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Ken
Ken

Jinrai Kick

↓↘→K
Jinrai Kick
必杀技

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 Kick25D-2700
L Jinrai Kick121-11500
M Jinrai Kick162-7600
OD Jinrai Kick13-4-7600

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.