Ken | |
---|---|
Weight: | 103 |
Spotdodge:The duration and intangibility of this character's on-spot dodges. | 3~17F int |
Air Dodge:The intangibility of this character's air dodges, both neutral and directional. | 3~27F int (Neutral) 3~21F int (Directional) |
Unique Recovery Options:Recovery options that this character may have other than their Up Special. | Tatsumaki |
Fastest OOS: | Shoryuken (5F) |
At close range, Light DTilt is important for Ken because of its fast startup and special cancel properties. At full stage, walking is good for Ken because it keeps him grounded and gives access to all of his neutral abilities for reacting to the opponent's actions. NAir is one of Ken’s best aerials, because of its relatively fast frame data and because it is special cancellable. With good spacing, this move can become very safe and end up forcing the opponent into shielding. With bad spacing, Ken can cancel NAir into something potentially safer. Ken uses spacing and speed to put the opponent into a disadvantage, then keep them in disadvantage to eventually land a KO.
Ken will want to mix offensive and defensive play in order to win, using defensive moves to stop the opponent from hitting Ken or using the opponent's offense against them to bait them into a bad position. Ken uses both conditioning and reads to know when and where the opponent will be before they are actually there. This can lead to very high payoffs, however making the wrong read can be just as deadly. This character is for people who enjoy a steep learning curve, enjoy traditional fighting games, or enjoy a satisfying challenge.
Ken is a bait and punish character that, through neutral, finds openings to create strong advantage states to KO the opponent. | |
Pros | Cons |
|
|
- Neutral
- Auto-turn also causes the FGCs ( Ryu, Ken, Terry, and Kazuya) to be able to walk backwards while facing forwards. This can be used for micro spacing, as Ken has a fast initial walk speed. This also messes with their backdash. On the first 3 frames of backdash, Ken actually walks before doing the backdash.
- Auto-turn also requires reverse aerial rushRAR
A tech that allows for approaching your opponent with your back turned, out of a forward run. to be done correctly in order for them to turn around and jump. This makes doing BAir in neutral and in combos a lot harder than other characters, as other characters can mess up the RARRAR
A tech that allows for approaching your opponent with your back turned, out of a forward run. in some way and still be able to get a BAir in their intended direction.
- OOS
- Ken can release shield and then do USmash or jump to do an auto-turn before doing the following action while also skipping shield dropNo results frames.
- Ken cannot do auto-turn Grab or any other auto-turn attacks OOSNo results without going through shield dropNo results frames.
Ken has access to light and heavy jabs and tilts.
- Accessed by letting go of the attack button or CStick within the first 5 frames of startup.
- For light normals, they will transition into the first frame of their move as soon as the attack button is released.
- For example, if CStick up was held for 2 frames to get a LUTilt, on frame 3, the hitbox for LUTilt will not come out. The hitbox will come out 3 frames later as LUTilt has 3 frames startup. This can be fixed by buffering the light tilt.
- Can cause medium tilts.
- Holding the CStick up for 4-5 frames will give Ken the upper body intangibility of HUTilt, but because the CStick was released before frame 6, it will transition to LUTilt.
Proximity Normals
Ken has access to proximity normals, being Proximity Heavy Jab (PJab) and Proximity Light FTilt (PTilt).
- They are accessed by doing the corresponding attack while close to the opponent, and both are meant for special canceling into specials for combos.
- Limits to proximity detection:
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
- For example, buffering dash walk LUTilt > PJab can give you a LUTilt > HJab because all moves were buffered and the LUTilt was pressed when Ken was outside of proximity range.
- Buffering attacks will lock the proximity detection to what it was at the beginning of the buffered sequence.
Command Input Specials - Command inputs are important to learn as some specials are only input specials. Input specials have an added damage multiplier on them, and some input specials have better stats like extra intangibility. Numpad notation is the easiest way to describe inputs.
Light/Medium/Heavy Specials - Ken has access to 3 versions of each special: light, medium, and heavy. Each version has different properties.
Negative Edge - Negative edge is a way to do specials by releasing the attack buttons instead of pressing the buttons.
Typically, negative edge is considered bad and not useful at all, as it will always give the light version of the special. The most common occurrence of negative edge is when trying to recover to stage with USpecial but getting hit right before inputting USpecial and while in hitstun, the Ken player will release the attack button and the buffer system outputs Light Shoryuken, causing Ken to not reach the ledge and SDNo results.Note that 6 is forward and 4 is backwards. Another common way to write inputs is in Tekken notation. Tekken notation is just the first letter of each direction with diagonals being the first letter of each cardinal direction separated by a slash (e.g. down-forward = d/f).
Note that command inputs in Smash are very lenient. All inputs do not need the final horizontal input and can finish on the diagonal down input with the exception of half circle inputs (41236/63214). Inputs that start on a horizontal input can start on the diagonal down input. (examples: half circles can be done by doing 1236 and Shoryuken (DP)s can be done by doing 323, and extra inputs in the middle can be included in the input. (Example: DPs can be done by doing 6236 or 63236.A state that a character is in put after getting hit, which the afflicted character cannot act at all./shieldstunshieldstun
A short state that a character is in put after shielding an attack, which the afflicted character cannot act at all.shieldstun
A short state that a character is in put after shielding an attack, which the afflicted character cannot act at all., so on shield they become +[frames of shieldstun] on block. Example: Jab 1 has 3 frames of shieldstunshieldstun
A short state that a character is in put after shielding an attack, which the afflicted character cannot act at all.shieldstun
A short state that a character is in put after shielding an attack, which the afflicted character cannot act at all. but is -10 on shield. When special canceled, it becomes +3 on shield.
Note: The inputs shown are when Ken is facing to the right.
Normal Moves
Jab
Tap + +
OR
Tap + HOLD
-
Visual is missing Far 1 hitbox
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Far 1 | 1.5 | 2-3 | 15 | 180 | -10 to -9 | N/A |
Close | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
Middle | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
Far 2 | 1.5 | 2-3 | 15 | 361 | -10 to -9 | N/A |
Jab 1
- Tied for fastest grounded move with LDTilt.
- Interruptible into Jab 2 during frames 6-28
- Special cancellable
- doesn’t give enough hitstun for most specials to properly combo.
- Startup of the move starts when the attack button is released.
This move is a fast combo starter and combo filler. When doing Jab 2 the Attack button must be pressed quickly or else the opponent will be able to shield before Jab 2 hits. The best way to avoid this is to tap the attack button twice then hold the second button press.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far 1 | 20 | 0 | N/A | N/A | 3 | 0 | N/A | 1.0 | 1.0 | ||||
Close | 30 | 30 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Middle | 25 | 28 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Far 2 | 20 | 20 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 1.5 | 3-4 | 27 | 361 | -21 to -20 | N/A |
Far | 1.5 | 3-4 | 27 | 361 | -21 to -20 | N/A |
Jab 2
- Interruptible into Jab 3 during frames 6-28
- Special cancellable
Always link Jab 1 into Jab 2 because most specials off of Jab 1 aren't even true combos. When doing Jab 3 the Attack button must be pressed quickly or else the opponent will be able to shield before Jab 3 hits. The best way to avoid this is to continue holding the attack button after tapping it a second time (to do Jab 2).
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 25 | 25 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 | ||||
Far | 20 | 25 | N/A | N/A | 3 | 0 | N/A | 2.0 | 1.0 |
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Jab 3 | 5.0 | 8-10 | 35 | 45 | -21 to -19 | N/A |
Jab 3
- Starts tech chases at 0%
If you want a tech chase, then use this move.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Jab 3 | 70 | 50 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 |
Proximity Jab
While close to the opponent: Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 12.0 | 7-11 | 37 | 80 | -19 to -15 | Upper body intangibility: 4-10 |
Weak | 8.0 | 7 | 37 | 80 | -22 | Upper body intangibility: 4-10 |
- Special Cancellable
This move is the best move for combos as it does no knockback and a lot of damage and it is special cancellable. That being said, it is flawed for being a proximity normal. The best way to get this move to hit is with LUTilt > PJab, but that doesn’t true combo until 74% (but catches frame 3 escape options at 45%). The next best thing is to do an aerial into PJab, which will be hard to hit if the opponent knows how to SDI well.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 25 | 15 | N/A | N/A | 11 | 0 | N/A | 1.5 | 0.5 | ||||
Weak | 25 | 15 | N/A | N/A | 8 | 0 | N/A | 1.5 | 0.5 |
Heavy Jab
While far from the opponent: Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 6.0 | 9-12 | 32 | 90 | -17 to -14 | N/A |
Second Hit | 10.0 | 16-17 | 32 | 361 | -6 to -5 | N/A |
- Starts tech chases at around 32%
You use this move when you want to use PJab, but proximity detection doesn’t want to use PJab.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 30 FKB | 120 | N/A | N/A | 6 | 0 | N/A | 1.2 | 1.0 | ||||
Second Hit | 30 | 92 | N/A | N/A | 10 | 0 | N/A | 1.5 | 1.0 |
Dash Attack
While Dashing or Running:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 7-9 | 40 | 50 | -22 to -20 | N/A |
Late | 8.0 | 10-15 | 40 | 80 | -22 to -17 | N/A |
- High profiles some lows
This is a pretty standard Dash Attack. Use it for catching landings and whiff punishing. Basically, if a normal tilt is too slow to punish something, then do Dash Attack. Dash attack can be used as a true combo finisher after Crescent Kick. The late hitting sour spot sends the opponent straight up which can start juggles or into a kill if the opponent isn’t ready for it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 65 | N/A | N/A | 11 | 2 | N/A | 1.5 | 1.0 | ||||
Late | 80 | 60 | N/A | N/A | 8 | 2 | N/A | 1.5 | 1.0 |
Tilt Attacks
Proximity Forward Tilt
While close to the opponent: + Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 6.0 | 3-4 | 29 | 180 | -25 to -24 | N/A |
Aerial | 6.0 | 3-4 | 29 | 75 | -25 to -24 | N/A |
- Special Cancellable
- Best used to counteract SDI away
- Startup of the move starts when the A button is released
- Main jab lock starter
- Medium PTilt (aka extended PTilt/e.PTilt)
- Press the CStick (with tilt stick on)/Attack button for 4-5 frames
- Causes Ken to move forward when doing the move allowing for some better follow ups
This is the PJab substitute. This move faces the same problems of being a proximity normal but unlike PJab, this move is faster, and if proximity detection doesn’t give PTilt, LFTilt does put the opponent in a favorable position to continue pressure. Being faster, LFTilt > PTilt becomes a true combo at 32%. The trade off is that it does not have a large hitbox so it is not likely to combo off aerials that pop the opponent up.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 10 FKB | 100 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 | ||||
Aerial | 16 | 23 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 |
Light Forward Tilt
While far from the opponent: + Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 6.8 | 8-11 | 23 | 55 | -8 to -5 | Leg intangibility: 6-11 |
Far | 6.8 | 8-11 | 23 | 72 | -8 to -5 | Leg intangibility: 6-11 |
- Startup of the move starts when the A button is released
- Long Range with intangible startup
This move is used for spacing. The entire leg is intangible, so it can be used to stop opponents from running up to you with an attack. It has a tipper sweet spot at the foot that will send the opponent straight up. This is ideal for air combos like majin airlines. The sour spot sends at a more outward angle which cannot be comboed off of, but dashing in afterwards can put the pressure on the opponent to make a risky getaway option.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 66 | 46 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Far | 66 | 46 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 |
Heavy Forward Tilt
+ Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Weak | 5.0 | 10-13 | 34 | 34 | -18 to -15 | N/A |
Strong | 10.0 | 10-13 | 34 | 34 | -14 to -11 | N/A |
- Niche kill move (on the far hitbox) that counters SDI away on LUTilt.
LUTilt > LUTilt > HFTilt will kill at high percents. With SDI away, only one LUTilt is needed. At lower percents, HFTilt will kill if the opponent tries to SDI away and accidentally DIs away.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Weak | 47 | 104 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 | ||||
Strong | 47 | 104 | N/A | N/A | 10 | 0 | N/A | 1.5 | 1.0 |
Light Up Tilt
+ Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 2.0 | 3-6 | 14 | 90 | -8 to -5 | N/A |
Aerial | 2.0 | 3-6 | 14 | 75 | -8 to -5 | N/A |
- Special Cancellable
- Interruptible into LUTilt on frames 8-14
- Startup of the move starts when the A button is released
- Medium UTilt
- Press the CStick/A button for 4-6 frames
- Gives upper body intangibility for those frames until the button is released. (see HUTilt for where the intangibility is)
LUTilt is fast, safe, and hits high. LUTilt is used for shield pressure, combos, and anti-airing. It is very versatile. It combos into the proximity normals and some aerials, or, if it hits a shield, it can be linked into HUTilt, or DSmash to do a shield break string or it can be mashed on shield to catch jumps OOS because of how safe it is when canceled into itself. The downside is that this move loses hard to SDI.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 19 | 75 | N/A | N/A | 3 | 0 | N/A | 1.5 | 2.5 | ||||
Aerial | 19 | 75 | N/A | N/A | 3 | 0 | N/A | 1.5 | 2.5 |
Heavy Up Tilt
+ Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 12.0 | 7-11 | 37 | 80 | -19 to -15 | Upper body intangibility: 4-10 |
Weak | 8.0 | 7 | 37 | 80 | -22 | Upper body intangibility: 4-10 |
- Special Cancellable
- Upper Body Intangibility makes it an effective anti-air
This move is just about identical to PJab in every way except HUTilt has knockback. Also, it not being a proximity normal makes it better for shield break strings, as HJab will not come out ruining the shield break string. The upper body intangibility makes this move really good for anti-airing opponents who want to land on top of Ken.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 70 | 70 | N/A | N/A | 11 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 70 | 70 | N/A | N/A | 8 | 0 | N/A | 1.5 | 1.0 |
Light Down Tilt
+ Tap
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded, Close | 1.6 | 2-3 | 14 | 65 | -9 to -8 | N/A |
Aerial | 1.6 | 2-3 | 14 | 65 | -9 to -8 | N/A |
Grounded, Far | 1.6 | 2-3 | 14 | 60 | -9 to -8 | N/A |
- Tied for fastest grounded move with Jab 1
- Cancellable into itself
- Special Cancellable
- Startup of the move starts when the A button is released
- Interruptible into LDTilt or HDTilt on frames 8-14
This is LUTilt, but on a DTilt. It is fast, safe, and hits low. It is also harder to SDI LDTilt than it is to SDI LUTilt. That does not mean it doesn’t lose to SDI though.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded, Close | 9 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 | ||||
Aerial | 11 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 | ||||
Grounded, Far | 5 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.9 | 1.0 |
Heavy Down Tilt
+ Hold
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 7.0 | 6-7 | 27 | 55 | -14 to -13 | N/A |
Weak | 5.5 | 6-7 | 27 | 55 | -15 to -14 | N/A |
- Special Cancellable
This is mainly a poking tool. It being special cancellable makes it safe, and special cancelling it on hit to a Hadouken can be used to keep up scramble. Or it can be canceled to Roundhouse Kick for a kill, but this can be SDIed/DIed down and away (up and away for floaties) to escape.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 66 | 16 | N/A | N/A | 7 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 66 | 16 | N/A | N/A | 6 | 0 | N/A | 1.5 | 1.0 |
Smash Attacks
Forward Smash
/ + (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Close | 12.0 18.0 charged | 13-15 | 45 | 361 | -24 to -22 -20 to -18 charged | N/A |
Far | 16.0 24.0 charged | 13-15 | 45 | 361 | -21 to -19 -17 to -15 charged | N/A |
- A standard FSmash with a tipper sweet spot and a close sour spot.
The sweet spot at his foot is strong. This move can be used as a finisher after CK and will true combo at specific percents on each character, but at all other percents, is a scrub killer. At those other percents it can be air dodged out of or CK can also be SDIed to make FSmash whiff.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Close | 28 | 103 | N/A | N/A | 8 12 charged | 0 | N/A | 1.0 | 1.0 | ||||
Far | 28 | 102 | N/A | N/A | 11 15 charged | 0 | N/A | 1.5 | 1.0 |
Up Smash
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 17.0 25.5 charged | 9 | 44 | 83 | -24 -19 charged | Arm intangibility: 9-12 |
Late | 13.5 20.25 charged | 10-12 | 44 | 83 | -25 to -23 -21 to -19 charged | Arm intangibility: 9-12 |
- Frame 1 hurtbox shift downwards to crouch under attacks. Useful against characters that mash rising aerials on shield.
Standard USmash. Basically just Shoryuken Lite because it has arm intangibility and is relatively safe OOS. Auto-turn USmash OOS can be done by releasing shield, then on the next frame do USmash. It will cancel the rest of the shield drop animation with USmash while also turning around if the opponent did a cross-up.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 32 | 82 | N/A | N/A | 11 16 charged | 0 | N/A | 1.5 | 1.0 | ||||
Late | 32 | 82/86 | N/A | N/A | 9 13 charged | 0 | N/A | 1.5 | 1.0 |
Down Smash
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Far | 16.0 24.0 | 5-6 | 41 | 35 | -25 to -24 -21 to -20 charged | N/A |
Close | 12.0 18.0 | 5-6 | 41 | 80 | -28 to -27 -24 to -23 charged | N/A |
- Special Cancellable
- Kara cancel has special effects
DSmash is Ken’s longest range poke. The 7.0.0 buff made this move amazing. On block, it can be canceled into RHIZ for amazing shield damage. On hit, at low percents it can combo into roundhouse on most characters and Hado on all. At mid percents it will send into a tech chase and should be canceled into Hado to jab lock them or cover tech in place, or Tatsu to quickly approach the opponent. At high percents, it should be canceled into Hado to cover a double jump when the opponent is off stage. This move, like all moves, can be kara canceled, but DSmash gets better use from it due to the special properties it gives Tatsu, and that DSmash can be charged to bait the opponent to drop their guard then kara canceled to get a strong hit or KO.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Far | 50 | 47 | N/A | N/A | 11 15 charged | -8 | N/A | 1.5 | 1.0 | ||||
Close | 50 | 50 | N/A | N/A | 8 12 charged | -6 | N/A | 1.5 | 1.0 |
Aerials
Neutral Aerial
While Airborne:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early, Front | 6.5 | 6-8 | 27 | 361 | -2 | N/A |
Early, Back | 8.0 | 6-8 | 27 | 361 | -1 | N/A |
Late, Front | 4.0 | 9-17 | 27 | 361 | -2 | N/A |
Late, Back | 6.5 | 9-17 | 27 | 361 | -2 | N/A |
- Special Cancellable
NAir is Ken’s safest aerial. That being said, it is not as safe as it seems. To get NAir to be -2, it has to hit as low as possible. Otherwise it will be anywhere from -9 to -5 on average. NAir combos into grounded moves, sets up tech chases, and air-to-airs. It is a very versatile move. Although it has lots of uses, it is very small. It will be beat out by anything that is faster than it or has more range than it. Also, the hitbox being small makes anti-airing NAir from the ground easy, especially because of Ken’s bad air acceleration.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early, Front | 20 | 100 | 5 | 28+ | 3 | 0 | N/A | 1.2 | 1.0 | ||||
Early, Back | 20 | 100 | 5 | 28+ | 4 | 0 | N/A | 1.5 | 1.0 | ||||
Late, Front | 20 | 90 | 5 | 28+ | 3 | 0 | N/A | 1.2 | 1.0 | ||||
Late, Back | 20 | 90 | 5 | 28+ | 3 | 0 | N/A | 1.5 | 1.0 |
Forward Aerial
While Airborne: +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early, Front | 14.0 | 8-9 | 36 | 61 | -6 | N/A |
Early, Back | 9.0 | 8-9 | 36 | 70 | -7 | N/A |
Late, Front | 12.0 | 10-14 | 36 | 61 | -6 | N/A |
Late, Back | 8.0 | 10-14 | 36 | 70 | -7 | N/A |
- Special Cancellable
FAir is great for air-to-airing because of its large range forward. But it really shines when using it to start combos. Hitting the knee hitbox, often called sour FAir or ass FAir, pops the opponent up like DAirdoes allowing combos into LUTilt, PJab, or aerials depending on the percent. Where it falls behind is its safety. Although ass FAir does a lot of shield damage, it is not the safest on shield leaving Ken up close and -6 on block. This can be fixed by special canceling.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early, Front | 82 | 56 | 11 | 1-2, 38+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Early, Back | 65 | 25 | 11 | 1-2, 38+ | 4 | 15 | 0 | 1.5 | 1.0 | ||||
Late, Front | 82 | 56 | 11 | 1-2, 38+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Late, Back | 65 | 25 | 11 | 1-2, 38+ | 4 | 15 | N/A | 1.5 | 1.0 |
Back Aerial
While Airborne: +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Strong | 16.0 | 8-9 | 41 | 361 | -4 | N/A |
Weak | 13.0 | 8-9 | 41 | 361 | -5 | N/A |
- Special Cancellable
BAir is Ken’s best move locked behind auto-turn. It has amazing range, amazing safety, combos at early percents, and kills at late percents. Doing RAR with characters with auto-turn will take some practice as messing it up, even a little, will not cause them to turn around. The simplest way to do it is to do a half-circle back then jump and Ken will jump straight up facing away from the opponent. Learning IRAR is also very important as BAir is a great ender after CK.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Strong | 21 | 90 | 10 | 25+ | 6 | 0 | N/A | 1.5 | 1.0 | ||||
Weak | 21 | 90 | 10 | 25+ | 5 | 0 | N/A | 1.5 | 1.0 |
Up Aerial
While Airborne: +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
UAir | 6.5 | 5-9 | 35 | 75 | -8 | N/A |
- Special Cancellable
UAir is Ken’s juggle move. With platforms, it combos into itself and it can be canceled into medium Shoryu for a kill.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
UAir | 20 | 100 | 11 | 19+ | 3 | 0 | N/A | 1.5 | 1.0 |
Down Aerial
While Airborne: +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Spike, Aerial | 15.0 | 8-12 | 45 | 300 | -10 | N/A |
Grounded | 12.0 | 8-12 | 45 | 84 | -10 | N/A |
Weak, Aerial | 11.0 | 8-12 | 45 | 48 | -11 | N/A |
- Special Cancellable
- Can spike
This is Ken’s riskiest landing aerial combo starter. Landing on a grounded opponent will pop them up comboing into LUTilt, PJab, or aerials. Landing the fist on an aerial opponent will spike them. Landing any other hitbox on an aerial opponent will neither spike nor kill.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Spike, Aerial | 10 | 80 | 15 | 1-2, 33+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Grounded | 60 | 14 | 15 | 1-2, 33+ | 5 | 0 | N/A | 1.5 | 1.0 | ||||
Weak, Aerial | 20 | 80 | 15 | 1-2, 33+ | 4 | 0 | N/A | 1.5 | 1.0 |
Specials
Hadouken
Normal Input: Tap or Hold
Command Input: + OR (HOLD OK)
Light Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 4.5 Input version damage: 5.63 | 13-87 | 57 | 0 | -34 to +40 | N/A |
Aerial | 4.5 Input version damage: 5.63 | 13-87 | 57 | 60 | -34 to +40 | N/A |
- Access by pressing the button for 1-5 frames
- Input multiplier: 1.25
Hadouken is Ken’s main zoning move. It should be used sparingly when the opponent is far away and cannot jump in to punish it. Doing the input vs. just pressing the B button does not change the speed or size of the hitbox, but only the damage it deals. Hadouken can also be used for jab locks. Light Hadouken can also be used for approaching because of its slow speed. Doing an aerial Hado allows you to drift forward or backwards while doing it. This is called Hadouken hover. It makes approaching with Hadouken easier.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 45 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 | ||||
Aerial | 65 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 |
Medium Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 5.0 Input version damage: 6.25 | 13-79 | 57 | 0 | -34 to +32 | N/A |
Aerial | 5.0 Input version damage: 6.25 | 13-79 | 57 | 60 | -34 to +32 | N/A |
- Access by pressing the button for 6-13 frames
- Input multiplier: 1.25
Medium Hadouken moves just fast enough to make it hard to use for approaching but can still be done with a Hado hover. Otherwise, it is used as a speed mixup when zoning when the opponent expects a faster or slower Hadouken.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 50 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 | ||||
Aerial | 65 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 |
Heavy Hadouken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grounded | 5.5 Input version damage: 6.88 | 13-72 | 57 | 0 | -33 to +25 | N/A |
Aerial | 5.5 Input version damage: 6.88 | 13-72 | 57 | 60 | -33 to +25 | N/A |
- Access by pressing the button for 14+ frames
- Input multiplier: 1.25
Heavy Hadouken cannot be used for approaching at all. It is for zoning and can be used as a speed mixup when the opponent is expecting a slower version of Hadouken.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grounded | 55 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 | ||||
Aerial | 65 | 10 | N/A | N/A | 3 | 0 | N/A | 1.4 | 0.0 |
Tatsumaki Senpukyaku
Normal Input: + (HOLD OK)
Command Input: + OR (HOLD OK)
Light Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 3.0 Input version damage: 3.48 | 8-9 | 42 | 0 | -30 to -29 | N/A |
Front Hitbox | 3.0 Input version damage: 3.48 | 13-15 | 42 | 45 | -25 to -23 | Pivoting leg intangibility: 13-22 |
Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 18-20 | 42 | 45 | -20 to -18 | Pivoting leg intangibility: 13-22 |
- Access by pressing the A or B button for 1-7 frames
- Input cannot be done out of run
- High profiles attacks
- Does cross up on shield but the back hitboxes do not hit grounded opponents but does hit shield
- Input multiplier: 1.16
Light Tatsu starts off very minus on hit at very low percents but can start tech chases in the low 30s on lightweights and late 30s on heavy weights. With max rage, it starts tech chases in the 20s.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 100 FKB | 50 | N/A | N/A | 4 | 0 | 4 | 1.5 | 1.0 | ||||
Front Hitbox | 26 | 160 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Back Hitbox, Aerial | 30 | 120 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 |
Light Aerial Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 3.0 Input version damage: 3.48 | 8-9 | 77/62 | 0 | -65 to -64/-50 to -49 | N/A |
First Front Hitbox | 2.0 Input version damage: 2.32 | 13-15 | 77/62 | 45 | -61 to -59/-46 to -44 | Attacking leg intangibility: 13-42 |
First Back Hitbox | 2.0 Input version damage: 2.32 | 18-20 | 77/62 | 45 | -56 to -54/-41 to -39 | Attacking leg intangibility: 13-42 |
Second Front Hitbox | 2.0 Input version damage: 2.32 | 23-25 | 77/62 | 45 | -51 to -49/-36 to -34 | Attacking leg intangibility: 13-42 |
Second Back Hitbox | 2.0 Input version damage: 2.32 | 28-30 | 77/62 | 45 | -46 to -44/-31 to -29 | Attacking leg intangibility: 13-42 |
Third Front Hitbox | 2.0 Input version damage: 2.32 | 33-35 | 77/62 | 45 | -41 to -39/-26 to -24 | Attacking leg intangibility: 13-42 |
Third Back Hitbox | 2.0 Input version damage: 2.32 | 38-40 | 77/62 | 45 | -36 to -34/-21 to -19 | Attacking leg intangibility: 13-42 |
- Landing aerial Tatsu before the final hitbox finishes will cause it to continue on the ground like it was grounded Tatsu and will have a FAF of 63. Landing aerial Tatsu on frame 52 or earlier will cause full landing lag but landing lag will gradually decrease the later Tatsu is landed starting on frame 53 so that the FAF would be 63.
- Hurtbox shifts away from the blast zone
- Input multiplier: 1.16
Off-stage, Tatsu should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 100 FKB | 50 | 0-11 | N/A | 4 | 0 | 4 | 1.5 | 1.0 | ||||
First Front Hitbox | 26 | 160 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
First Back Hitbox | 120 | 30 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox | 26 | 160 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Second Back Hitbox | 120 | 30 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox | 26 | 160 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Third Back Hitbox | 120 | 30 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 |
Starting Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>First Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>First Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Second Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Second Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Third Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Third Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Medium Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 3.0 Input version damage: 3.48 | 8-9 | 62 | 0 | -50 to -49 | N/A |
First Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 13-15 | 62 | 55 | -45 to -43 | Pivoting leg intangibility: 13-42 |
First Front Hitbox, Aerial | 3.0 Input version damage: 3.48 | 13-15 | 62 | 31 | -45 to -43 | Pivoting leg intangibility: 13-42 |
First Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 18-20 | 62 | 55 | -40 to -38 | Pivoting leg intangibility: 13-42 |
Second Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 23-25 | 62 | 55 | -35 to -33 | Pivoting leg intangibility: 13-42 |
Second Front Hitbox | 3.0 Input version damage: 3.48 | 23-25 | 62 | 31 | -35 to -33 | Pivoting leg intangibility: 13-42 |
Second Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 28-30 | 62 | 55 | -30 to -28 | Pivoting leg intangibility: 13-42 |
Third Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 33-35 | 62 | 55 | -25 to -23 | Pivoting leg intangibility: 13-42 |
Third Front Hitbox | 3.0 Input version damage: 3.48 | 33-35 | 62 | 31 | -25 to -23 | Pivoting leg intangibility: 13-42 |
Third Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 38-40 | 62 | 55 | -20 to -18 | Pivoting leg intangibility: 13-42 |
- Access by pressing the A or B button for 8-12 frames
- Input cannot be done out of run
- High profiles attacks
- Does cross up on shield but the back hitboxes do not hit grounded opponents but does hit shield
- Input multiplier: 1.16
Medium Tatsu is used for corner carrying as it will prevent the opponent from falling out behind ken. Without rage, it is minus on hit. With max rage it becomes plus on hit starting in the 40s until the 80s in which it sends into tumble.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 100 FKB | 50 | N/A | N/A | 4 | 0 | 4 | 1.5 | 1.0 | ||||
First Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Front Hitbox, Aerial | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 |
Heavy Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 3.0 Input version damage: 3.48 | 8-9 | 62 | 0 | -50 to -49 | N/A |
First Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 13-15 | 62 | 55 | -45 to -43 | Pivoting leg intangibility: 13-42 |
First Front Hitbox, Aerial | 3.0 Input version damage: 3.48 | 13-15 | 62 | 31 | -45 to -43 | Pivoting leg intangibility: 13-42 |
First Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 18-20 | 62 | 55 | -40 to -38 | Pivoting leg intangibility: 13-42 |
Second Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 23-25 | 62 | 55 | -35 to -33 | Pivoting leg intangibility: 13-42 |
Second Front Hitbox, Aerial | 3.0 Input version damage: 3.48 | 23-25 | 62 | 31 | -35 to -33 | Pivoting leg intangibility: 13-42 |
Second Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 28-30 | 62 | 55 | -30 to -28 | Pivoting leg intangibility: 13-42 |
Third Front Hitbox, Grounded | 3.0 Input version damage: 3.48 | 33-35 | 62 | 55 | -25 to -23 | Pivoting leg intangibility: 13-42 |
Third Front Hitbox, Aerial | 3.0 Input version damage: 3.48 | 33-35 | 62 | 31 | -25 to -23 | Pivoting leg intangibility: 13-42 |
Third Back Hitbox, Aerial | 3.0 Input version damage: 3.48 | 38-40 | 62 | 55 | -20 to -18 | Pivoting leg intangibility: 13-42 |
- Access by pressing the A or B button for 13+ frames
- Input cannot be done out of run
- High profiles attacks
- Does cross up on shield but the back hitboxes do not hit grounded opponents, but does hit shield
- Input multiplier: 1.16
Heavy Tatsu is the best for corner carry as long as it finishes with the opponent off stage. Like the other versions of Tatsu it is minus on hit up until around 80% when it becomes even on hit. And with max rage it has the same frame data on hit as medium Tatsu. Heavy Tatsu can also be used as a mixup by getting the opponent to fall out behind Ken to get a bigger followup on them when they do not expect it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 100 FKB | 50 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Front Hitbox, Aerial | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox, Aerial | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Second Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox, Grounded | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox, Aerial | 59 | 25 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
Third Back Hitbox, Aerial | 45 | 20 | N/A | N/A | 4 | 0 | 9 | 1.0 | 0.5 |
Medium/Heavy Aerial Tatsumaki Senpukyaku
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Starting Hitbox | 3.0 Input version damage: 3.48 | 8-9 | 77/62 | 0 | -65 to -64/-50 to -49 | N/A |
First Front Hitbox | 2.0 Input version damage: 2.32 | 13-15 | 77/62 | 55 | -61 to -59/-46 to -44 | Attacking leg intangibility: 13-42 |
First Back Hitbox | 2.0 Input version damage: 2.32 | 18-20 | 77/62 | 55 | -56 to -54/-41 to -39 | Attacking leg intangibility: 13-42 |
Second Front Hitbox | 2.0 Input version damage: 2.32 | 23-25 | 77/62 | 55 | -51 to -49/-36 to -34 | Attacking leg intangibility: 13-42 |
Second Back Hitbox | 2.0 Input version damage: 2.32 | 28-30 | 77/62 | 55 | -46 to -44/-31 to -29 | Attacking leg intangibility: 13-42 |
Third Front Hitbox | 2.0 Input version damage: 2.32 | 33-35 | 77/62 | 55 | -41 to -39/-26 to -24 | Attacking leg intangibility: 13-42 |
Third Back Hitbox | 2.0 Input version damage: 2.32 | 38-40 | 77/62 | 55 | -36 to -34/-21 to -19 | Attacking leg intangibility: 13-42 |
- These versions have the same move data but go a different distance and have a different movement speed.
- Landing aerial Tatsu before the final hitbox finishes will cause it to continue on the ground like it was grounded Tatsu and will have a FAF of 63. Landing aerial Tatsu on frame 52 or earlier will cause full landing lag but landing lag will gradually decrease the later Tatsu is landed starting on frame 53 so that the FAF would be 63.
- Hurtbox shifts away from the blast zone
- Input multiplier: 1.16
Off-stage, Tatsu should be used as a last resort because of its slow speed allowing it to be very easy to edge guard against. Use the different versions to mix up the distances traveled.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Starting Hitbox | 100 FKB | 50 | 0-11 | N/A | 4 | 0 | 9 | 1.0 | 0.5 | ||||
First Front Hitbox | 45 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
First Back Hitbox | 20 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Second Front Hitbox | 45 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Second Back Hitbox | 45 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Third Front Hitbox | 45 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 | ||||
Third Back Hitbox | 45 | 20 | 0-11 | N/A | 3 | 0 | 9 | 1.0 | 0.5 |
Starting Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>First Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>First Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Second Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Second Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Third Front Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
<br/>Third Back Hitbox:
- First value is for if air tatsu ends while in the air, second value is for if air tatsu ends while on the ground
Shoryuken
Normal Input: + (HOLD OK)
Command Input: + OR (HOLD OK)
Naming: SRK means doing noninput USpecial. TSRK means True Shoryuken which is input Shoryuken. All other names just mean the move in general and can mean doing either USpecial or input.
Light Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 13.0 | 6-8 | 37 | 80 | -31 to -29 | Full Intangiblity: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -33 to -23 | Full Intangiblity: 5 |
Input, Early | 15.6 | 6-8 | 37 | 80 | -25 to -23 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -28 to -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
In general, input is better as it grants more damage and less landing lag. Ken’s Light Shoryuken is used for safety since it has the least amount of air time. Note that input Shoryuken cannot be done OOS. Only USpecial can be done OOS.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 58 | 12 | N/A | 12 | 0 | N/A | 1.6 | 1.0 | ||||
Late | 60 | 90 | 12 | N/A | 7 | 0 | N/A | 1.22 | 1.0 | ||||
Input, Early | 80 | 58 | 8 | N/A | 14 | 0 | N/A | 1.6 | 1.0 | ||||
Input, Late | 60 | 90 | 8 | N/A | 8 | 0 | N/A | 1.22 | 1.0 |
Aerial Light Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Early | 12.0 | 6-8 | 37 | 80 | -32 to -30 | Full Intangiblity: 5 |
Late | 7.0 | 9-19 | 37 | 70 | -33 to -23 | Full Intangiblity: 5 |
Input, Early | 14.4 | 6-8 | 37 | 80 | -26 to -24 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Late | 8.4 | 9-19 | 37 | 70 | -28 to -18 | Full intangibility: 4-6, Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
Aerial Shoryu to ledge to not get two framed. Use input version to shark ledge with intangibility.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Early | 80 | 55 | 12 | N/A | 11 | 0 | N/A | 2.0 | 1.0 | ||||
Late | 60 | 70 | 12 | N/A | 7 | 0 | N/A | 1.22 | 1.0 | ||||
Input, Early | 80 | 55 | 8 | N/A | 13 | 0 | N/A | 2.0 | 1.0 | ||||
Input, Late | 60 | 70 | 8 | N/A | 8 | 0 | N/A | 1.22 | 1.0 |
Medium Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 8.0 | 6-8 | 37 | 80 | -35 to -33 | Full intangibility: 5 |
Second Hit | 6.0 | 9-19 | 37 | 70 | -34 to -24 | N/A |
Input, First Hit | 9.6 | 6-8 | 37 | 80 | -30 to -28 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Second Hit | 7.2 | 9-19 | 37 | 70 | -29 to -19 | Arm intangibility: 1-14 |
- Access by pressing the button for 3-4 frames
- Input multiplier: 1.2
On the ground, it is used as a mixup to counter against Shoryuken fallouts which is done by SDIing Heavy Shoryuken in. Because Medium Shoryuken has less hits, it is harder to react to Ken doing m.Shoryu which can cause the opponent to mess up the DI for m.Shoryu and get KOed earlier.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 100 FKB | 100 | 12 | N/A | 8 | 0 | 3 | 1.4 | 1.0 | ||||
Second Hit | 78 | 121 | 12 | N/A | 6 | 0 | N/A | 1.4 | 1.0 | ||||
Input, First Hit | 100 FKB | 100 | 8 | N/A | 9 | 0 | 3 | 1.4 | 1.0 | ||||
Input, Second Hit | 78 | 121 | 8 | N/A | 7 | 0 | N/A | 1.4 | 1.0 |
Aerial Medium Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 7.0 | 37 | 80 | -35 to -33 | Full intangibility: 5 | |
Second Hit | 6.0 | 9-19 | 37 | 70 | -34 to -24 | N/A |
Input, First Hit | 8.4 | 6-8 | 37 | 80 | -31 to -29 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Second Hit | 7.2 | 9-19 | 37 | 70 | -29 to -19 | Arm intangibility: 1-14 |
- Access by pressing the button for 1-2 frames
- Input multiplier: 1.2
Medium Shoryuken is used in air combos. m.Shoryu has the highest knockback when done in the air. Aerial Shoryu to ledge to not get two framed. Use input version to shark ledge with intangibility.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 80 | 54 | 12 | N/A | 8 | 0 | 3 | 1.4 | 1.0 | ||||
Second Hit | 78 | 112 | 12 | N/A | 6 | 0 | N/A | 1.4 | 1.0 | ||||
Input, First Hit | 80 | 54 | 8 | N/A | 8 | 0 | 3 | 1.4 | 1.0 | ||||
Input, Second Hit | 78 | 112 | 8 | N/A | 7 | 0 | N/A | 1.4 | 1.0 |
Heavy Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 2.2 | 5 | 37 | 100 | -47 | Full intangibility: 5 |
Second Hit | 8.0 | 6-8 | 37 | 95 | -41 to -39 | N/A |
Third Hit | 6.5 | 9-19 | 37 | 70 | -39 to -29 | N/A |
Input, First Hit | 2.64 | 5 | 37 | 100 | -40 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Second Hit | 9.6 | 6-8 | 37 | 95 | -34 to -32 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Third Hit | 7.8 | 9-19 | 37 | 70 | -32 to -22 | Arm intangibility: 1-14 |
- Access by pressing the button for 5+ frames
- Input multiplier: 1.2
- Has fire property
- Great kill power
- Strong anti-air
Ken’s main kill move. It is great to use in combos and great to use as a hard read anti-air as the final hit does the most knockback. It does a lot of damage and kills early, but survivability against it can be increased by a lot by DIing down and slightly away (~23 degrees away from the vertical down axis). SDIing in can cause the opponent to fall out making the final hit whiff. This can be countered by either doing a B-reverse Shoryu or a m.Shoryu. Ken can also set up to make Shoryuken hit the final anti-air hitbox which will have a better chance at KOing since the opponent will be closer to the blast zone. When standing on the ledge and doing a Shoryuken for a kill, release the stick until after the flames disappear, then drift back to the ledge to grab it. Pressing forward or backwards while the flames are out will cause Ken to drift forward putting him out of range to grab the ledge and survive.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 100 FKB | 100 | 18 | N/A | 3 | 0 | 1 | 2.1 | 0.5 | ||||
Second Hit | 95 | 10 | 18 | N/A | 8 | 0 | 4 | 1.22 | 0.5 | ||||
Third Hit | 80 | 126 | 18 | N/A | 7 | 0 | N/A | 1.4 | 0.5 | ||||
Input, First Hit | 100 FKB | 100 | 12 | N/A | 4 | 0 | 1 | 2.1 | 0.5 | ||||
Input, Second Hit | 95 | 10 | 12 | N/A | 9 | 0 | 4 | 1.22 | 0.5 | ||||
Input, Third Hit | 80 | 126 | 12 | N/A | 8 | 0 | N/A | 1.4 | 0.5 |
Aerial Heavy Shoryuken
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 2.2 | 5 | 37 | 90 | -47 | Full intangibility: 5 |
Second Hit | 8.0 | 6-8 | 37 | 80 | -41 to -39 | N/A |
Third Hit | 6.0 | 9-19 | 37 | 70 | -40 to -30 | N/A |
Input, First Hit | 2.64 | 5 | 37 | 90 | -40 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Second Hit | 9.6 | 6-8 | 37 | 80 | -34 to -32 | Full intangibility: 4-6, Arm intangibility: 1-14 |
Input, Third Hit | 7.2 | 9-19 | 37 | 70 | -32 to -22 | Arm intangibility: 1-14 |
- Access by pressing the button for 5+ frames
- Input multiplier: 1.2
- Has fire property
When off stage trying to recover, Shoryuken does not snap to ledge. Using l.Shoryu and m.Shoryu will cause Ken to go not as high as h.Shoryu but this can be better to prevent two framing. Using input Shoryu to recover is also good as his arm is intangible from 1-15 so that Ken can punch the opponent off the ledge as he recovers. Also note that the horizontal ledge grab range is really large, so Ken can space out to make two frame attempts miss. And if Ken finishes Shoryuken with his shoulders above the ledge, his ledge grab will be fully intangible as it will count as grabbing ledge from above.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 90 FKB | 100 | 18 | N/A | 3 | 0 | 1 | 2.1 | 0.5 | ||||
Second Hit | 100 FKB | 100 | 18 | N/A | 8 | 0 | 4 | 1.22 | 0.5 | ||||
Third Hit | 76 | 107 | 18 | N/A | 6 | 0 | N/A | 1.4 | 0.5 | ||||
Input, First Hit | 90 FKB | 100 | 12 | N/A | 4 | 0 | 1 | 2.1 | 0.5 | ||||
Input, Second Hit | 100 FKB | 100 | 12 | N/A | 9 | 0 | 4 | 1.22 | 0.5 | ||||
Input, Third Hit | 76 | 107 | 12 | N/A | 8 | 0 | N/A | 1.4 | 0.5 |
Focus Attack
+ (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Level 1 | 12.0 | 12-13 | 55 | 45 | -32 to -31 | Full heavy armor while charging: 1-30 |
Level 2 | 10.0 | 12-13 | 55 | 45 | -33 to -32 | Full heavy armor while charging: 1-58 |
Level 3 | 17.0 | 12-13 | 55 | 45 | UNBLOCKABLE | Full heavy armor while charging: 1-59, Full heavy armor during attack: 1-11 |
- Frame 1 heavy armor
- How armor works:
Focus Attack has armor that can be broken one of two ways: Either by hitting Ken twice, or by hitting Ken with a single strike that deals a higher percent damage than its threshold. Focus Attack's threshold starts at 14.0% and increases by ~0.24 every frame, scaling to 28.0% as it's fully charged. During the move, Ken will flash twice denoting a change in level. After the second flash, Ken will launch the level 3 attack automatically. Level 1 and 2 has no armor, Level 3 has armor on frames 1-10; the dash has no armor.
- Can be dash canceled
- How to dash cancel:
By tapping forward or backwards twice, Ryu/Ken will do a Focus Attack Dash Cancel, or FADC for short, and they will dash in the direction that was tapped twice in. This can be done after landing any level of Focus Attack, or during frames 26-58 while charging the attack before it is released (Input can be buffered starting frame 19). If an attack was armored with Focus, Ryu/Ken can still FADC afterwards. If Ryu/Ken launches the attack but it hits nothing, they cannot FADC.
- Does a lot of shield damage
- Level 3 does no shield damage but is unblockable
- Level 1 launches opponents, Level 2 and 3 crumples opponents.
- When level 2 or 3 hits an aerial opponent, they will be stunned in place before being launched
- More info:
Before the first flash of Focus Attack, the move will deal knockback (Called FA1 or FADC1). After the first flash, it will crumple a grounded opponent or stun an aerial opponent (Called FA2 or FADC2), after which they can do a miss tech option (if grounded) or they are sent flying. After the second flash, the opponent will be crumpled or stunned for a long time before they fall or fly away (Called FA3 or FADC3), giving Ken a longer time to punish.
- To get Level 1, release the special button during frames 1-30
- To get Level 2, release the special button during frames 31-58
- To get Level 3, hold the special button for 59 frames or longer
Focus Attack is the swiss army knife tool. But just like swiss army knives, it can hurt you if used incorrectly. It has frame 1 heavy armor that can be used to get out of disadvantage. It can be used off stage to stall as it slows down Ken’s fall speed for a little. It can be B-reversed and wave-bounced to mix up momentum when being juggled, then it can be dash canceled to mix up momentum again. It can be used in advantage state to get a hard read into a high damage punish. And it can be used in neutral to beat out attacks. Where it hurts is that its armor only tanks one hit. That means that the opponent can do two attacks and the second attack will launch Ken like normal. Or the opponent does a multihit attack and it will launch Ken like normal. Using Focus Attack slows Ken down and locks Ken into focus for 26 frames before he can attack or dash cancel which will lock him into more endlag. This makes Focus Attack reactable.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Level 1 | 110 | 10 | N/A | N/A | 11 | 15 | N/A | 2.0 | 2.0 | ||||
Level 2 | 0 | 100 | N/A | N/A | 10 | 22 | N/A | 2.5 | 1.0 | ||||
Level 3 | 0 | 100 | N/A | N/A | UNBLOCKABLE | N/A | N/A | 2.3 | 1.0 |
Level 1:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
<br/>Level 2:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
<br/>Level 3:
- Total Frames and Frames Active are counted from the time the button is released, assuming that it has been charged a sufficient amount of time
Crescent Kick (Nata Otoshi Geri)
Command Input: + (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
First Hit | 5.0 | 12 | 28 | 75 | -10 | N/A |
Second Hit | 5.0 | 15-16 | 28 | 63 | -7 to -6 | N/A |
- Input special only
- Does not work in the air
- Cancellable into Inazuma Kick by holding the A button
This is Ken’s main combo extender. It leaves the opponent slightly above and in front of Ken for him to start a new combo. Most of the time the opponent can act before Ken can, and SDIing makes certain follow ups unable to be hit and other follow ups possible to hit. It will true combo into Roundhouse Kick and Dash Attack with no SDI, and it will combo to UAir if there is SDI up or Ken set up the opponent to be launched higher. Ken can also make a read to go for a more damaging combo. It can also be canceled into Inazuma Kick by holding the A button to launch them or deal more shield damage.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
First Hit | 10 | 80 | N/A | N/A | 6 | 0 | 10 | 1.5 | 0.5 | ||||
Second Hit | 40 | 30 | N/A | N/A | 6 | 0 | 10 | 1.5 | 0.5 |
Roundhouse Kick (Oosoto Mawashi Geri)
Command Input: + (HOLD OK)
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
RH | 12.0 | 9-10 | 32 | 50 | -12 to -11 | Leg Intangibility: 9-10 |
- Input special only
- Does not work in the air
- Cancellable into Inazuma Kick by holding the A button
- Intangibility on leg makes it a good anti-air against short hops
Roundhouse Kick is another anti-air move. It is very long range and has intangibility on the leg. It can also be used as a DI mixup by using this move instead of Shoryuken. The correct DI for Shoryuken is down and away while the correct DI for RH is directly in. It can be canceled into Inazuma Kick by holding the A button for more shield damage or a shield poke.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
RH | 41 | 103 | N/A | N/A | 11 | -5 | N/A | 1.5 | 1.0 |
Inazuma Kick
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
CKIZ, Replaces Second Hit | 12.0 | 20-22 | 51 | 30 | -17 to -15 | N/A |
RHIZ | 12.0 | 17-19 | 48 | 30 | -17 to -15 | N/A |
- Accessed by doing the input for Crescent Kick or Roundhouse Kick and holding the A button.
Inazuma Kick is used for doing shield breaks. It does a lot of shield damage, and if it doesn’t break, it will leave them with very little shield health. The nature of the hitbox can also cause shield pokes which is also beneficial at high percents because of the angle Inazuma Kick sends at. It can also catch the opponent releasing shield and hit them for it.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
CKIZ, Replaces Second Hit | 35 | 80 | N/A | N/A | 14 | 5 | N/A | 1.5 | 1.0 | ||||
RHIZ | 35 | 80 | N/A | N/A | 14 | 5 | N/A | 1.5 | 1.0 |
Grabs & Throws
Grab
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Grab | N/A | 6-7 | 34 | N/A | N/A | N/A |
Like all grabs, it is good catching the opponent shielding. Gives free stage positioning. A good use is in tick throws. A tick throw is an attack on shield into a Grab. Best used with LDTilt or LUTilt as they are hard to react to.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Dash Grab
While Dashing or Running:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Dash Grab | N/A | 9-10 | 42 | N/A | N/A | N/A |
Standard Dash Grab.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Dash Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pivot Grab
While Dashing or Running: +
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pivot Grab | N/A | 10-11 | 37 | N/A | N/A | N/A |
Doubles move only.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pivot Grab | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A | N/A |
Pummel
While the opponent is grabbed: or
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Pummel | 1.3 | 1 | 6 | 361 | -2 | N/A |
Because of Ken’s lack of kill throws, pummels should definitely be used at high percents. At low percents, not using a Pummel is appropriate to try and catch the opponent DIing DThrow in to try and get a mixup string.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Pummel | 30 FKB | 100 | N/A | N/A | 3 | 0 | N/A | 1.8 | 1.0 |
Forward Throw
While the opponent is grabbed:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
FThrow | 9.0 | 16 | 41 | 50 | N/A | Full invincibility: 1-16 |
Good for sending the opponent off stage into either an edge guard or a ledge trap.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
FThrow | 75 | 45 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A |
Back Throw
While the opponent is grabbed:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
BThrow | 12.0 | 41 | 69 | 52 | N/A | Full invincibility: 1-41 |
Also good for sending the opponent off stage into either an edge guard or a ledge trap. The roll guarantees that wherever Ken is on the stage, he can send the opponent off stage either by a FThrow or a BThrow.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
BThrow | 75 | 45 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A |
Up Throw
While the opponent is grabbed:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
UThrow | 8.0 | 18 | 46 | 88 | N/A | Full invincibility: 1-18 |
Collateral | 15.0 | 27-32 | 46 | 361 | -5 to 0 | Leg intangbility: 27-32 |
It sends the opponent upwards. The downwards kick after the throw has a hitbox which is useful against Ice Climbers, Luma, and doubles.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
UThrow | 55 | 75 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A | ||||
Collateral | 30 | 100 | N/A | N/A | 14 | 0 | N/A | 2.0 | 1.0 |
Down Throw
While the opponent is grabbed:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
DThrow | 3.0 | 19 | 44 | 361 | N/A | Full invincibility: 1-19 |
Collateral | 3.0 | 18 | 44 | 50 | -18 (Shield break) | Full invincibility: 1-19 |
This also sends the opponent upwards, but at low percents, it is possible to get a Roundhouse Kick if the opponent doesn’t DI or air dodge through it. Ken can also get an UAir if the opponent isn’t ready for it. At mid percents, if the opponent is DIing in Shoryuken can catch them and they will die from DIing Shoryuken in. The throw has a hitbox that is very small and will most likely not hit anyone, but it will hit shields and it does full shield damage. This is really only useful against Ice Climbers.
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
DThrow | 40 | 100 | N/A | N/A | N/A | N/A | N/A | 0.0 | N/A | ||||
Collateral | 40 FKB | 100 | N/A | N/A | 7 (Shield break) | 50 | N/A | 1.5 | 1.0 |
Misc. Attacks
Ledge Attack
While holding the ledge:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Ledge Attack | 10.0 | 24-26 | 55 | 45 | -21 to -19 | Full intangibility: 1-26 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Ledge Attack | 90 | 20 | N/A | N/A | 10 | 1 | N/A | 1.1 | 1.0 |
Getup Attack
While knocked down:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Face Up, Back Hit | 7.0 | 14-15 | 45 | 48 | -24 to -23 | Full intangibility: 1-20 |
Face Up, Front Hit | 7.0 | 19-20 | 45 | 48 | -19 to -18 | Full intangibility: 1-20 |
Face Down, Back Hit | 7.0 | 14-15 | 45 | 48 | -24 to -23 | Full intangibility: 1-20 |
Face Down, Front Hit | 7.0 | 19-20 | 45 | 48 | -19 to -18 | Full intangibility: 1-20 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Face Up, Back Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Up, Front Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Down, Back Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 | ||||
Face Down, Front Hit | 80 | 48 | N/A | N/A | 7 | 8 | N/A | 1.5 | 1.0 |
Trip Attack
While tripped:
Hit / HitboxWhich hit timing (such as early or late), or hitbox (such as sweetspot or sourspot) of this move that the data to the right is referring to. | DamageThe raw damage percent value(s) of the listed move that the game calculates damage and staling from. | Frames ActiveThe frames of this move where there are active hitboxes that can affect opponents. | Total FramesThe total number of animation frames for this move. Landing lag for applicable moves will be listed under "Additional Data". | AngleThe launch angle of this move. 0 degrees is directly away from the attacking character, and this value angles up counter-clockwise. | Shield SafetyThe difference between the attacker's endlag and the period that the opponent is in shieldstun. This frame advantage value is based off the assumption that the very first active frame connects with the opponent's shield. | ProtectionAny kind of body part intangibility, invulnerability, or armor that the move has. |
---|---|---|---|---|---|---|
Back Hit | 5.0 | 19-20 | 49 | 361 | -24 to -23 | Full intangibility: 1-7 |
Front Hit | 5.0 | 24-25 | 49 | 361 | -19 to -18 | Full intangibility: 1-7 |
Hit / Hitbox | Base KB | Fixed KB | KB Growth | Landing Lag | Autocancel Window | Shieldstun | Shieldlag | Bonus Shield Damage | Direct Hitbox | Clang ReboundThe type of interaction when a hitbox interacts with another hitbox Rebound interacts by clanking with other hitboxes, causing the rebound property if the hitbox doesn't deal over 9.0% damage than the opposing hitbox it is clanking with. Trample interacts by clanking with other hitboxes, but doesn't cause the rebound property. Transcendent cannot interact with other hitboxes. No Stop interacts by clanking with other hitboxes, but doesn't stop being active. Unique to Mii Gunner's Grenade Launch. |
Rehit | Hitlag Multiplier | SDI Multiplier |
---|---|---|---|---|---|---|---|---|---|---|---|---|---|
Back Hit | 60 | 50 | N/A | N/A | 6 | 8 | N/A | 1.5 | 1.0 | ||||
Front Hit | 60 | 50 | N/A | N/A | 6 | 8 | N/A | 1.5 | 1.0 |
Essentials
• Controls • FAQ •
The Basics
• Movement •
Offense •
Defense •
Detailed & Advanced Information
• Damage/Knockback • Frame Data Explanations • States of Play • Universal Strategy • Esoterica •
Archived Information
• Patch Notes • Tier Lists • Alternate Resources • Discords •
Placeholder