy, Close)
7
37
--
Head, chest and arms invincible: frames 4-10. Special Cancellable.
12.0/8.0
**
**
--
**
7(8—11)
Jab (Heavy, Far)
9/16
32
--
--
6.0/6.0
7/9
6/6
--
-10
9—12/16—17
Normal
Forward Tilt (Light, Close)
3
29
--
Special Cancellable
6.0
9
6
--
-20
3—4
Forward Tilt (Light, Far)
8
23
--
Leg intangibility on frame 6-11
6.8
10
7
--
-8
8—11
Forward Tilt (Heavy)
10
34
--
--
5.0/10.0
9/11
6/10
close/far
-18/-14
10—13
Up Tilt (Light)
3
14
--
Special Cancellable
2.0
7
3
--
-8
3—6
Up Tilt (Heavy)
7
37
--
Special Cancellable. Upper body intangibility on frame 4-10.
12.0
12
11
--
-19
7(8—11)
Down Tilt (Light)
2
14
--
Special Cancellable
1.6
8
3
--
-9
2—3
Down Tilt (Heavy)
6
27
--
Special Cancellable
7.0
10
7
--
-14
6—7
Dash Attack
7
40
--
--
12.0/8.0
12/10
11/8
Early/Late
-22
7—9(10—15)
Forward Smash
13
45
--
Charge hold is frame 5
12.0/16.0
9/15
8/11
Close/Far
-24/-21
13—15
Up Smash
9
44
--
Arm intangibility on frame 9-12. Charge hold is frame 6
17.0/13.5
16/13
11/9
Early/Late
-24
9(10—12)
Down Smash
5
41
--
Charge hold is frame 2
16.0
15
11
--
-25
5—6

Aerial Attacks

Neutral Air
6
27
5
Special Cancellable. Autocancels on frame 28 onward
6.5/4.0
8/6
3/3
Early/Late
-2/-2
6—8(9—17)
Forward Air
8
36
11
Special Cancellable. Autocancels on frame 1-2 and 38 onward
9.0/14.0, 8.0/12.0
10/14, 10/12
4/5, 4/5
Early close/far, Late close/far
-7/-6, -7/-6
8—9(10—14)
Back Air
8
41
10
Special Cancellable. Autocancels on frame 25 onward
16.0/13.0
15/13
6/5
Close/Far
-4/-5
8—9
Up Air
5
35
11
Special Cancellable. Autocancels on frame 19 onward
6.5
10
3
--
-8
5—9
Down Air
8
45
15
Special Cancellable. Autocancels on frame 1-2 and 33 onward
12.0
14
5
--
-10
8—12

Special Attacks

Neutral B (Hadouken)
13
57
--
--
4.5—5.5, 5.6—6.8
8—8, 9—9
3—3, 3—3
Normal, True
-35/-34
13—19(20—75) / 13—18(19—67) / 13—17(18—60)
Start Weak Strong
Side B (Tatsumaki Senpukyaku)
8/13—38
42—72
--
Hits on alternating sides of him every five frames from 13 up to 38.
3.0/3.0, 3.4/3.4
7/5, 8/5
4/4, 4/4
normal early/late, true early/late
-25 to -30
8—9(13—14/18—19/23—24/28—29/33—34/38—39)
Side B, Air (Tatsumaki Senpukyaku, Air)
8/13/18/23/28/33/38
77
--
Leg intangibility on frames 13-42
3.0/2.0, 3.4/2.3
7/4, 8/5
4/3, 4/3
normal early/late, true early/late
-36
8—9(13—14/18—19/23—24/28—29/33—34/38—39)
Light Medium
Up B (Shoryuken)
6
--
12
Invulnerable on frame 5
13.0/7.0
14/8
12/7
Early/Late
**
6—8(9—19)
Light Medium
True Shoryuken
6
--
8
Invulnerable on frame 4-6. Arm intangible on frame 1-14
15.6/8.4
16/9
14/8
Early/Late
**
6—8(9—19)
Heavy
Up B (Flame Shoryuken)
5/6/9
--
18
Invulnerable on frame 5
2.2/8.0/6.5
10/9/9
-/8/7
--
**
5/6—8/9—19
Heavy
True Flame Shoryuken
5/6/9
--
12
Invulnerable on frame 4-6. Arm intangible on frame 1-14
2.6/9.6/7.8
10/10/10
-/9/8
--
**
5/6—8/9—19
Level 1 Level 2 Level 3
Down B (Focus Attack)
12 (+21), 12(+31), 12(+59)
55
--
Stage 1: Can dash from frame 26 of entering charge or immediately after a successful hit
Stage 2: Focus armor begins on frame 1 and lasts until the 12 frames of the kick
Stage 3: This stage is unblockable
12.0, 10.0, 17.0
17, 19, unblockable
11, 10, unblockable
Stage 1, Stage 2, Stage 3
-32, -33, unblockable
32—33/42—43/70—71
Focus Attack, Dash Cancel
--
19/19
--
First advantage is on stage 1 hit, second advantage is on stage 2 hit
--
--
--
--
-8/-9
**
Nata Otoshi Geri (Input Command)
12/15(12/20)
28(41)
--
Input: Forward, Down-Forward, Down+A. Holding A turns second hit into stronger kick. hitting on 20 instead and is 41 total frames
5.0/5.0/10.0
9/9/11
-/6/12
first/second/inazuma kick
-7/-9
12/15—6
Oosoto Mawashi Geri (Input Command)
9(9/17)
32(48)
--
Input: Back, Down-back, Down, Down-forward, Forward+A. Leg intangible on frame 9-10. Holding A causes second kick. hitting on 17 instead and is 48 total frames
10.0/10.0
11/11
10/12
normal/inazuma
-13/-19
9—10(9—10/17—19)

Grabs / Throws

Grab
6
34
--
--
--
Dash Grab
9
42
--
--
--
Pivot Grab
10
37
--
--
--
Pummel
1
16
--
Total frames includes 11 frames of hitlag
1.3
Forward Throw
16
41
--
--
**
Backward Throw
41
69
--
--
**
Up Throw
18
46
--
Kicks on frame 27
**
Down Throw
18/19
44
--
--
**

Dodges / Rolls

Spot Dodge
21/26
--
Invulnerable on frame 3-17
Forward Roll
30
--
Invulnerable on frame 4-15.
Backward Roll
35
--
Invulnerable on frame 5-16.
Neutral Air Dodge
49
10
Invulnerable on frame 3-27.
Air Dodge, Down
67
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Down
73
11-19
Invulnerable on frame 3-21.
Air Dodge, Left/Right
80
11-19
Invulnerable on frame 3-21.
Air Dodge, Diagonally Up
89
11-19
Invulnerable on frame 3-21.
Air Dodge, Up
102
11-19
Invulnerable on frame 3-21.

Misc Info

Weight — 103
Gravity — 0.12
Walk Speed — 0.825
Run Speed — 1.76
Initial Dash — 1.936
Air Speed — 1.12
Total Air Acceleration — 0.035
SH / FH / SHFF / FHFF Frames — 31 / 40 / 23 / 30
Fall Speed / Fast Fall Speed — 1.6 / 2.24
Out of Shield, Up B — 6 frames
Out of Shield, Up Air — 8 frames
Out of Shield, Neutral Air or Up Smash — 9 frames
Shield Grab (Grab, post-Shieldstun) — 10 frames
Shield Drop — 11 frames (universal)
Jump Squat (pre-Jump frames) — 3 frames (universal)