SSBU/Ken

From Dragdown


Overview

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)
Overview
Ken is an Echo Fighter of Ryu, and as such he naturally has several similarities to Ryu, but Ken also has several unique traits of his own. He is generally more grounded fighter due to his poor air acceleration and fixed jump arc, as these poor stats can be taken advantage of by a lot of the cast. Ken instead applies pressure with his safe, fast tilts and use of special canceling. He has the ability to cancel the recovery of some attacks with the start of any one of his five command input specials, or four special moves. At medium range, Oosoto Mawashi Geri (Roundhouse) is an integral move for Ken because of its disjointedness, cancelability into Inazuma Kick, and intangibility.

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.

Summary
Ken is a bait and punish character that, through neutral, finds openings to create strong advantage states to KO the opponent.
Pros Cons
  • Good frame data: Ken has multiple grounded moves that are frame 3 or faster. Due to special canceling, just about everything can be plus on block with a few exceptions.
  • Amazing punish game: 50% off of one combo is the norm for Ken. Reading escape options can easily be another 40%. On top of that, his kill moves start to kill as early as 50% on bad DI, which he can cause with DI mixups and SDI counterplay.
  • Amazing shield pressure: Ken has a lot of moves that either do a lot of shield damage or lead into a move that does a lot of shield damage. This makes getting shield breaks pretty easy and getting shield pokes into kills pretty easy.
  • Good setplay: Due to the good punish game and good shield pressure, the opponent basically doesn’t want to be near Ken. This can be used to Ken’s advantage to corner the opponent and block their escape attempts, leading to damage and kills.
  • High execution: Motion inputs, although simple and made easier to do in Smash, can be misinputted in the heat of a game. Pair this with multiple bugs and game design decisions that relate to Ken and Ryu, and a lot of actions become a nuisance to execute.
  • Unorthodox playstyle: Ken cannot play the same way normal smash characters play. This is mainly due to his low air acceleration turning his jumps into predictable arcs. Pair that with his great ground mobility and it is clear that he is not meant to play neutral in the air like everyone else.
  • Bad disadvantage: Despite having a frame 1 combo escape move with Focus Attack, it does limit Ken’s movement while also losing to multihits. Offstage recovering is worse with Tatsumaki Senpukyaku which moves slow, making edge guarding easy. This can often force Ken to take risks and mix his resources up to make it back to stage.
  • Suffers from SDI: A lot of Ken’s moves have high SDI multipliers. This makes all combos not true with the correct SDI.
Auto-turnaround
Auto-turn forces Ken to face his opponent at all times, and happens whenever Ken is not in lag for any reason. Auto-turn can be beneficial but does have some drawbacks.
  • 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 RARA 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 RARA 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 No results frames.
    • Ken cannot do auto-turn Grab or any other auto-turn attacks No results without going through No results frames.
Input System
Light/Heavy Normals

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.

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 No results.
Command Input Specials
Doing a command input with the control stick then pressing the A or B button (or sometimes grab button) will result in Ken doing that corresponding special. Doing the command input will give a damage boost to the special and some specials can only be done with command inputs.

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.
Special Canceling
Ken can cancel the endlag of most normals into a special. All moves that are special cancellable can become a lot safer. They are special cancellable on the first frame of hitstunA state that a character is in put after getting hit, which the afflicted character cannot act at all./shieldstunA 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 shieldstunA 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

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


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


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


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


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


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


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


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


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


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


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


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


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


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


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: 1-20
Front Hit 5.0 24-25 49 361 -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
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


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