A forward-moving roundhouse kick that can be followed up by one of three different kicks.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Jinrai Kick | — | — | — | — |
| H Jinrai Kick | 25 | D | -2 | 700 |
| L Jinrai Kick | 12 | 1 | -11 | 500 |
| M Jinrai Kick | 16 | 2 | -7 | 600 |
| OD Jinrai Kick | 13 | -4 | -7 | 600 |
Evaluation
A forward-moving roundhouse kick that can be followed up by one of three different kicks.
How to Use
Notes on how Ken uses Jinrai Kick — combo routes, pressure, whiff punishes — to be added.
How to Counter
Jinrai Kick is Ken's workhorse — cancellable from almost anything, with low (Kazekama) and overhead (Gorai) follow-ups that can both be delayed for fuzzy-busts. The key is to read the cancel source, not the visual / audio cue of the kick.
Recommended counters
Telling the strengths apart
You can in theory hear the difference, but in practice it's not realistic. The shortcut is the combo rule: each strength of 236K only links from a same-or-higher-strength normal.
- LK does NOT chain into 236MK
- 2MK does NOT chain into 236HK
- 2MK chains into 236MK
- HP chains into 236MK
So assume Ken matches the strength of the cancel source and react from that.
LK → 236LK
- You can mash before the follow-up — go for it
2MK → 236MK
- Mashing loses to 623MK → LK frame trap
- It becomes an overhead/low yomi, but if the Ken only ever uses the fastest follow-up, fuzzy-block works
- Punish-counter scaling applies, so set up the punish-counter starter
HP → 236HK
- The HP → 236K window has a gap — a jab interrupts it (hard but worth it)
- Even if Ken goes for 236MK instead, that's a true block string so mashing is free
- Tight execution, big reward — for confident reactors
- If you can't interrupt, hold block and resist the urge to mash
- When you read a follow-up, Drive Impact is extremely effective
- Without DI, Ken defaults to fastest 236K → 6LK — keep that in mind
Once practiced you can cover the entire menu.

