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Street Fighter V eGuide
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Contents

  • Changelog
    • Updates
  • Primer
    • About This Guide
    • Reading Frame Data
    • Battle Tips for Experienced Fighting Game Players
  • Glossary
    • A-C
    • D-J
    • K-O
    • P-S
    • T-Z
  • Fighters
    • Alex
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Balrog
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Birdie
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Cammy
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Chun-Li
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Renkiko
      • Overview
      • Strategy
      • Combos
    • Dhalsim
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • F.A.N.G.
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Guile
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Ibuki
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Juri
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Karin
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ken
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • Laura
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V System
      • Overview
      • Strategy
      • Combos
    • M. Bison
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Nash
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Necalli
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Moves During Torrent of Power
      • Overview
      • Strategy
      • Combos
    • R. Mika
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Rashid
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Ryu
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Modified Attacks During Denjin Renki
      • Overview
      • Strategy
      • Combos
    • Urien
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Combos
    • Vega
      • Bio
      • Data
      • Claw Standing Punches
      • Hand Standing Punches
      • Standing Kicks
      • Claw Crouching Normals
      • Hand Crouching Normals
      • Crouching Kicks
      • Claw Jumping Normals
      • Hand Jumping Normals
      • Jumping Kicks
      • Claw Unique Attacks
      • Hand Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
    • Zangief
      • Bio
      • Data
      • Standing Normal Moves
      • Crouching Normal Moves
      • Jumping Normal Moves
      • Unique Attacks
      • Normal Throws
      • Special Moves
      • Critical Art
      • V-System
      • Overview
      • Strategy
      • Combos
  • Matchups and Versus/Online Play
    • Matchups
    • Metagame
    • Classifying Player Types
    • Character Archetypes
    • Versus/Online Tips for Specific Characters
      • vs. Birdie
      • vs. Cammy
      • vs. Chun-Li
      • vs. Dhalsim
      • vs. F.A.N.G.
      • vs. Karin
      • vs. Ken
      • vs. Laura
      • vs. M. Bison
      • vs. Nash
      • vs. Necalli
      • vs. Rashid
      • vs. R. Mika
      • vs. Ryu
      • vs. Vega
      • vs. Zangief

Street Fighter V Guide › Fighters › Ken

V System

V-Skill
Quick Step
Startup

—

Active

—

Recovery

22 (total)

Guard Level

—

On Hit

—

On Guard

—

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Will accept and buffer inputs on the 18th frame, will execute input as early as possible; rewards counter-hit to opponent if hit during Quick Step

Quick Step Kick (hold)
Startup

24

Active

2

Recovery

2

Guard Level

HL

On Hit

D

On Guard

-6

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

7

Cancel

V

Damage

90

Stun

150

Meter Gain

V: 150/75

Quick Step/Step Kick: Although Ken has a plethora of advancing moves, Quick Step is his most efficient one. It’s exactly what it sounds like: a quick step toward the opponent. It travels about half a screen’s distance if performed without any inputs after the initial tap (neutral direction, no buttons). However, its animation can be canceled early; inputs are buffered on the 17th frame and will execute on the 23rd frame.

Much of your offense will revolve around Quick Step, so thoroughly understanding its properties is vital to your success with Ken. All of Ken’s standing and crouching normal attacks can be canceled into Quick Step, albeit at varying frame advantage values (see the frame data for details). Most of his Quick Step cancels are punishable on block, but they are still worth using. They require fast reactions from the opponent to punish—and failing to punish it usually results in you scoring a counter-hit or throw.

The least punishable sequence is standing Quick Step, at -6. Not many characters have a six-frame Crush Counter heavy attack, so you’re not at a huge risk of eating a Crush Counter combo. It can also become awkward for opponents to punish this blockstring under duress, especially if you’re mixing up your attack timings frequently. A powerful and simple Ken strategy can revolve around standing Quick Step followed by crouching / throw / MP Shoryuken. It forces the opposing player to make a difficult decision: whether to block, tech, or reversal.

Just like during a dash, note that getting hit out of your Quick Step animation results in a counter-hit for the opponent.

That’s all for Quick Step, accomplished by simply tapping the medium buttons. If you hold down , Ken steps forward and completes Quick Step with Step Kick. This is a very far-reaching poke that knocks down on hit, and it can even link after you throw an LP Hadoken with the correct spacing. But overall, Step Kick is much slower than it used to be in its Street Fighter IV incarnation, and it no longer enables an incredible kara throw. It has some use as an occasional change-up look from the very tip of its range, but generally, you’ll want to use Quick Step instead of Step Kick. You’ll get more mileage (and stay safer) simply walking, dashing, using Thunder Kick Feint, or Quick Stepping forward and then poking with the tip of standing . While Step Kick is underwhelming when compared to its previous incarnation, it is V-Trigger-cancelable. This property is useful for extending combos (see Combo 2c), or to make it safer if it’s blocked.

V-Reversal
Senpu Nataotoshi
Startup

10

Active

4

Recovery

22

Guard Level

HL

On Hit

2

On Guard

±0

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

40

Stun

0

Meter Gain

V: -300

Notes

Frames 1-10 strike invincible; frames 11-20 fully invincible; counter-hit advantage same as normal hit; removes 200 points of stun from Ken

Senpu Nataotoshi: Ken’s V-Reversal is a jumping roundhouse kick that leaves you at +2 on hit and ±0 on block. Since it doesn’t knock down on hit, and Ken’s Heat Rush is a 3-stock V-Trigger, using his V-Reversal is not recommended unless you’re winning by a large margin and think you won’t need his Heat Rush.

V-Trigger
Heat Rush
Startup

1

Active

—

Recovery

21

Guard Level

—

On Hit

—

On Guard

—

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

—

Stun

—

Meter Gain

—

Notes

Duration of 1200 frames; alters special moves

Heat Rush: Heat Rush is a 3-stock V-Gauge power-up mode with a duration of 1200 frames. Immediately after activation, Ken dashes toward his opponent with a built-in Quick Step. While Heat Rush is active, Ken’s legs will flicker with flames, signaling the enhancement of all of his special moves. Descriptions of Heat Rush-improved specials follow.

V Hadoken
Startup

13

Active

Notes

Recovery

34

Guard Level

HL

On Hit

D

On Guard

-6

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

70

Stun

100

Meter Gain

10/10/5

Notes

Frames duration on screen: LP 45, MP 39, HP 34

V EX Hadoken
Startup

12

Active

—

Recovery

33

Guard Level

HL

On Hit

D

On Guard

2

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

120(60+60)

Stun

200(100+100)

Meter Gain

-300

V Hadoken: Ken’s fireballs become actual balls of fire under Heat Rush, dealing 20 more damage. They also knock down on hit, as well as become safer on block (-6). You probably won’t use this move as often as you would with Ryu’s Denjin Renki projectiles, but it’s a useful tool to have at longer distances to help cover more ground as Ken approaches.

V LP Shoryuken
Startup

3

Active

12

Recovery

19 + 7 landing

Guard Level

HL

On Hit

D

On Guard

-18

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

120/80

Stun

150/100

Meter Gain

20/40/20

Notes

Frames 1-5 lower body and throw invincible; airborne on 6th frame; rewards counter-hit to opponent if hit during recovery

V MP Shoryuken
Startup

4

Active

13

Recovery

30 + 11 landing

Guard Level

HL

On Hit

D

On Guard

-31

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

150(100+50)

Stun

150(75x2)

Meter Gain

20/40/20

Notes

Frames 1-6 completely invincible; airborne on 8th frame; rewards counter-hit to opponent if hit during recovery

V HP Shoryuken
Startup

4

Active

14

Recovery

36 + 13 landing

Guard Level

HL

On Hit

D

On Guard

-39

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

160(40+30x4)

Stun

150(30x5)

Meter Gain

20/40/20

Notes

Frames 1-3 completely invincible; frames 4-7 throw invincible; airborne on 8th frame; rewards counter-hit to opponent if hit during recovery

V EX Shoryuken
Startup

4

Active

8(18)11

Recovery

43 + 13 landing

Guard Level

HL

On Hit

D

On Guard

-42

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

170(20x8+10)

Stun

200(10+20x5+30x3)

Meter Gain

-300

Notes

Frames 1-6 completely invincible; airborne on 6th frame; rewards counter-hit to opponent if hit during recovery

V Shoryuken: Keeping with the fire elemental theme, Ken’s LP and MP Shoryuken also set opponents ablaze on hit, dealing more damage. HP Shoryuken becomes a five-hit Shoryuken, allowing for increased juggle potential off of attacks like LK Tatsumaki Senpukyaku and V HK Tatsumaki Senpukyaku.

Developer Notes

We felt that although Ken’s attacks differentiate him from Ryu quite a bit, that wasn’t enough. To truly show that Ken has developed into his own character, we also decided to give him some new heat resistant clothing that would not only make him stand out from Ryu, but also fit with his character.

—Peter Rosas, Associate Producer

V LK Tatsumaki Senpukyaku
Startup

3

Active

2(5)4(2)2

Recovery

8 + 7 landing

Guard Level

HL

On Hit

D

On Guard

-8

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

90(50+40)

Stun

150(75x2)

Meter Gain

10/30/15

Notes

Airborne on 8th frame

V MK Tatsumaki Senpukyaku
Startup

6

Active

2(5)5(1)3(3)3(3)3

Recovery

9 + 16 landing

Guard Level

HL

On Hit

D

On Guard

-9

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

CA

Damage

120(40+40+40)

Stun

200(50+50+100)

Meter Gain

10/30/15

Notes

Airborne on 9th frame; first hit can hit crouching and forces standing state

V HK Tatsumaki Senpukyaku
Startup

13

Active

4(12)2(10)2(11)3

Recovery

5 + 16 landing

Guard Level

HL

On Hit

D

On Guard

-2

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

160(50+40+40+30)

Stun

250(100+50x3)

Meter Gain

10/30/15

Notes

Airborne on 13th frame

V EX Tatsumaki Senpukyaku
Startup

6

Active

5(8)3(4)3(3)3(5)2

Recovery

33 + 13 landing

Guard Level

HL

On Hit

D

On Guard

-59

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

180(40+50+50+40))

Stun

200(50x4)

Meter Gain

-300

Notes

Airborne on 6th frame

V Tatsumaki Senpukyaku: Heat Rush-enabled Tatsumaki Senpukyaku virtually become new special moves compared to Ken’s normal hurricane kicks. After the initial knee attack, Ken’s kicks during V Tatsumaki Senpukyaku become large projectiles surrounded in flames. The hitboxes for the spinning kicks on this flaming Tatsu are much more generous than during the regular versions, too. They clash with incoming projectiles, deal more damage, and provide better juggle opportunities.

V Air Tatsumaki Senpukyaku
Startup

9

Active

2

Recovery

10 landing

Guard Level

HL

On Hit

—

On Guard

—

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

100

Stun

150

Meter Gain

0/40/20

V EX Air Tatsumaki Senpukyaku
Startup

8

Active

2

Recovery

16 landing

Guard Level

HL

On Hit

D

On Guard

—

VSX Hit

—

VSX Guard

—

VTX Hit

—

VTX Guard

—

Cancel

—

Damage

110(55x2)

Stun

200(100+100)

Meter Gain

-300

V Air Tatsumaki Senpukyaku: As with his V Tatsumaki Senpukyaku, the properties of Ken’s kicks are strengthened. The most noteworthy effect is that its hitstun and blockstun are increased, so you can link into combos on hit and you’re at an advantage on block. As with the grounded version, Ken’s flaming Tatsu rotations become capable of destroying incoming single-hit projectiles, like the upward-arcing ones that Dhalsim, F.A.N.G, and Rashid throw.

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