Ken Moves and Hitboxes

Ken moves, stats and hitboxes

How to play Ken in Street Fighter 5

Ken is a rushdown character who likes to play at a mid range with a focus on footsies and sometimes weave in and out of close range for pressure.

His offensive game is complemented by his dash V-Skill which can be cancelled into from almost every normal to stay close and keep on the offense, it’s unsafe to do so though so use it sparingly.

He also has access to a divekick in the form of air EX Tatsumaki.

Keep in mind that his fireballs are not safe at point blank range.

With Ken being a shoto he ofcourse has access to Tatsumaki to pass through baited projectiles and Shoryuken for high damage combos and as a reversal tool.

Stats:

Vitality: 1000
Stun: 1000
V-Gauge: 900
Forward Walk Speed: 4.2
Backward Walk Speed (Pixels Per Frame): 3.5
Dash Duration (Total Frames): 15
Dash Distance (Total Pixels): 136.2
Backdash Duration (Total Frames): 24 (frames 1-10 throw invincible; frames 3-12 airborne)
Backdash Distance (Total Pixels): 127.7
Pre-Jump Frames: 3
Jump Duration (Total Frames): 38
Forward Jump Distance (Total Pixels): 212.8
Backward Jump Distance (Total Pixels): 182.4

Normal Moves

Ken Light Punch Hitbox - Normal Move

Light Punch

  • Great reach.
  • Good hit confirm.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 5
  • On block: 2
  • Damage: 30
  • Cancels into: SP/CA/VT/VS/CH
Ken Medium Punch Hitbox - Normal Move


Medium Punch

  • Great poke tool.
  • Good footsie tool.
  • Startup: 7
  • Active: 2
  • Recovery: 15
  • On hit: 3
  • On block: 1
  • Damage: 60
  • Cancels into: SP/CA/VT/VS
Ken Hard/Heavy Punch Hitbox - Normal Move


Hard Punch

  • Crush Counter properties.
  • Poor reach.
  • Great pressure tool.
  • Startup: 9
  • Active: 2
  • Recovery: 20
  • On hit: 5
  • On block: -3
  • Damage: 80
  • Cancels into: SP/CA/VT/VS
Ken Light Kick Hitbox - Normal Move


Light Kick

  • Cancelled into from standing Light Punch and crouching Light Punch and Kick.
  • Effective against crouching opponents.
  • Good reach.
  • Fast move.
  • Startup: 4
  • Active: 2
  • Recovery: 9
  • On hit: 3
  • On block: -1
  • Damage: 30
  • Cancels into: SP/CA/VT/VS/CH
Ken Medium Kick Hitbox - Normal Move


Medium Kick

  • Good anti-air move.
  • Whiffs on crouching opponents at long range.
  • Will move you slightly forward
  • Good pressure tool.
  • Startup: 8
  • Active: 3
  • Recovery: 19
  • On hit: 1
  • On block: -2
  • Damage: 60
  • Cancels into: VT/VS
Ken Hard/Heavy Kick Hitbox - Normal Move


Hard Kick

  • Crush Counter properties.
  • Good reach.
  • Safe at max range.
  • Longest reaching poke.
  • Startup: 14
  • Active: 2
  • Recovery: 26
  • On hit: 3
  • On block: -4
  • Damage: 80
  • Cancels into: VT/VS
Ken Crouching Light Punch Hitbox - Normal Move


Crouching Light Punch

  • Good push back tool.
  • Can be used for frame traps.
  • Startup: 4
  • Active: 3
  • Recovery: 8
  • On hit: 4
  • On block: 2
  • Damage: 30
  • Cancels into: SP/CA/VT/VS
Ken Crouching Medium Punch Hitbox - Normal Move


Crouching Medium Punch

  • Most used poke tool.
  • Great footsie tool.
  • Good at close range.
  • Great to use on opponent wake-up.
  • Startup: 6
  • Active: 3
  • Recovery: 12
  • On hit: 5
  • On block: 2
  • Damage: 60
  • Cancels into: SP/CA/VT/VS
Ken Crouching Hard/Heavy Punch Hitbox - Normal Move


Crouching Hard Punch

  • Crush Counter properties.
  • Does 70 damage after first active frame.
  • Great anti-air move.
  • Startup: 6
  • Active: 5
  • Recovery: 22
  • On hit: -4
  • On block: -9
  • Damage: 90
  • Cancels into: SP/CA/VT/VS
Ken Crouching Light Kick Hitbox - Normal Move


Crouching Light Kick

  • Good poke tool at close range.
  • Safe move.
  • Startup: 4
  • Active: 2
  • Recovery: 7
  • On hit: 4
  • On block: 1
  • Damage: 20
  • Cancels into: VT/CH
Ken Crouching Medium Kick Hitbox - Normal Move


Crouching Medium Kick

  • Decent poke tool.
  • Used for whiff punish.
  • Startup: 6
  • Active: 2
  • Recovery: 14
  • On hit: 0
  • On block: -4
  • Damage: 50
  • Cancels into: SP/CA/VT/VS
Ken Crouching Hard/Heavy Kick Hitbox - Normal Move


Crouching Hard Kick

  • Crush Counter properties.
  • Very unsafe move.
  • Startup: 8
  • Active: 3
  • Recovery: 23
  • On hit: KD
  • On block: -12
  • Damage: 100
  • Cancels into: VT/VS
Ken Jumping Light Punch Hitbox - Normal Move


Jumping Light Punch

  • Not a great air-to-air move.
  • High hitbox making it not that great for jump-ins.
  • Startup: 3
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Ken Jumping Medium Punch Hitbox - Normal Move


Jumping Medium Punch

  • Good air-to-air move.
  • Good hitbox.
  • Startup: 5
  • Active: 6
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 70
  • Cancels into: ~
Ken Jumping Hard/Heavy Punch Hitbox - Normal Move


Jumping Hard Punch

  • Very slow move.
  • Good jump-in move when close.
  • Startup: 8
  • Active: 4
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Ken Jumping Light Kick Hitbox - Normal Move


Jumping Light Kick

  • Not very useful as a neutral jump.
  • Good air-to-air move against higher jumping opponents.
  • Startup: 4
  • Active: 7
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 40
  • Cancels into: ~
Ken Jumping Medium Kick Hitbox - Normal Move


Jumping Medium Kick

  • Can Cross-up.
  • Good air-to-air move.
  • Good to keep opponents grounded on their wakeup when used in close range.
  • Fast move.
  • Startup: 6
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 60
  • Cancels into: ~
Ken Jumping Hard/Heavy Kick Hitbox - Normal Move


Jumping Hard Kick

  • Good hitbox against jump-ins.
  • Punishable.
  • Hard hitting jump-in.
  • Better reach then jumping Hard Punch.
  • Startup: 8
  • Active: 5
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: 90
  • Cancels into: ~
Ken Knee Bash Hitbox - Throw

(Neutral or Forward)

Knee Bash

  • Creates half screen distance.
  • Good for setting up mix-ups.
  • Good pressure tool.
  • Startup: 5
  • Active: 2
  • Recovery: 20
  • On hit: KD
  • On block: KD
  • Damage: 30*30*40
  • Cancels into: ~
Ken Hell Wheel Hitbox - Throw


Hell Wheel

  • Creates half screen distance.
  • Great for spacing.
  • Good for getting opponent in the corner.
  • Startup: 5
  • Active: 2
  • Recovery: 18
  • On hit: KD
  • On block: KD
  • Damage: 130
  • Cancels into: ~

Unique Moves

Ken Chin Buster Hitbox - Unique Move


Chin Buster

  • Fastest Medium Punch in the game.
  • Poor reach.
  • Startup: 5
  • Active: 2
  • Recovery: 17
  • On hit: 0
  • On block: -2
  • Damage: 50
  • Cancels into: SP/CA/VT/VS
Ken Inazuma Kick Hitbox - Unique Move


Inazuma Kick

  • Overhead.
  • Great for setting up mix-ups.
  • Good reach.
  • Punishable.
  • Startup: 22
  • Active: 3
  • Recovery: 19
  • On hit: 0
  • On block: -6
  • Damage: 60
  • Cancels into: ~


Thunder Kick

  • Overhead.
  • Mindgame tool because you can feint the move.
  • Good for using on opponent wake-up.
  • Startup: 26
  • Active: 3
  • Recovery: 22
  • On hit: 2
  • On block: -2
  • Damage: 80
  • Cancels into: ~

Special Moves


  
Hadoken

  • Light version projectile has 57 frame duration.
  • Medium version projectile has 48 frame duration.
  • Hard version projectile has 42 frame duration.
  • Can only be cancelled into V-Trigger in the first few active frames.
  • Worse then Ryu’s Hadoken.
  • Don’t use it often.
  • Startup: 14/14/14/12
  • Active: ~/~/~/~
  • Recovery: 34/34/34/33
  • On hit: -2/-2/-2/3
  • On block: -8/-8/-8/1
  • Damage: 50/50/50/40*50
  • Cancels into: CA/VT


 
Tatsumaki Senpukyaku

  • Will hit crouching opponents.
  • Great for carrying opponent to corners.
  • Good combo ender.
  • Startup: 3/6/14/8
  • Active: 15/31/41/37
  • Recovery: 19/18/21/45
  • On hit: KD/KD/KD/KD
  • On block: -8/-9/-4/-59
  • Damage: 70/80/140/160
  • Cancels into: ~


(During Forward Jump)
 

Airborne Tatsumaki Senpukyaku

  • Light and Medium version can hit crouching opponents on first hit.
  • Light version goes airborne on frame 6.
  • Medium version goes airborne on frame 9.
  • Hard version goes airborne on frame 16.
  • EX version goes airborne on frame 7.
  • Can Cross-up.
  • EX version will launch opponent.
  • EX version is a good divekick.
  • Good mix-up tool.
  • Great reach.
  • Great air-to-air move.
  • Startup: 9/9/9/9
  • Active: 18/16/14/19
  • Recovery: 10/10/10/13
  • On hit: ~/~/~/~
  • On block: ~/~/~/~
  • Damage: 80/80/80/70
  • Cancels into: ~


 
Shoryuken

  • Light version has lower body and throw invincibility frame 1 to 5.
  • Light version goes airborne on frame 6.
  • Medium version has full invincibility frame 1 to 6.
  • Medium version goes airborne on frame 7.
  • Hard version has full invincibility frame 1 to 3.
  • Hard version has throw invincibility frame 4 to 7.
  • Hard version goes airborne on frame 8.
  • EX version has full invincibility frame 1 to 5.
  • EX version goes airborne on frame 6.
  • Great anti-air move.
  • Great punish tool.
  • Startup: 3/4/4/4
  • Active: 11/12/13/33
  • Recovery: 30/35/43/60
  • On hit: KD/KD/KD/KD
  • On block: -20/-30/-29/-30
  • Damage: 100/120/140/
    150
  • Cancels into: CA/VT
    (EX does not cancel in CA)

V-Skills

  
Quick Step Kick > Step Kick

  • Can buffer inputs on frame 18.
  • Great for moving over the screen.
  • Great pressure tool.
  • Good combo extender.
  • Startup: 24
  • Active: 2
  • Recovery: 25
  • On hit: KD
  • On block: -6
  • Damage: 70
  • Cancels into: VT
Ken Senpu Nataotoshi Hitbox - V-Reversal

(During Guard)

Senpu Nataotoshi

  • Has strike invincibility frame 1 to 10.
  • Has full invincibility frame 11 to 20.
  • Reduces own stun counter.
  • Good for getting out of pressure.
  • Startup: 12
  • Active: 2
  • Recovery: 22
  • On hit: 2
  • On block: -2
  • Damage: 40
  • Cancels into: ~
Ken Heat Rush - V-Trigger


Heat Rush

  • Changes special moves.
  • Tatsumaki’s travel further and stope projectiles.
  • Shoryuken’s travel further, will ignite the opponent and is more safe.
  • Hadoken’s startup faster except the EX version.
  • Has a 1200 frame duration.
  • Startup: ~
  • Active: ~
  • Recovery: ~
  • On hit: ~
  • On block: ~
  • Damage: ~
  • Cancels into: ~

Critical Art

Ken Guren Enjinkyaku Hitbox - Critical Art

   
Guren Enjinkyaku

  • Has full invincibility frame 1 to 50.
  • Fast Critical Art.
  • V-Trigger doesn’t enchance the move.
  • Scales bad when used as a combo ender.
  • Poor reach.
  • Does good guard damage (60).
  • Startup: 5
  • Active: 2
  • Recovery: 44
  • On hit: KD
  • On block: -26
  • Damage: 340
  • Cancels into: ~

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