Ken
Who is Ken?
The original shotoclone, Ken is very similar to his old training partner Ryu. Both characters have fairly similar movesets, but Ken carves out a path all his own. With emphasis on aggression and close-range combat, Ken acts as a more offense focused alternative to the Shoto playstyle.
Ken shares the iconic Hadoken and Shoryuken with Ryu, but there's about where their kits begin to diverge. Ken's signature special is his command sprint Quick Dash, which can be used both as a pressure tool and to empower his other specials. If certain specials are used out of Quick Dash, they gain enhanced properties rivalling that of Overdrive moves. In particular, while his normal Tatsumaki is a decent combo ender, Dash Tatsumaki gives incredible corner carry off of any clean hit. Each of these enhanced specials act as different combo enders or extenders, and each one gives something valuable to Ken's kit, whether that be corner carry, strong okizeme, or even sideswapping mid-combo.
Excellent corner carry is a running theme in Ken's kit. While he pokes with 5MK, 2MK and 5HP, Ken looks for a clean hit to Drive Rush. After a confirm, Ken can carry you all the way to the corner and set you up for some truly nasty corner pressure. Any successful hit leads into powerful corner combos that deal great damage and give good okizeme, allowing him to loop pressure continuously. The Jinrai Series of kicks acts as great rekka pressure options in this scenario, and even come with built-in mixup tools. All of this adds up to Ken being a neutral and offense monster, capable of easily tagging the opponent and dragging them into the corner off of any successful opening.
While Ken may seem like an offensive rushdown monster at first, what keeps him in check is the considerably bad block advantage on many of his moves. Each version of Jinrai Kicks and Dragon Lash are either punishable on block or interruptible, causing his offense to be based on making the opponent unsure of when to press. Smart players will quickly learn not to press until something punishable comes out, which can force Ken to play reactively and wait for the opponent to give him an opening.
Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn Street Fighter with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.
Pick / Avoid
Play Ken if…
What if the Jack had a flaming uppercut...: A shoto kit with a tilt towards the close-mid range
Coast to Coast: Strong corner carry and oki from most hits
Inflammatory Pressure: Sticky and ambiguous pressure
Think twice if…
...but his fireball was worse: Not being able to stay fullscreen easily
Average Damage: Thriving on looped situations rather than huge damage
DRC Man: Relying on system mechanics rather than unique character traits
Vitals
- Fwd Walk
- 0.047
- Back Walk
- 0.032
- Fwd Dash
- 1.32
- Back Dash
- 0.92
- Fwd Jump
- 1.90
- Back Jump
- 1.52
- Jump Height
- 2.12
- Throw Range
- 0.80
- Drive Rush
- 2.45
Guides & Data
Community
Patch History
- 5MK can now be canceled into Supers; Super Hitconfirm Window 15f; removed 20% Starter scaling
- 2HP blockstun increased 18 → 21; Block Advantage -10 → -7
- DRC Block Advantage +8 → +11; Run~Stop Block Advantage -10 → -7; Drive Damage on Block increased 5000 → 6000
- 2HP > HK Jinrai is now only a 5 frame gap on block and is DI-safe
- Run~Shoryuken (KK~623P) 1st hit Juggle Start / Juggle Increase values 1 → 0; 2nd hit Juggle Start 1 → 2 and Juggle Increase 1 → 2
- Makes it less likely for the 2nd hit to whiff in a juggle when the 1st hit connects
- Kazekama Shin Kick (236K~6LK) damage increased 500 → 600; Counter-hit/Punish Counter KD Advantage increased +28 → +32 and now causes a Hard Knockdown
- OD Senka Snap Kick (236KK~6HK) active frames increased 4 → 6; recovery reduced 20 → 18 (no change to total duration)
- More consistent in juggles when the opponent is launched high from the initial 236KK
- SA2 now benefits from +20% Counter-hit/Punish Counter damage boost, 2800 → 3360; much stronger as a raw punish
Character data, frame data and patch notes are mirrored from the SuperCombo wiki, maintained by the community under CC BY-SA.






