メインコンテンツへ 

Ken
Ken — Overview
Usage Rank#6/ 30(393.6%)
Win Rate49.9%
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| Move | Command | Description |
|---|---|---|
| Aerial Tatsumaki Senpu-kyaku | (前ジャンプ中に) | A Tatsumaki Senpu-kyaku performed while airborne. Useful for altering the trajectory of your jump, or for staging a surprise attack from above. |
| Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| Gorai Axe Kick | An axe kick performed from Jinrai Kick that cannot be blocked crouching. Useful against opponents who try to stiffen their guard against your Jinrai Kick. | |
| H Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| H Hadoken | Fire a ki blast directly forward. Useful for attacking opponents at range. | |
| H Jinrai Kick | A forward-moving roundhouse kick that can be followed up by one of three different kicks. | |
| H Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| H Tatsumaki Senpu-kyaku | Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos. | |
| Hadoken | Fire a ki blast directly forward. Useful for attacking opponents at range. | |
| Jinrai Kick | A forward-moving roundhouse kick that can be followed up by one of three different kicks. | |
| Kasai Thrust Kick | (OD轟雷落とし後に) | A sequence of kicks performed following any type of OD Jinrai Kick. Useful for slipping through your opponent's guard to tack on additional damage. |
| Kasai Thrust Kick | (OD閃火脚後に) | A sequence of kicks performed following any type of OD Jinrai Kick. Useful for slipping through your opponent's guard to tack on additional damage. |
| Kasai Thrust Kick | A sequence of kicks performed following any type of OD Jinrai Kick. Useful for slipping through your opponent's guard to tack on additional damage. | |
| Kazekama Shin Kick | A low kick performed from Jinrai Kick that cannot be blocked standing. Useful against opponents who try to move after your Jinrai Kick. | |
| L Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| L Hadoken | Fire a ki blast directly forward. Useful for attacking opponents at range. | |
| L Jinrai Kick | A forward-moving roundhouse kick that can be followed up by one of three different kicks. | |
| L Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| L Tatsumaki Senpu-kyaku | Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos. | |
| M Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| M Hadoken | Fire a ki blast directly forward. Useful for attacking opponents at range. | |
| M Jinrai Kick | A forward-moving roundhouse kick that can be followed up by one of three different kicks. | |
| M Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| M Tatsumaki Senpu-kyaku | Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos. | |
| OD Aerial Tatsumaki Senpu-kyaku | (前ジャンプ中に) | A Tatsumaki Senpu-kyaku performed while airborne. Useful for altering the trajectory of your jump, or for staging a surprise attack from above. |
| OD Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| OD Gorai Axe Kick | An axe kick performed from Jinrai Kick that cannot be blocked crouching. Useful against opponents who try to stiffen their guard against your Jinrai Kick. | |
| OD Hadoken | Fire a ki blast directly forward. Useful for attacking opponents at range. | |
| OD Jinrai Kick | A forward-moving roundhouse kick that can be followed up by one of three different kicks. | |
| OD Kazekama Shin Kick | A low kick performed from Jinrai Kick that cannot be blocked standing. Useful against opponents who try to move after your Jinrai Kick. | |
| OD Senka Snap Kick | A roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick. | |
| OD Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| OD Tatsumaki Senpu-kyaku | Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos. | |
| Senka Snap Kick | A roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick. | |
| Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| [Quick Dash] Dragonlash Kick | A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos. | |
| [Quick Dash] Shoryuken | Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos. | |
| [Quick Dash] Tatsumaki Senpu-kyaku | Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos. |
Super Arts
| Move | Command | Description |
|---|---|---|
| CA Shinryu Reppa | (体力25%以下で) | A one-two Shoryuken combination followed by one final mighty Shoryuken with an added spin to it. If the first hit misses, a single additional Shoryuken will come out afterward. |
| SA1 Dragonlash Flame | Launch your opponent into the sky and then perform a series of kicks on them while airborne. It is invincible at the beginning, and you switch positions with your opponent upon completion. | |
| SA2 Shippu Jinrai-kyaku | Unleash a flurry of kicks and then finish with a rising Tatsumaki Senpu-kyaku. This move is quick to execute, making it useful for counterattacks and in combos. | |
| SA3 Shinryu Reppa | A one-two Shoryuken combination followed by one final mighty Shoryuken with an added spin to it. If the first hit misses, a single additional Shoryuken will come out afterward. |
Unique Attacks
| Move | Command | Description |
|---|---|---|
| Chin Buster | A quick series of attacks that can be canceled into special moves. | |
| Emergency Stop | Performed from Quick Dash, this maneuver will make you stop dead in your tracks. | |
| Forward Step Kick | A forward kick with long reach that is performed from Quick Dash. | |
| Quick Dash | Swiftly sprint a set distance forward. | |
| Thunder Kick | An overhead attack performed from Quick Dash that cannot be blocked crouching. | |
| Triple Flash Kicks (2) | A sequence of three kicks with long reach. | |
| Triple Flash Kicks (3) | A sequence of three kicks with long reach. |
Normal Moves
| Move | Command | Description |
|---|---|---|
| Crouching Heavy Punch | ||
| Crouching Light Kick | ||
| Crouching Medium Kick | ||
| Crouching Medium Punch | ||
| Crouching Medium Punch | (ジャンプ中に) | |
| Jumping Heavy Kick | (ジャンプ中に) | |
| Jumping Heavy Punch | (ジャンプ中に) | |
| Jumping Light Kick | (ジャンプ中に) | |
| Jumping Light Punch | (ジャンプ中に) | |
| Jumping Medium Kick | (ジャンプ中に) | |
| Low Spinning Sweep | A low attack that can't be blocked while standing, which will knock your opponent down if it hits. | |
| Neutral Jumping Heavy Kick | (垂直ジャンプ中に) | |
| Standing Heavy Kick | ||
| Standing Heavy Punch | ||
| Standing Light Kick | ||
| Standing Light Punch | ||
| Standing Light Punch | ||
| Standing Medium Kick | ||
| Standing Medium Punch |
Normal Throws
| Move | Command | Description |
|---|---|---|
| Hell Wheel | Grab your opponent and roll backwards with your foot placed on their torso. Throws your opponent while switching places with them. | |
| Knee Strikes | Grab your opponent, disrupt their balance with a knee strike, and toss them forward. Throws your opponent without switching places with them. |
System
| Move | Command | Description |
|---|---|---|
| Backward Dash | ||
| Cancel Drive Rush | Immediately move forward out of an attack. Can be performed during any special-cancelable move. | |
| Drive Impact: Flame Strike | ||
| Drive Parry | Adopt a stance that allows you to deflect all opponent strikes. This stance can be sustained by holding down the command used to activate it. | |
| Drive Reversal (while blocking): Lightning Crack | ||
| Drive Reversal (while recovering): Lightning Crack | ||
| Forward Dash | ||
| Parry Drive Rush | Immediately move forward from a Drive Parry stance. Normal or unique attacks performed while moving will have their properties changed. | |
| Perfect Parry (projectile) | ||
| Perfect Parry (strike) |