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Ken

ケン

Ken — 대책

Key Info

  • Persistent overhead that leads to combos on hit
  • Defense
    • OD reversal startup 6F: 623PP
      • If you play Luke or Kimberly, avoid Rush setups after throws
    • Anti-air reversal 623LP with 5F startup and invincibility
    • 214214K startup 7F, not projectile-invincible
    • 236236K startup 6F, no invincibility
    • 236236P startup 7F
  • Moves that are plus on block
    • None

Neutral Game (Focus Points)

  • 236PP
    • After blocking Ken's OD Hadoken, he can continue his offense with Rush
    • If you see the Rush flash after blocking, prepare an invincible reversal
  • 2MK (c.MK)
    • His cancels off c.MK are powerful — recognize that the range c.MK reaches is a danger zone
    • Getting hit by it freely often leads straight to a loss
  • Judo
    • Ken's +5 throw judo is difficult to execute
    • Making him pay with backdash or forward jump is key

236P

Ken's Hadoken (fireball). Startup and speed vary by strength.

  • 236LP
    • Slow startup and slow projectile speed
    • Ken -7F on block
  • 236MP
    • Startup and speed between light and heavy
    • Ken -9F on block
  • 236HP
    • Fast startup and fast speed
    • Ken -11F on block
  • 236PP
    • OD Hadoken — allows Rush offense continuation on block
    • Ken -2F on block

Recommended Counter

  • 236LP
    • When using Parry, buffer a jump
      • It tends to become a safe fireball, so Ken often inputs the next 236P immediately
    • If you block it, the next fireball is often already safe — do not jump after blocking a slow fireball

  • 236MP
    • Same counter-strategy as 236LP
  • 236HP
    • When Parrying at close range, buffer a heavy attack or Raw Rush
    • When Parrying at long range, buffer a forward-direction attack to get reward against the safe fireball

  • 236PP
    • After blocking OD Hadoken, depending on distance it crushes mashing and allows Rush offense to continue
    • When you identify this sequence, watch for the Rush flash and respond with a fast, long-range invincible move

Warning

  • 236PP
    • Reacting to the Rush flash and using a slow invincible move risks getting blocked
      • Depending on distance it may also whiff — do not misread the spacing

  • For characters with short-range reversals, maintaining a distance where you cannot be whiffed is very effective

623P

Ken's Shoryuken (Dragon Punch).

  • 623LP
    • 5F startup
  • 623MP
    • 6F startup
  • 623HP
    • 7F startup
  • 623PP
    • 6F startup (fully invincible)

Recommended Counter

  • After 623P hits
    • Know that in-place and back wakeup create different guessing games
    • During Rush okizeme
      • Taking in-place wakeup removes the walk shimmy option

  • During walk okizeme
    • Back wakeup removes the okizeme entirely
    • Taking in-place wakeup gives him shimmy okizeme without Rush

  • After 623PP hits
    • Ken is +22F
    • With Rush, he gets full okizeme
      • In-place wakeup
        • Throw will land on you
      • Back wakeup
        • HP crushes mashing
    • Recommended
      • Take back wakeup and try to Just Parry his HP, or since throw does not land, turtle with full guard

623K

  • 623LK
    • Ken -4F on block
  • 623MK
    • Ken -8F on block
  • 623HK
    • Ken +1F on block
  • 623KK
    • Ken -9F on block

Recommended Counter

  • 623HK in neutral
    • Just Parry

  • Drive Impact
    • Confirms on reaction
    • You will get beaten if your reaction is slow, but it is worth trying

  • Standing 4F normal

    • Pressing a 4F button on reaction would be ideal, but it proved impossible in practice
      • Even slight delay means getting counter-hit for huge damage — the risk-reward does not line up
    • This guide recommends Just Parry or Drive Impact
  • After blocking 623HK

    • Ken is +1F inside throw range
    • Using OD reversal or delayed tech here makes the risk-reward unfavorable
    • The recommended options are just these three — nothing else is needed:
      • Fastest 4F mash
        • Beats Ken's tech
        • Also beats his meaty reversal (Jinrai Kick)
      • Fastest tech
        • Beats shimmy
          • Always watch for anti-air at this moment
        • Loses to fastest attack, but accept that trade
      • Just Parry
        • Beats his fastest 4F mash
        • Risky if it is a throw — generally avoid
        • Reserve for when the opponent is only doing 4F crush sequences

The following video has Ken set to these options after blocking 623HK:

  • Fastest 4F attack
  • Neutral jump
  • Throw

236K

Ken's primary special — cancelable from almost any normal. Has low and overhead followup branches.

Each followup branch can be delayed, which enables fuzzy-crush setups.

Normal version:

  • 236LK
    • Ken -11F on block
  • 236MK
    • Ken -7F on block
  • 236HK
    • Ken -2F on block
  • 236K→6LK
    • Ken -5F on block
  • 236K→6MK
    • Ken -3F on block
  • 236K→6HK
    • Ken -3F on block

OD version:

  • 236KK
    • Ken -7F on block
  • 236KK→6LK
    • Ken -5F on block
  • 236KK→6MK
    • Ken -3F on block
  • 236KK→6HK
    • Ken -3F on block

Recommended Counter

You can distinguish light/medium/heavy by sound and animation, but it is extremely hard in a real match and memorizing audio cues is a hassle.

The recommended approach is to change your response based on what normal it was canceled from.

A key property of 236K: each strength version only combos from normals of the same or lower strength.

  • LK cannot cancel into 236MK
  • c.MK cannot cancel into 236HK
  • c.MK can cancel into 236MK
  • HP can cancel into 236MK

Based on this, assume he will only use the same-strength version as the preceding normal.

  • LK → 236LK
    • You can mash before the followup comes out — do it

  • c.MK → 236MK
    • Mashing loses to 623MK→LK followup
    • It becomes an overhead guessing game, but if the opponent only does fastest followup you can fuzzy — give it a try
      • Note it is a punish counter starter, so use the proper punish counter combo

  • HP → 236HK
    • There is a gap between HP and 236K — try pressing c.LP to interrupt, though it is difficult
      • Even if it ends up being 236MK followup (rare), it is a block string so mashing is still safe
      • Hard to do and risky on failure — only for players confident in their reactions
        • The author of this guide cannot do it

  • If interrupting is not possible, hold guard and do not mash carelessly
    • If you read a followup coming, Drive Impact is very effective
    • If you are not doing Drive Impact, he will often output 236K→6LK fastest — factor that into the guessing game too

Once you are comfortable, you can handle all of the above.

KK→623P

Ken's Shoryuken used as a target combo ender.

Recommended Counter

  • After KK→623P hits
    • Taking in-place wakeup removes the walk shimmy option
    • Do not auto-pilot to back wakeup — take in-place wakeup and threaten with reversal or fastest tech to make him pay

LPLK (Throw)

Ken is +20F after forward throw. Judo offense available.

Recommended Counter

Even back wakeup allows Rush okizeme. Even with Rush, OD reversal is not guaranteed — the situation is actually quite favorable for you.

  • After LPLK → in-place wakeup
    • Ken's only shimmy option off in-place wakeup is Rush → LP, which leaves Ken -4F
    • Know that fastest mash becomes a punish counter — keep this in mind

  • Once you show this option, he will shift to more meaty attacks — switch to in-place wakeup OD reversal

  • After LPLK → back wakeup

    • Without Rush, no okizeme lands

4LPLK (Back Throw)

Ken is +19F. Back wakeup is the baseline in the center.

Recommended Counter

Back wakeup is standard. The distance is too far for any okizeme to connect.