Guren Enjinkyaku 



| Startup |
5 |
|---|---|
| Active |
2 |
| Recovery |
44 |
| Guard Level |
HL |
| On Hit |
HD |
| On Guard |
-26 |
| VSX Hit |
— |
| VSX Guard |
— |
| VTX Hit |
— |
| VTX Guard |
— |
| Cancel |
— |
| Damage |
340 |
| Stun |
0 |
| Meter Gain |
-900 |
Guren Enjinkyaku: Ken unleashes an invincible hopping roundhouse kick engulfed in flames. If it connects, it deals 30 points of damage and then goes into a cinematic while it deals the remaining 300 points. It’s also considered a hard knockdown because it disables quick-recovery, allowing Ken to get back into an offensive position after connecting with it. This Critical Art isn’t as versatile as one like Ryu’s Shinku Hadoken, but it does have uses in combos and in the neutral game. From around mid range, you can blow through projectiles on reaction with Guren Enjinkyaku, thanks to its invulnerability. For combo uses, see the Combos section of this chapter.