Prima Games eGuides Street Fighter V eGuide

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Street Fighter V eGuide Fighters Ken

Unique Attacks

Inazuma Kick
Startup

21

Active

3

Recovery

19

Guard Level

H

On Hit

±0

On Guard

-4

VSX Hit

VSX Guard

VTX Hit

VTX Guard

Cancel

Damage

60

Stun

100

Meter Gain

30/15

Inazuma Kick: An overhead axe kick attack that must be blocked high. As with most overhead attacks, it’s -4 on block, making it slightly risky if sniffed out (it’s punishable by most light attacks if the opponent is in range). Fortunately, it has a decent range where it complements crouching . Use Inazuma Kick to either finish off a low-stamina opponent or punish an overly defensive player.

Thunder Kick (hold)
Startup

23

Active

3

Recovery

22

Guard Level

H

On Hit

1

On Guard

-4

VSX Hit

VSX Guard

VTX Hit

VTX Guard

Cancel

Damage

80

Stun

150

Meter Gain

50/25

Thunder Kick (Feint)
Startup

Active

Recovery

31 (total)

Guard Level

On Hit

On Guard

VSX Hit

VSX Guard

VTX Hit

VTX Guard

Cancel

Damage

Stun

Meter Gain

Thunder Kick/Thunder Kick Feint: Thunder Kick is a heavy axe kick overhead that is preceded by a mini dash. It’s slightly safer to use than Inazuma Kick, but it’s also telegraphed by the forward step that Ken takes. You can also use this move to fake out opponents by only tapping instead of holding for a feint. A common tactic is to tap to prompt a high block from the enemy, then immediately go for crouching hit-check. On block, it leaves you at -4,

making it punishable by most light attacks at close range. However, it’s generally safe from farther out, since most quick attacks won’t reach Ken.

Chin Buster
Startup

4

Active

2

Recovery

15

Guard Level

HL

On Hit

±0

On Guard

-2

VSX Hit

VSX Guard

VTX Hit

3

VTX Guard

1

Cancel

SP, V

Damage

50

Stun

80

Meter Gain

30/15

Chin Buster 2nd
Startup

6

Active

3

Recovery

27

Guard Level

HL

On Hit

D

On Guard

-13

VSX Hit

VSX Guard

-7

VTX Hit

D

VTX Guard

9

Cancel

SP, V

Damage

60

Stun

80

Meter Gain

60/30

Chin Buster: Ken’s target combo makes another appearance in the Street Fighter series, with an input of , and it’s now more useful than ever. You’ll be using Chin Buster as part of your bread-and-butter hit-confirm off of either a jumping attack or crouching . Like most target combos, it’s highly punishable on block (-13). You can make it safer by canceling it into Hadoken from a distance and while midscreen, or you can make it completely safe by canceling into EX Hadoken. Chin Buster can also be canceled into Quick Step, leaving Ken at -7 if blocked; on hit, canceling from Chin Buster to Step Kick is a small, simple combo.

Lion Breaker
Startup

10

Active

4

Recovery

20

Guard Level

HL

On Hit

D

On Guard

-2

VSX Hit

VSX Guard

VTX Hit

D

VTX Guard

2

Cancel

SP, V

Damage

60

Stun

100

Meter Gain

60/30

Lion Breaker: Ken’s kick target combo initiates from standing and cancels into another high roundhouse kick. This target combo doesn’t have too many uses because the second roundhouse kick misses against crouchers on whiff and block. Consequently, it’s not very useful as a frame trap tool at close and mid range. Standing does hit crouching characters, but not at max distance. This relegates Lion Breaker to being a situational follow-up to a confirmed jumping attack hit (for instance, off of forward jumping over a projectile). It deals a decent amount of damage for its range and ease of execution (see the Combos section for more details).