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Ken

Ken

Ken — Overview

Usage Rank#6/ 30(393.6%)
Win Rate49.9%

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Special Moves

MoveCommandDescription
Aerial Tatsumaki Senpu-kyaku(前ジャンプ中に)↓↙←KA Tatsumaki Senpu-kyaku performed while airborne. Useful for altering the trajectory of your jump, or for staging a surprise attack from above.
Dragonlash Kick→↓↘KA 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↓↘→Kthen→MKAn 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→↓↘HKA 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↓↘→HPFire a ki blast directly forward. Useful for attacking opponents at range.
H Jinrai Kick↓↘→HKA forward-moving roundhouse kick that can be followed up by one of three different kicks.
H Shoryuken→↓↘HPLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
H Tatsumaki Senpu-kyaku↓↙←HKUnleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos.
Hadoken↓↘→PFire a ki blast directly forward. Useful for attacking opponents at range.
Jinrai Kick↓↘→KA 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)→KA 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)→KA 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↓↘→KKthen→LKthen→KA 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↓↘→Kthen→LKA 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→↓↘LKA 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↓↘→LPFire a ki blast directly forward. Useful for attacking opponents at range.
L Jinrai Kick↓↘→LKA forward-moving roundhouse kick that can be followed up by one of three different kicks.
L Shoryuken→↓↘LPLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
L Tatsumaki Senpu-kyaku↓↙←LKUnleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos.
M Dragonlash Kick→↓↘MKA 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↓↘→MPFire a ki blast directly forward. Useful for attacking opponents at range.
M Jinrai Kick↓↘→MKA forward-moving roundhouse kick that can be followed up by one of three different kicks.
M Shoryuken→↓↘MPLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
M Tatsumaki Senpu-kyaku↓↙←MKUnleash 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)↓↙←KKA 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→↓↘KKA 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↓↘→KKthen→MKAn 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↓↘→PPFire a ki blast directly forward. Useful for attacking opponents at range.
OD Jinrai Kick↓↘→KKA forward-moving roundhouse kick that can be followed up by one of three different kicks.
OD Kazekama Shin Kick↓↘→KKthen→LKA 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↓↘→KKthen→HKA roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick.
OD Shoryuken→↓↘PPLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
OD Tatsumaki Senpu-kyaku↓↙←KKUnleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos.
Senka Snap Kick↓↘→Kthen→HKA roundhouse that can be used to combo from Jinrai Kick. Effective when used to make a combo after landing a Jinrai Kick.
Shoryuken→↓↘PLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
[Quick Dash] Dragonlash KickKKthen→↓↘KA 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] ShoryukenKKthen→↓↘PLeap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
[Quick Dash] Tatsumaki Senpu-kyakuKKthen↓↙←KUnleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos.

Super Arts

MoveCommandDescription
CA Shinryu Reppa(体力25%以下で)↓↘→↓↘→PA 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↓↙←↓↙←KLaunch 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↓↘→↓↘→KUnleash 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↓↘→↓↘→PA 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

MoveCommandDescription
Chin BusterMPthenHPA quick series of attacks that can be canceled into special moves.
Emergency StopKKthenLKPerformed from Quick Dash, this maneuver will make you stop dead in your tracks.
Forward Step KickKKthenMKA forward kick with long reach that is performed from Quick Dash.
Quick DashK+KSwiftly sprint a set distance forward.
Thunder KickKKthenMKAn overhead attack performed from Quick Dash that cannot be blocked crouching.
Triple Flash Kicks (2)MKthenMKA sequence of three kicks with long reach.
Triple Flash Kicks (3)MKthenMKthenHKA sequence of three kicks with long reach.

Normal Moves

MoveCommandDescription
Crouching Heavy Punch↓HP
Crouching Light Kick↓LK
Crouching Medium Kick↓MK
Crouching Medium Punch↓MP
Crouching Medium Punch(ジャンプ中に)MP
Jumping Heavy Kick(ジャンプ中に)MK
Jumping Heavy Punch(ジャンプ中に)HP
Jumping Light Kick(ジャンプ中に)LK
Jumping Light Punch(ジャンプ中に)LP
Jumping Medium Kick(ジャンプ中に)MK
Low Spinning Sweep↓HKA 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)MK
Standing Heavy KickHK
Standing Heavy PunchHP
Standing Light KickLK
Standing Light Punch↓LP
Standing Light PunchLP
Standing Medium KickMK
Standing Medium PunchMP

Normal Throws

MoveCommandDescription
Hell Wheel←LPLKGrab your opponent and roll backwards with your foot placed on their torso. Throws your opponent while switching places with them.
Knee StrikesLPLKGrab your opponent, disrupt their balance with a knee strike, and toss them forward. Throws your opponent without switching places with them.

System

MoveCommandDescription
Backward Dash←←
Cancel Drive RushMPMKImmediately move forward out of an attack. Can be performed during any special-cancelable move.
Drive Impact: Flame StrikeHPHK
Drive ParryMPMKAdopt 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 CrackHPHK
Drive Reversal (while recovering): Lightning CrackHPHK
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)MPMK
Perfect Parry (strike)MPMK