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Frame Data Ken

FRaccie edited this page Oct 20, 2026 · 4 revisions

Ken frame data

Frames at 60 per second, against a standing opponent at point blank. ° also measured in the game · KD knocks down · Total, Hitstun and Blockstun (counted from the first active frame) are at the right end.

Key: every mark and note
Mark Meaning
° also measured in the game
KD on hit: knocks down
2(6)2 active: 2 frames, a 6-frame gap, 2 frames
2(6)×4 2 active: 2 frames and a 6-frame gap, four times, then 2 frames
N hits ⁽ᵗ⁾ active: too long for the table; the full timing is under the table
Proj projectile; recovery counts from the throw
Air air move; on hit and on block depend on the height, so mostly none given; Recovery is the landing recovery
Whiffs cr. misses a crouching opponent; on block is against standing guard
No hit did not hit a standing opponent up close, so no hit numbers
No block never blocked in our runs, so no block numbers
Cinematic cinematic not simulated yet; only startup and invincibility
Inv invincible on these frames
Land landing recovery frames

Normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Close LP
cl.LP
4 2 5 +7° +4° 10 14 11
Far LP
far.LP
4 2 5 +8 +4 Whiffs cr. 10 14 11
Close LK
cl.LK
6 2 7 +5° +2° 14 14 11
Far LK
far.LK
4 3 7 +4 - No block 13 14 -
Close MP
cl.MP
6 3 18 -2° -7° 26 19 14
Far MP
far.MP
7 5 5 +7° +4° 16 17 14
Close MK
cl.MK
8 3 12 +7° -1° 22 22 14
Far MK
far.MK
7 3 13 +1° -2° 22 17 14
Close HP
cl.HP
6 3 19 +1° -4° 27 23 18
Far HP
far.HP
11 3 16 +3° -1 29 22 18
Close HK
cl.HK
8 3 21 -2° -6° 31 22 18
Far HK
far.HK
11 3 18 +1° -3° 31 22 18
Crouch LP
cr.LP
3 3 6 +5° +2° 11 14 11
Crouch LK
cr.LK
3 4 7 +3° 0° 13 14 11
Crouch MP
cr.MP
5 5 8 +4° +1° 17 17 14
Crouch MK
cr.MK
4 2 16 -1° -4° 21 17 14
Crouch HP
cr.HP
5 5 22 -4° -9° 31 23 18
Crouch HK
cr.HK
7 3 21 KD -8° 30 - 16
Neutral Jump LP
nj.LP
7 9 5 - - Air · No hit - - -
Neutral Jump LK
nj.LK
7 10 5 - - Air · No hit - - -
Neutral Jump MP
nj.MP
5 4 5 -19 -23 Air · Whiffs cr. - 16 12
Neutral Jump MK
nj.MK
6 7 5 - - Air · No hit - - -
Neutral Jump HP
nj.HP
7 4 5 - - Air · No hit - - -
Neutral Jump HK
nj.HK
6 2 5 - - Air · No hit - - -
Angled Jump LP
j.LP
7 8 5 - - Air · No hit - - -
Angled Jump LK
j.LK
5 7 5 - -26 Air · Whiffs cr. · No hit - - 9
Angled Jump MP
j.MP
5 6 5 - - Air · No hit - - -
Angled Jump MK
j.MK
6 4 5 - - Air · No hit - - -
Angled Jump HP
j.HP
5 4 5 -16 -19 Air · Whiffs cr. - 19 16
Angled Jump HK
j.HK
5 7 5 - - Air · No hit - - -

Command normals

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Inazuma Kick
4+MK
15 2 17 -2° -5 Whiffs cr. 33 17 14
Forward Step Kick
6+MK
11 5 11 +1° -2° 26 17 14
Thunder Kick
6+HK
21 2 20 -1 0 Whiffs cr. 42 21 22

Throws

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shoulder Throw
5+LP+LK
3 2 20 - - 24 - -
Hell Wheel
4+LP+LK
3 2 20 - - 24 - -

Specials

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Hadoken LP
236+LP
14 - 33 -3 -7 Proj 47 31 27
Hadoken MP
236+MP
14 - 33 -3 -7 Proj 47 31 27
Hadoken HP
236+HP
14 - 33 -3 -7 Proj 47 31 27
EX Hadoken
236+PP
14 - 29 +3 0 Proj 43 25 22
Tatsumaki Senpukyaku LK
214+LK
6 1(4)2(6)2 17 -2 -6 Whiffs cr. · Land 23 37 25 21
Tatsumaki Senpukyaku MK
214+MK
6 2(5)×3 1(5)2(5)2 23 0° -4 Whiffs cr. · Land 20 64 25 21
Tatsumaki Senpukyaku HK
214+HK
6 8 hits ⁽ᵗ⁾ 24 -1° -5 Whiffs cr. · Land 22 74 25 21
EX Tatsumaki Senpukyaku
214+KK
6 8 hits ⁽ᵗ⁾ 23 +1° -3 Whiffs cr. · Land 22 61 25 21
Airborne Tatsumaki Senpukyaku LK
j.214LK
8 2(6)2(6)2(5)2 10 - - Air · No hit - - -
Airborne Tatsumaki Senpukyaku MK
j.214MK
7 1(4)×4 1 10 - - Air · No hit - - -
Airborne Tatsumaki Senpukyaku HK
j.214HK
7 6 hits ⁽ᵗ⁾ 10 - - Air · No hit - - -
EX Airborne Tatsumaki Senpukyaku
j.214KK
6 1(2)×5 1(1)2 5 - - Air · No hit - - -
Shoryuken LP
623+LP
3 11 26 KD -19 Inv 1-2 full, 3-5 throw · Land 8 39 - 18
Shoryuken MP
623+MP
4 14 39 KD -29 Inv 1-6 full · Land 14 56 - 21
Shoryuken HP
623+HP
3 16 39 KD -30 Inv 1-4 full, 5-6 throw · Land 9 57 - 21
EX Shoryuken
623+PP
4 14 54 KD -43 Inv 1-9 full · Land 10 71 - 21

Full active timing ⁽ᵗ⁾:

  • Tatsumaki Senpukyaku HK 214+HK: 2(6)1(5)1(5)1(5)1(5)1(4)2(4)2
  • EX Tatsumaki Senpukyaku 214+KK: 2(4)1(3)1(4)1(3)1(3)1(4)1(3)1
  • Airborne Tatsumaki Senpukyaku HK j.214HK: 1(2)1(3)1(6)1(3)1(2)1

Super

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shoryureppa
236236+LP
1+1 11(20)11 43 - -29° Inv 1-3 full, 4 projectile 86 - 21
Shoryureppa
236236+MP
1+1 11(20)11 43 - -29° Inv 1-3 full, 4 projectile 86 - 21
Shoryureppa
236236+HP
1+1 11(20)11 41 - -29 Whiffs cr. · Inv 1-3 full, 4 projectile 84 - 21

Ultra 1

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Shinryuken
236236+PPP
0+10 40 82 - -101 No hit · Cinematic · Inv 1-11 full, 12-13 throw 131 - 17

Ultra 2

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Guren Senpukyaku
236236+KKK
0+7 20 hits ⁽ᵗ⁾ - - - No hit · Cinematic · Inv 1-8 full, 9-99 projectile - - -

Full active timing ⁽ᵗ⁾:

  • Guren Senpukyaku 236236+KKK: 2(5)2(3)2(2)2(2)2(3)2(2)2(3)2(2)2(3)2(2)2(3)2(3)2(2)2(3)2(2)2(3)2(2)2(3)2(3)2

Other

Move Startup Active Recovery On hit On block Notes Total Hitstun Blockstun
Focus Attack (held)
5+MP+MK
22 2 42 -28 -28 65 16 16
Focus Attack (released early)
5]MP+MK[
12 2 42 -28 -28 55 16 16
Taunt
5+HP+HK
- - - - - 46 - -

Where SuperCombo differs

Ember vs SuperCombo wiki: 2 different

Our number comes from the game files and was checked in the game where marked above.

Move Field Ember SuperCombo
Tatsumaki Senpukyaku LK On hit -2 6
Shinryuken On block -101 -70

Generated 2026-10-21 from the game's own files by Ember's battle simulator (build afd904246f24). Do not edit this page: it is rebuilt from the data.

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