Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
派生・强度差异
| 技能 | 发生 | 命中 | 防御 | 伤害 |
|---|---|---|---|---|
| Shoryuken | — | — | — | — |
| H Shoryuken | 7 | D | -36 | 1400 |
| L Shoryuken | 5 | D | -23 | 0 |
| M Shoryuken | 6 | D | -28 | 1300 |
| OD Shoryuken | 6 | D | -40 | 1600 |
Evaluation
Ken's signature anti-air. Base properties match Ryu, but the differentiator is the K+K (Run-Stance) → 623P route — letting Ken end combos while carrying forward, especially towards the corner. OD is a fully invincible reversal but -40 on block is round-ending if it's read.
How to Use
Strength selection
- L (623LP) — 5F, anti-air invincibility. The default
- M (623MP) — 6F, combo glue
- H (623HP) — 7F, wider hitbox; routes into SA3 for the kill
- OD (623PP) — 6F, fully invincible. Reversal only — -40 on block
- K+K → 623P — 8F, up to 1700 damage. Forward-carry combo ender
As an anti-air
- Straight-up jumps: L Shoryuken, hold the input for max damage
- Mid-range jumps: H Shoryuken or K+K → 623P for the forward-moving anti-air
- 623HP → SA3 closes rounds
Combo ender
- KK → 623K → SA1 or KK → 623P to push to the corner
- Default mid-screen ender; oki off it is one of Ken's strengths
OD as a reversal
Full invincibility, 6F startup, beats both strikes and throws. -40 on block — only when you're confident in the read.
Pitfalls
- Even L is -23 — every cast has a punish
- Spammed Shoryuken loses to parry / DI
- KK → 623P trades distance for damage; pick based on where you are on the screen
How to Counter
If blocked, punish hard. The bigger questions are defending KK → 623P oki and defending OD 623PP oki.
Recommended counters
Block punish chart
- L (-23) / M (-28) / H (-36) / OD (-40): always go heavy-starter max combo
- OD blocked = SA3 punish for max
- Drill the four punish recipes in training
After 623P hits you
- Quick-rise vs. back-rise is the matchup
- Drive-rush oki: quick-rise kills the walk-shimmy mixup
- Walk oki: back-rise kills it
- Quick-rise here means Ken can shimmy without drive-rush
After 623PP (OD) hits
- Ken sits at +22. Drive-rush gives him full oki
- Quick-rise: throw lands meaty
- Back-rise: HP frame-traps mash
- Recommended: back-rise → just-parry HP, or simply hold block since throws don't reach
After KK → 623P (target combo ender)
- Quick-rise kills the walk-shimmy
- Don't autopilot back-rise — quick-rise → reversal / fast drive-rush punishes Ken
Sneaking jumps in
Ken's anti-air is strong, and the K+K Shoryuken adds another anti-air layer Ryu doesn't have.
- Jumps should be rare. Win neutral on the ground first
- When you see K+K, lean defensive — don't trade jumps with it
Don't over-fear OD reversal
OD is the safety net but -40 if blocked. Building all your offense around "what if he OD's" lets Ken lock you out.
- For Luke / Kimberly etc., easing off the post-throw drive-rush is enough
- Read his SA gauge — at low meter the reversal-into-SA threat shrinks

