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Ken
Ken

Shoryuken

→↓↘P
Shoryuken
必杀技

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 Shoryuken7D-361400
L Shoryuken5D-230
M Shoryuken6D-281300
OD Shoryuken6D-401600

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