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Ken Notes

(RC= Run Cancel, EN= Enhanced (Run Cancel), TC= Target Combo, DR=Drive Rush, DI=Drive
Impact, DL=Delay, XX= Cancel, > = Link)
Table of Contents:
COMBOS
Midscreen, Normal Hit:
Midscreen, Punish Counter:
Cornered, Normal Hit:
Cornered, Punish Counter:
Corner, Normal Hit:
Corner, Punish Counter:
Most Important to Learn
FRAMETRAPS
LIGHTS
DRIVE LIGHTS
MEDIUMS
DRIVE MEDIUMS
HEAVIES
DRIVE HEAVIES
PRESSURE RESETS
FRAMEKILLS/OKI
SAFEJUMPS
FRAMEKILLS
THROW LOOP
POST-SUPER
NEUTRAL
ANTI NEUTRAL SKIP/GIMMICK
Kimberly:
Marisa:
JP:
Cammy:
Blanka:
Ken:
Chun-Li:
Dhalsim:
COMBOS
Ken has a good amount of variability in his combo game, being able to choose vs metered and
meterless routes for sideswitching, corner carry, damage, and strong safe oki.
IF YOU JUST WANT THE MOST USEFUL COMBOS they’re highlighted in yellow. Refer to
those for ways to finish drive rush combos (Anything with 66)

Midscreen, Normal Hit:

2lk > 2lp > 5lk xx 623HP

2lp > 2lk > 5lp xx 623HP

2lp > 2lp > 5lp xx 623HP

2lp > 5lk xx 623HP

5mp > 2lp > 5lk 623HP

2lk > 2lp xx 214LK > 623MP

5lk xx 214KK

5lk xx 236KK (Full string)

(Any lights) 5lp xx 66 xx 5lp > 2hp xx EN 623P/214K or 66 xx 5lp > 5mp xx 5hp xx EN
623P/214K

2lp > 5mp xx 5hp xx EN 623P/214K

2lp > 5mp xx 5hp xx 214LK Jump Forward (Safejump)

2mp xx 214LK > 623MP

2mk xx 623HP

(Any medium) xx 236MK xx 6LK/6HK

2mp/2mk/5hp xx 66 xx 2hp xx RC > 5mp xx 5hp xx EN 623P/214K/623K

2mp/2mk/5hp xx 66 xx 5mp/2mp > 5mp xx 5hp xx EN 623P/214K/623K


DR 5hp/5mp > 5mp xx 5hp xx EN 623P/214K/623K

Midscreen, Punish Counter:

623HK > 2lp > 5mp xx 5hp xx EN 623P/214K/623K or 623HK > 2lp > 5mp xx 66 etc

EN 214K > 2mp xx 214LK > 623MP or 2mp xx 66 etc

5hk > EN 623P

5hk > DR 5hp EN 623P*

5hp > 2mk xx 623HP

5hp > 2mk xx 66 xx 2hp xx RC > 5mp xx 5hp xx 623P/214K/623K

5hp xx EN 623P

5hp xx 236HK > 623KK > 623HP

2hp xx RC > 5mp xx 5hp xx EN 623P/214K/623K or RC > 5mp/2mp xx 66 etc

DI > 2hp xx 214LK > 623MP/Super 2

DI > 8hk > EN 623P/623K/214K

DI > 8hk > EN 623K > Super (Sideswaps, but max damage meterless midscreen)

DI > 8hk > Run hk xx Super (Stays same side, meterless)

DI > DL 5hp/2hp xx 236KK xx DL 6HK > DR 2mp xx Run hk xx Super (Highest damage,
metered. You can do an immediate 5hp/2hp and finish the 236KK string into Level 2 for 3 bars)

(CHARACTER SPECIFIC)DI > DL 2hp xx EN 214K > 623KK > 623HP/Super


Does not work against: Marisa, Honda, Blanka, Zangief, against these do the following:
DI > DL 5mp x EN 214K > 623KK/623HP/Super
Cornered, Normal Hit:

(Any starter) 5mp xx 5hp xx EN 623K > 623HP

(Any starter) 5mp xx 5hp xx 236KK xx DL 6HK > DR 2mp xx EN 623K > 623HP

For Fun: 2lp > 5mp xx 5hp xx 66 xx 2mp EN 214K > DR (44) > 5mp xx EN 214K > 623LP xx
236236P > 623LP > 623MP/PP

Cornered, Punish Counter:

DI > Walk Back 2hp xx EN 623K > 623HP/Super

(Any starter) 5mp xx 5hp xx EN 623K > 623HP/Super

Corner, Normal Hit:

(Any starter) 5mp xx 5hp xx 236MK~6HK, 623HP/SUPER

(Any starter that leads to DR enhanced 5mp) 2hp xx 236HK~6HK > 623LP or
2hp xx 236HK~6LK > 623LP > 623LP

(SUPER VARIATION) 2hp xx 236HK~DL 6LK > 236LK~6LK > SUPER

DI 5hp xx 236HK~6HK, 623MP (works on block, but point blank with corner need to end in
623LP)

Note: You can end in EN specials but the damage is better with the corner combos, in addition
to having their own framekill setups that are almost as good.

METER EXTENSION NOTE: 236KK xx 6HK can be used to extend corner combos for as long
as you have meter.

Corner, Punish Counter:

5hk > DR 5hp xx 236HK~6HK > 623MP

DI > 8hk > 236KK xx 6HK > 236KK xx 6HK > Super (4 bar route)
EN 214K > 2mp xx 66 xx 2hp xx RC > DL 6mp xx 66 xx 5mp > 2hp xx 236HK~DL 6LK > 236KK
xx 6HK > 236LK~DL 6LK > CA

DI > 2hp xx 236HK~DL 6LK > 236KK xx 6HK > 236LK~DL 6LK > Super (Max damage corner,
omit the 236KK for meterless route)

Run 5mk > 2mp xx 66 xx 5hp > DL 6mp xx 66 xx 5hp > 2mp xx 66 xx 5mp > 2hp xx 236HK~DL
6LK > 236LK~6LK > CA (Max Damage, Microwalk Route)

All punish counters function the same, just end in the corner variations.

Listed above is everything I know, but down here I’ll put the most important combos to learn (In
my opinion)

Most Important to Learn

Although you don’t have to learn the Jinrai loop, I highly suggest learning the 5mp xx 5hp xx
236MK corner combo. It’s your highest damage, leads to a super, and it’s meterless!

2hp will always be your highest damage in the corner. If you want to end meterless, go into the
236HK~6HK, 623LP ender or learn the jinrai loop for your max damage super conversions.

METER EXTENSION NOTE: 236KK xx 6HK can be used to extend corner combos for as long
as you have meter.

Jinrai Loop: 2hp xx 236HK~DL 6LK > 236LK~6LK > 623HP/Super or


2hp xx 236HK~DL 6LK > 236KK xx 6HK > 236LK~DL 6LK > 623HP/Super

BNB: 2lp > 5mp xx 5hp xx EN 623P/214K/623K

BNB: 2lp > 5lk xx 214LK > 623MP

BNB: Lights into 623HP (Example: 2lp > 2lp > 5lk xx 623HP)

Lights into super: 2lk > 2lp xx 214LK > Super 2 or


2lk > 2lp xx 214LK > 623MP xx Super 3 > 623HP (If in the corner, 623LP > 623PP)

Meterless Punish Counter: Link into level 3 from: 5hp or Run MK

Corner Maybe Optimal 5mp: 5mp xx 5hp xx 236MK~6HK > 623HP/Super

Corner Maybe Optimal 2hp, No Super: 2hp xx 236HK~6HK > 623LP


Corner Maybe Optimal 2hp, With Super: 2hp xx 236HK~DL 6LK > 236LK~6LK > Super or
2hp xx 236HK~DL 6LK > 623LP > 623LP xx Super 3 > 623PP

Punish counter after shimmy in corner:


5hp > 2mk/2mp xx 66 xx 5mp > 2hp xx 236HK~6HK > 623LP (Loops for super, 6HK > 623LP if
meterless)

Anti air combo*: DR or Punish Counter (Hard knockdown) 2hp/5lp xx 236HK >
214KK/623KK/623HP/Super

Punish counter: 2hp xx RC xx 5mp xx 5hp xx EN 623P/214K/623K (Meterless, better oki)

Punish counter: EN 214K > 2mp xx 214LK > 623MP. (If you have meter DR from 2mp)

Punish counter: 5hk > DR 5hp xx EN 623P/214K/623K

Sideswap: from Juggle state, EN 623K.

Max corner carry: 5mp xx 5hp xx 66 > 2mp xx EN 214K > 214KK

Midscreen PC DI: DI > 8hk > EN 623P/214K/623K (Slight delay for 214K and 623K)

Midscreen PC DI: DI > 2hp xx 214LK > 623MP

Midscreen PC DI Super: DI > 8hk xx Run HK xx Super

Midscreen PC DI 2 bar: DI > Dash up 2hp xx EN 214K > 623KK > 623HP/Super
(On Marisa, Blanka, Gief, Honda, dash up 5mp instead of dash up 2hp)

Midscreen PC DI 3 bars Super: DI > Dash up 2hp xx 236KK xx DL 6HK > DR 2mp xx Run HK
xx Super
(Substitute any Run HK with EN 623K for more damage but sideswaps)

Corner PC DI: DI > 8hk > 236MK~6HK > 623HP/Super


(For a metered route, 236KK xx 6HK before the 236MK.)

Corner DI (Blocked): 5hp xx 236HK~6HK > 623MP

Corner DI (Stun): 8hk > 2hp xx 236HK~6HK > 623LP (Loops for super)

DR cancel from any light MIDSCREEN: (Light Starter) xx 66 xx 5lp > 5mp xx 5hp xx EN
623P/214K/623K
DR cancel from any light CORNER: (Light Starter) xx 66 xx 5lp > 2hp xx 236HK (Loops for
super, 6HK > 623LP if meterless)

DR cancel from any medium MIDSCREEN:


(Medium Starter) xx 66 xx 2hp xx RC > 2lp > 5mp xx 5hp xx EN 623P/214K/623K
(Can loop 2hp RC by doing another DR cancel from 5mp)

DR cancel from any medium CORNER:


(Medium Starter) xx 66 xx 5mp > 2hp xx 236HK
(Loops for super, 6HK > 623LP if meterless)

MAX Punish Counter damage, meter dump:


EN 214K > 2mp xx 66 xx 2hp xx RC > DL 6mp xx 66 xx 5mp > 2hp xx 236HK~DL 6LK > 236KK
xx 6HK > 236LK~DL 6LK > CA

From a shimmy:
Corner: Punish counter 5hp > 2mk xx 623HP/Super or 5hp > 2mk xx 66 if meter.
Meterless/Superless, Corner: Punish counter 5hp xx 236HK~6HK > 623LP
Midscreen: Punish counter 5hp xx 236HK > 623KK > 623HP

*From any midscreen launcher, you can Run HK into all 3 supers. Useful for when you’ve
already used meter or want to end the combo meterlessly quickly to prevent your opponent from
regenerating their drive gauge.

FRAMETRAPS

Ken is shaping up to be the best grappler in the game and with those grab skills, you’re gonna
need to threaten some strikes every now and then. Here’s how you do it.

LIGHTS

Light strings are what you’ll be using the most to frametrap with Ken, although he does get plus
frames from some other sources.
Mix up between using 2lk as your first and second light in a string, also with ending in 5lp or 5lk.
After strings, 5hp or 2mk catch people mashing jabs, with 2mk catching people who like to walk
back.
Because all of Ken’s lights combo 3 times, confirming 2 lights after a blocked one is still in the
realm of reactability.
Staggering your lights will allow you to catch delayed mashes/delay techs/walk backs and keep
your pressure up for longer, since you can microwalk between lights. Going into 5mp will also
catch delays, as well as set up for some frametraps of its own.

For ending strings, 5hp/2mk will work as spacing traps after spaced light normals if your
opponent mashes jab.
5lp xx 236LK will trade with 4f jabs on block, allowing you to go for the following combo: (5lp) xx
CH 236LK > DR 5mp > 5mp xx 5hp xx EN 623P/214K/623K.

DRIVE LIGHTS

Drive rushing after a light string into DR 5lp is very powerful, as it’s difficult to react to, leads to
your 2 best starters on hit, and leaves you +3 point blank on block- the perfect setup to threaten
a throw or strike with 5mp. The 5mp can combo into itself on counterhit or lead into a small
guess on block. Drive 2lk is also good, since it’s +1 and hits low.
Drive rush out of 5lk is also very powerful, as it’s your main buffer in neutral or for spacing traps
after buttons like 5hp, 2mp, 2mk. On counterhit combos into DR 5mp.

MEDIUMS

Although lights can’t jail, your mediums can jail in at least one way with and without drive rush.

5mp jails into 5hp and the 236PP that follows it. However, the 5hp followup can be delayed
which grants Ken some relatively safe frametrap pressure from this TC alone.
Should you land the delayed followup and cancel into 236PP, you’re rewarded with a light jinrai
juggle in the corner, which you can end in any super or 623HP.
5mp xx 5hp xx 236PP > 236LK~6LK > 623HP/Super
2mk xx 236PP can also be a good tool to keep your pressure tight and confirm into Level 2 or 3
supers.

Both 2mk/5mp xx 236MK will catch mashers without a delay, and has follow ups on counterhit.
2mp xx 236MK jails, and the 6LK followup will catch mashers. Combos on counterhit.

DRIVE MEDIUMS

2mk is your best friend when canceling into drive rush. Long range, catches people walking
back, and most importantly, naturally combos as well as frametraps with 2mp. On block, this
drive enhanced 2mp will be +4. If you really want to jail, 5lp works at +3.

2mp jails into itself when drive canceled, and frametraps with 5hp, which is itself +2 ob and in
throw range (this one is nasty I’ll get to it in a second)

5mp xx 5hp (Both hits) behave the same, jailing into itself and 2mp and trading 5hp with
4framers. If you happen to hit the TC followup and cancel into Drive rush, you can get this sick
ass combo: (5mp) xx 5hp xx 66 xx 5mp xx 236HK > 623LP > 623LP. Or super after 236HK. You
can also omit the 236HK if you find it’s too difficult.

From anything more than +1, 5mp will counterhit cleanly and give you the ability to combo into
CH 5mp > 2mp xx 623HP or itself, depending on the pushback on block of the previous normal.

HEAVIES
Not much to say here, pressure with these normals is almost exclusively reserved for meaty
setups. If you somehow find yourself pressing 5hp on block while not spaced, it jails into
236MK.

DRIVE HEAVIES

Now we’re talking! 2hp is still useless in this context, but 5hp does some work. As mentioned
before, it’s the button to press if you want to frametrap after drive canceling 2mp. Should your
opponent decide to block, Ken actually has enough space and frames to threaten a throw, a
strike, and a shimmy! A luxury for drive enhanced normals. Ken can do similar things with meaty
5hp, but this is something that you can get consistently from blockstring pressure.

PRESSURE RESETS

Alright, let’s say they’re turtling up and you push yourself out way faster than you wanted to.
Because Ken’s stagger pressure is magnificent, his ability to reset his pressure is better than
average, especially with the +1 on block 623HK.

In the middle or even at the end of your pressure sequences, you have the ability to reset
pressure with a mix of drive impact, drive rush, heavy dragonlash, dash up, and drive canceled
normals to push your way back in.

Coupled with his already sticky pressure via his throw loops and frametraps, Ken turns into
superglue when the enemy is too scared of the pressure resets. This tends to make the
opponent act irrationally, so more often than not you can net punish counter DIs and more stray
hits once you introduce these.
FRAMEKILLS/OKI
Maybe my favorite thing about this character, landing hits almost always means substantial
corner carry and strong oki. Ken rarely needs to sacrifice damage for oki either, and when he
does it’s more than worth it.

SAFEJUMPS

From 5mp xx 5hp, you can light tatsu into a safejump.

2hp xx 236HK (or if you land 236HK raw) leads into an auto timed safejump. Commonly seen
after DR combos midscreen

Ending in OD Jinrai in the corner gives a safejump with j.hp

From 5mp xx 5hp xx EN 214K, jump forward after a slight delay for a safejump

From 5mp xx 5hp xx EN 623K, jump forward lk for a safejump

FRAMEKILLS

Maybe the most important framekill to know: After EN 214K/623K > whiff 5lp > Run Overhead
This leaves you at +5 on hit, -1 on block, and hits overhead. This setup also works from Jinrai
loop, with the only difference being you framekill with 2lp instead of 5lp.

This lets you chew through drive impact too, having enough time to get a crouch jab in before
you retaliate with your own DI. Not only that, but you can bait reversals with RC or introduce 2lk
for a fake but still scary mixup. You do have to sacrifice the 623P after the EN 623K or Jinrai
loop, but it’s absolutely worth it if you’re not already just about to kill.

After throw in the corner, whiff 5lp > 5mp for a meaty 5mp. Links into 5lk for a combo.

After 5mk TC in the corner, run stop 5lp to beat 9f or slower reversals and be +1 ob or
After 5mk TC in the corner, dash 5hp for plus frames. Combos into mediums.

After an EN 623P, framekill with 5lk > 5lp to beat 10f or slower reversals. Best against Dhalsim.
After an EN 623P, framekill with 2lk > 5mp

After a 623PP ender, framekill with 2lk > 5hp to be +1.


After 236MK~6HK > 623HP, framekill with 2lp > 5hp

After 623LP (Double shoryu or Heavy Jinrai 623LP) framekill with 2lk > 5lp > 5mp

THROW LOOP
In the corner, Ken is blessed with a throw that he can loop meterlessly. To perform this, simply
walk up > throw after landing a throw in the corner. This means the opponent can’t just “take the
throw” because both getting hit normally and getting thrown means oki for Ken.
Something important to know is that opponents cannot neutral jump whiffed throws without
going unpunished, as Ken can DP or crhp anti-air these attempts. If the opponent attempts a
forward jump, you can jump back (forward technically) j.mp xx 214KK > 623HP/Super or
623KK > 623HP to sideswap back into the corner

POST-SUPER

After a Level 1 in the corner, jump forward j.hp and j.214KK is a left right. Both combo into 2lp >
5mp

After a Level 2 in the corner, framekill with 2lp > 5lp > 5hp.

After a CA in the corner, drive rush 5hp hits meaty by one frame.

After a non-cinematic Level 3, whiff 214LK will crossup and 623LK will stay on the same side on
backroll.

NEUTRAL
This will be the most WIP section more than likely, since all I have are some miscellaneous
things I couldn’t fit anywhere else.

5hk is your longest range button, but it’s not special cancellable in a game where drive impact
exists, so be careful. I like to use it more as a counter poke, discouraging the opponent from
pressing buttons at midrange to keep me out.

Run in neutral is a good tool for forcing your opponent to do something other than turtle up. Run
623P will punish far neutral jumps, run stop is good for gathering information, and run HK is a
solid poke.
Drive rush behind fireball feels powerful, you can even snipe jumps with 214KK if they decide to
jump. You can also combo if they get hit by the fireball, spacing dependent but generally
consistent.

623HK is a great gap closer, not just used for pressure resets. Tends to punish counter whiffed
normals in neutral, too. You’ll want to combo into 2lp > 5mp in that case.

j.214KK is a good panic move, you can get out of sticky situations and be scrambly yourself with
it. Crossing up with it isn’t completely free but it’s possible.

You almost always want to anti air with DP (Anti air invulnerability) but 2hp xx RC isn’t all that
bad either. You basically end up getting pressure after an anti air, when most characters are
forced to return to neutral.

Neutral jumping discourages some of the more aggressive play styles you find while playing as
Ken. It keeps characters like Marisa in check and tells the opponent that they can’t just bully
their way through your fireball game.

Your shimmy button is 5hp because of the combo, but 2mk alone works as a great whiff punish
and poke, especially when buffering DR behind it.

Speaking of buffering, you can buffer things like 214KK,DR and Super all day on 2mk and 5lk.
5lk in particular combos into 5mp on counterhit after a DR.

Take advantage of some of your spacing traps. People get hyper and press a lot of fast buttons
when in the corner against this character. One of my favorites is 5lk into 5hp. In the corner
especially, this nets me a lot of hits. Other common ones include 2mk into 5lk (Usually buffering
something behind it). 2mp into 2mk or 5lk, and 5lk into 5lk.

Ken LOVES when his opponent is in burnout. His pressure resets become a lot more scary
when every light is ACTUALLY plus now, and dragonlash is +5.
Light dragonlash becomes 0 on block, Stmp will frametrap into itself, EX Hadouken is +2, Jinrai
kicks jail more easily and more normals can cancel into the medium version on block.
You can also be more confident when pressing non special cancellable normals such as 5hk,
and fishing for drive impact in neutral.

ANTI NEUTRAL SKIP/GIMMICK


A good number of characters in this game have “neutral skips” - moves that allow them to close
in on you quickly and often leave them with plus frames in your face. Most of these moves are
reaction checks, and so here I’ll be giving the best responses depending on the character,
special’s speed, and reliability of the responses. Be sure to always buffer the cancels.
Kimberly:
Kimberly’s 6hk can lead into a crossup or same side jmk, or jump back to neutral.
Ken can always 5lp xx 236HK > 214KK/623KK/623HP/Super through this and be safe.
*Beaten by empty 6hk, needs testing, also possible answer for teleport but needs testing.

Marisa:
Against Marisa’s 623P, you can go for the 5lp/2hp xx 236HK > 214KK/623KK/623HP/Super, but
more often than not it will get stuffed. I recommend reacting with DP whenever possible.

JP:
Against JP’s teleport, you can go for 5lp xx 236HK > 214KK/623KK/623HP/Super. Keep in mind
this move is ambiguous in its startup as well as the side JP lands on, so this might not always
work as intended.

Cammy:
Against Cammy’s Hooligans, you can go for 5lp xx 236HK > 214KK/623KK/623HP/Super.
Importantly, she can’t whiff punish your anti air after fastfall because of how low-committal 5lp is.
Against Cammy’s 5hp xx 5hk target combo, you can 5lp xx 236HK > 214KK/623KK/623HP
through the gap.

Blanka:
Against Blanka’s command grab, you can react with 5lp xx 236HK >
214KK/623KK/623HP/Super.
Against Blanka’s K ball, you should anti-air with 2hp* xx 236HK > 214KK/623KK/623HP/Super.
Although all previous 5lp starters can be swapped for 2hp, 2hp tends to start up slowly and have
a lot of recovery frames. Instances like these, however, you’re better off with the fatter anti air
hitbox.

Ken:
Against Ken’s dragonlash, you can react with DP, DI or 5lp xx 236HK >
214KK/623KK/623HP/Super.

Chun-Li:
Against Hazanshu, you can react with 5lp xx 236HK > 214KK/623KK/623HP/Super. Be careful
here, since OD Hazanshu will launch you if you mess up.
Dhalsim:
Against Dhalsim’s air teleport, you can react with 5lp xx 236HK > 214KK/623KK/623HP/Super.
Don’t let him sideswap on you for free.

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