Ken

Menu

Normal Attacks

Hitbox Image
Standing Light Punch
4
13
300
High
Chain, Special, Super
In February 27, 2024 patch: arm hurtbox increased on frames 2-6 but decreased on frames 7-8.
--
+4
-1
3
7
Hitbox Image
Standing Medium Punch
5
22
600
High
Special, Super, Target Combo
--
--
+3
-2
4
14
Hitbox Image
Standing Heavy Punch
10
31
800
High
Special, Super
--
--
+3
-2
5
17
Hitbox Image
Standing Light Kick
5
18
300
High
Special, Super
--
--
0
-2
2
12
Hitbox Image
Standing Medium Kick
8
30
600
High
Target Combo
--
--
+3
-5
3
20
Hitbox Image
Standing Heavy Kick
12
38
800
High
--
--
--
+1
-5
2
25
Hitbox Image
Crouching Light Punch
4
14
300
High
Chain, Special, Super
--
--
+5
-1
2
9
Hitbox Image
Crouching Medium Punch
6
22
700
High
Special, Super
--
--
+3
0
3
14
Hitbox Image
Crouching Heavy Punch
8
35
800
High
Special, Super
--
--
+3
-10
4
24
Hitbox Image
Crouching Light Kick
5
17
200
Low
Chain
--
--
+1
-3
3
10
Hitbox Image
Crouching Medium Kick
7
28
500
Low
Special, Super
20% damage scaling to followup combo hits.
--
-2
-6
3
19
Hitbox Image
Crouching Heavy Kick
8
34
900
Low
--
--
--
Knockdown +31
-10
3
24

Unique Attacks

Hitbox Image
Quick Dash (KK)
11...
...45
Hitbox Image
Quick Dash > Emergency Stop
11...+16
27...
Hitbox Image
Quick Dash > Thunder Kick
11...+18
40
1000
Overhead, High
Super
--
--
+3
-4
4
20
Hitbox Image
Quick Dash > Forward Step Kick
11...+10
33
800
High
Super
--
--
+3
-3
3
20

Target Combos

Medium Punch, Heavy Punch
5, 11
22, 40
600, 400
High
Special, Super
--
--
+4, Knockdown +28
-2, -14
4, 3
14, 27
Medium Kick, Medium Kick, Hard Kick
8, 11, 13
30, 39, 43
600, 400, 700
High
--
If all hits connect, 2nd hit damage will scale to 320 (80%) and 3rd hit damage to 490 (70%).
--
+3, Knockdown +28, Knockdown +32
-5, -12, -11
3, 2, 4
20, 27, 28

Jump Attacks

Hitbox Image
Jump Light Punch
5
--
300
Overhead
--
--
--
+9...
+5...
7
3 Landing
Hitbox Image
Jump Medium Punch
6
--
700
Overhead
Special
Juggle state on air hit.
--
+10...
+6...
4
3 Landing
Hitbox Image
Jump Heavy Punch
9
--
800
Overhead
--
--
--
+4...
+8...
6
3 Landing
Hitbox Image
Jump Light Kick
6
--
300
Overhead
--
Crosses up.
--
+4...
+0...
6
3 Landing
Hitbox Image
Jump Medium Kick
7
--
500
Overhead
--
Crosses up.
--
+10...
+6...
6
3 Landing
Hitbox Image
Jump Heavy Kick
10
--
800
Overhead
--
--
--
+12...
+8...
7
3 Landing
Hitbox Image
Neutral Jump Heavy Kick
6
--
900
Overhead
--
--
--
+13...
+9...
4
3 Landing

Special Moves

Hadoken (Light Punch)
16
Down, Down-Forward, Forward + Light Punch
49
600
High
--
--
-1...
-7...
...
33
Hadoken (Medium Punch)
14
Down, Down-Forward, Forward + Medium Punch
49
600
High
--
--
-3...
-9...
...
35
Hadoken (Heavy Punch)
12
Down, Down-Forward, Forward + Heavy Punch
49
600
High
--
--
-5...
-11...
...
37
Hadoken (Overdrive)
12
Down, Down-Forward, Forward + PP
40
400, 400
High
--
--
+2...
-2...
...
20
Hitbox Image
Shoryuken (Light Punch)
5
Forward, Down, Down-Forward + Light Punch
47
1100
High
Anti-air invincible on frames 1-14.
--
Knockdown +33
-23
10
33
Hitbox Image
Shoryuken (Medium Punch)
6
Forward, Down, Down-Forward + Medium Punch
55
700, 600
High
Anti-air invincible on frames 1-8.
--
Knockdown +33
-28
10
40
Hitbox Image
Shoryuken (Heavy Punch)
7
Forward, Down, Down-Forward + Heavy Punch
66
800, 300, 300
High
Anti-air invincible on frames 1-9. Projectile invincible on frames 5-11.
--
Knockdown +25
-36
10
50
Hitbox Image
Shoryuken (Overdrive)
6
Forward, Down, Down-Forward + PP
67
200, 200, 200, 200, 200, 600
High
Fully invincible on frames 1-10.
--
Knockdown +29
-40
10, 10
50
Hitbox Image
Shoryuken (Quick Dash)
9
Forward, Down, Down-Forward, Forward + P
67
500, 450, 250, 250, 250
High
Anti-air invincible on frames 1-19. Projectile invincible on frames 3-12.
--
Knockdown +22
-35
11
48
Tatsumaki Senpu-kyaku (Light Kick)
4...
Down, Down-Back, Back + Light Kick
46
300, 400 (700)
High
Second hit-only in parenthesis.
--
Knockdown +46 (Variable Knockdown of +38 minimum)
-14
2, 3
32
Tatsumaki Senpu-kyaku (Medium Kick)
14...
Down, Down-Back, Back + Medium Kick
61
450, 450 (450)
High
Second hit-only in parenthesis.
--
Knockdown +44 (Knockdown +32)
-12
2, 2
31
Tatsumaki Senpu-kyaku (Heavy Kick)
16...
Down, Down-Back, Back + Heavy Kick
78
300, 600, 400
High
--
--
Knockdown +36
-12
2, 2, 2
31
Tatsumaki Senpu-kyaku (Overdrive)
9...
Down, Down-Back, Back + KK
90
300, 200, 200, 200, 600
High
--
--
Knockdown +28.
-61
4, 3, 3, 3, 3
34
Tatsumaki Senpu-kyaku (Quick Dash)
13...
Down, Down-Back, Back + K
78
200, 200, 200, 200, 400
High
--
--
+3
-9
2, 3, 2, 3, 2
20
Aerial Tatsumaki Senpu-kyaku
11
(Forward Jump Only) Down, Down-Back, Back + K
**
900
High
--
--
Limited Juggle State on hit. Variable Knockdown of +47(?) minimum.
-3...
2
16...
Aerial Tatsumaki Senpu-kyaku (Overdrive)
11
(Forward Jump Only) Down, Down-Back, Back + KK
**
900
High
7 more landing recovery frames on whiff (added in February 27, 2024 patch).
--
+7...
-5...
2, 2, 2
14... (21...)
Dragonlash Kick (Light Kick)
18
Forward, Down, Down-Forward + Light Kick
44
950
High
--
--
+2
-4
6
21
Dragonlash Kick (Medium Kick)
23
Forward, Down, Down-Forward + Medium Kick
52
1100
High
--
--
+3
-8
5
25
Dragonlash Kick (Heavy Kick)
28
Forward, Down, Down-Forward + Heavy Kick
53
1200
High
--
--
+3
+1
5
21
Dragonlash Kick (Overdrive)
9
Forward, Down, Down-Forward + KK
47
700
High
--
--
+1
-9
2, 7
24
Dragonlash Kick (Quick Dash)
9
Forward, Down, Down-Forward + K
47
700
High
--
--
+2
-8
4, 6
24
Jinrai Kick (Light Kick)
12
Down, Down-Forward, Forward + Light Kick
42
500
High
--
--
+1
-11
3
28
Jinrai Kick (Medium Kick)
16
Down, Down-Forward, Forward + Medium Kick
42
600
High
--
--
+2
-7
3
24
Jinrai Kick (Heavy Kick)
25
Down, Down-Forward, Forward + Heavy Kick
46
700
High
--
--
Knockdown +42
-2
3
19
Jinrai Kick (Overdrive)
13
Down, Down-Forward, Forward + KK
40
600
High
--
--
-4
-7
3
25
Kazekama Shin Kick
6
Jinrai Kick, Forward + Light Kick
28
500
High
--
--
+3
-5
4
19
Gorai Axe Kick
18
Jinrai Kick, Forward + Medium Kick
40
1000
Overhead
--
--
+3
-3
3
20
Senka Snap Kick
10
Jinrai Kick, Forward + Heavy Kick
37
800
High
Knockdown advantage varies based on initial Jinrai strength.
--
Knockdown +33, Knockdown +33, Knockdown +38
-3
3
25
Kasai Thrust Kick
15
Jinrai Kick (Overdrive), [Any Followup], Forward + K
46
500
High
This third kick can be performed after any Overdrive Jinrai Kick followup. Knockdown varies based on followup kick's strength.
--
Knockdown +31, Knockdown +34, Knockdown +42
-12, -12, -20
3
29

Super Arts

Dragonlash Flame (Level 1)
7
Down, Down-Back, Back, Down, Down-Back, Back + K
2000
High
Strike/throw invincible on frames 1-10. Breaks armor.
--
Knockdown +35
-24
3
40
Shippu Jinrai-kyaku (Level 2)
6
Down, Down-Forward, Forward, Down, Down-Forward, Forward + K
2700
High
Invincible on frame 1 only. Breaks armor.
--
Knockdown +36
-19
**
32
Shinryu Reppa (Level 3)
7
Down, Down-Forward, Forward, Down, Down-Forward, Forward + P
4000 (4500)
High
Fully invincibile on frames 1-18. Breaks armor. Critical Art in parenthesis.
--
Knockdown +15 (Knockdown +21)
-30
**
**

Misc.

Stats
Health — 10,000
Forward Walk Speed — 4.7
Back Walk Speed — 3.2
Forward Dash — 19 frames / 132.321 distance
Back Dash — 23 frames / 92.300 distance
Prejump Frames — 4
Forward Throw
5
30 (whiff) / 123 (hit)
1200
Throw
--
--
--
+20
3
23
Back Throw
5
30 (whiff) / 123 (hit)
1200
Throw
--
--
--
+6
3
23