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Ken's Frame Data: Street Fighter 4

Last updated on April 25, 2009

13 Comments

Ken Frame Data: Street Fighter 4


If you have trouble understanding this data, please check out the how to read frame data guide here on EventHubs.com.

Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel Ability
Close Light Punch 4 2 5 +4 +7 10 13 30 50 20 HL C*Sp*Su
Close Medium Punch 6 3 18 -7 -2 13 18 60 100 40 HL Sp*Su
Close Hard Punch 6 3 19 -4 +1 17 22 90 150 60 HL Sp*Su
Close Light Kick 6 2 7 +2 +5 10 13 30 50 20 HL C*Sp*Su
Close Medium Kick 8 3 12 -1 +7 13 21 70 100 40 HL Sp*Su
Close Hard Kick 8 3 21 -6 -2 17 21 110 200 60 HL Sp*Su
Far Light Punch 4 2 5 +4 +7 10 13 20 50 20 HL C*Sp*Su
Far Medium Punch 7 5 5 +4 +7 13 16 70 100 40 HL Su
Far Hard Punch 11 3 16 -1 +3 17 21 100 200 60 HL -
Far Light Kick 4 3 7 +1 +4 10 13 40 50 20 HL -
Far Medium Kick 7 3 13 -2 +1 13 16 80 100 40 HL -
Far Hard Kick 12 3 21 -6 -2 17 21 130 200 60 HL -
Crouch Light Punch 3 3 6 +2 +5 10 13 30 50 20 HL C*Sp*Su
Crouch Medium Punch 5 5 9 0 +3 13 16 70 100 40 HL Sp*Su
Crouch Hard Punch 5 4 23 -9 -4 17 22 100 200 60 HL Sp*Su
Crouch Light Kick 3 4 7 0 +3 10 13 20 50 20 L C*Sp*Su
Crouch Medium Kick 4 4 14 -4 -1 13 16 70 100 40 L Sp*Su
Crouch Hard Kick 8 3 21 -6 - 17 - 110 200 60 L -
Jump Up Light Punch 7 9 - - - 8 11 50 50 20 H -
Jump Up Medium Punch 5 4 - - - 11 15 80 100 40 H -
Jump Up Hard Punch 7 4 - - - 15 18 100 200 60 H -
Jump Up Light Kick 7 10 - - - 8 11 40 50 20 H -
Jump Up Medium Kick 6 7 - - - 11 15 80 100 40 H -
Jump Up Hard Kick 6 2 - - - 15 18 100 200 60 H -
Jump Forward Light Punch 7 8 - - - 8 11 40 50 20 H -
Jump Forward Medium Punch 5 6 - - - 11 15 70 100 40 H -
Jump Forward Hard Punch 5 4 - - - 15 18 100 200 60 H -
Jump Forward Light Kick 5 7 - - - 8 11 50 50 20 H -
Jump Forward Medium Kick 6 4 - - - 11 15 80 100 40 H -
Jump Forward Hard Kick 5 7 - - - 15 18 100 200 60 H -
Back + Medium Kick (Overhead) 15 2 17 -5 -2 13 16 80 100 40 H -
Forward + Medium Kick 11 5 11 -2 +1 13 16 60 100 40 HL -
Forward + Hard Kick 23 2 20 -4 -1 17 20 120 150 60 H -
Target Combo 1 6 3 24 -9 -4 17 22 30 50 30 HL Sp*Su
Level 1 Focus Attack 22 2 42 -28 -28 15 15 60 100 20 HL -
Level 2 Focus Attack 17+13 2 42 -22 - 21 - 90 150 40 HL -
Level 3 Focus Attack 68 2 42 - - - - 150 200 60 - -
Forward + Throw 3 2 20 - - - - 120 80 40 0.9 -
Back + Throw 3 2 20 - - - - 130 80 60 0.9 -
Fireball 14 - 47 -7 -3 -18 -22 60 100 10/20 HL Su
Fireball EX 14 - 44 -1 +2 13 16 50*40 50*50 0/0 HL Su
Shoryuken Light Punch 4 11 17+9 -16 - 20 - 120[80] 200[100] 30/40 HL Su
Shoryuken Medium Punch 4 3*11 25+9 -24 - 20 24*- 80*80 100*100 30/30*16 HL Su
Shoryuken Hard Punch 3 2*2*12 30+9 -30 - 20 24*-*- 70* 40* 30 100* 50* 50 30/30* 10* 10 HL Su
Shoryuken EX 5 2*2*3*7 45+9 -40 - 20 - 80*60*50*50 100*50x3 0/0 HL Su
Hurricane Kick Light Kick 6 1(4)2(6)2 12+8 -9 -5 20 24 50*40*40 50x3 20/20* 10* 10 HL Su*-*-
Hurricane Kick Medium Kick 6 2(5) 2(5) 1(5) 2(5) 2 14+9 -4 0 20 24 60*40x3 50x4 20/20* 10x3 HL Su*-x3
Hurricane Kick Hard Kick 6 2(6) 1(5) 1(5) 1(5) 1(5) 1(5) 2(4) 2 12+12 -5 -1 20 24 80*40x4 50x5 20/20* 10x4 HL Su*-x4
Hurricane Kick EX 6 2(4) 1(3) 1(4) 1(3) 1(4) 1(4) 1(3) 1 9+14 -3 +1 20 24 50*40x4 50x5 0/0 HL Su*-x4
Hurricane Kick Light Kick (Air) 8 - 10 - - 15 18 50 50 10/30 HL -
Hurricane Kick Medium Kick (Air) 7 - 10 - - 15 18 60 50 10/30 HL -
Hurricane Kick Hard Kick (Air) 7 - 10 - - 15 18 60 50 10/30 HL -
Hurricane Kick EX (Air) 6 - 4 - - 15 18 40 50 0/0 H -
Super 1+2(1) 2* 2* 8(20) 1* 3* 7 31+12 -29 - 20 - 50x4*100x2 0 0/0 HL -
Ultra 1+9 2*2*5x7*1 32+50 - - 27*16x9 - 380-546 0 0/0 HL -
Move Startup Active Recover Frame Adv. Block Frame Adv. Hit Block stun Hit stun Damage Stun Meter Gain Block Cancel

Thanks to Gilley and DannyCat for providing this frame data. Contributions to this guide by YFlow.

Posted by lol on March 5, 2009 at 7:47 a.m. #1

Super 1+2(1)
Ultra 1+9

what are the +frames even supposed to mean?.

 

Posted by Sukiyaki on March 5, 2009 at 8:35 p.m. #2

Well, it seems that in that case, the first number indicates how many frames it takes for the super to start, and the second on how many more frames does it take to hit...
But that's a guess...even tough it makes sense XD

 

Posted by yo on March 10, 2009 at 7:01 p.m. #3

What? so shoryuken medium does more damage than strong?

 

Posted by Akuma Player on April 19, 2009 at 2:06 p.m. #4

There are two sets of "Forward Medium Kick" Data? I'm guessing the 15 Frames move is supposed to be his overhead move (back Medium Kick?)?

Just need it clarifying.

 

Posted by Asher on April 29, 2009 at 4:30 a.m. #5

How about puttin up all the invincibility data to.
That would be awesome.

 

Posted by cow on May 1, 2009 at 9:39 a.m. #6

I was just thinking the same thing myself. None of the standard frame data sets I've seen include invincibility frames :(

 

Posted by StreetCleaner IV on June 17, 2009 at 9:11 a.m. #7

S**t man, do we need a degree to do this??? its all too god damn deep :(

 

Posted by Madenka on June 29, 2009 at 4:56 p.m. #8

Although he might not be as good, I think Ken is more fun than Ryu if you like hitting with combos or appreciate the aggressive stun style.

His jabs are awesome, 3 frame startup with +7 on hit is so smooth. Forward + MK is in my opinion the best poke in the game.

 

Posted by Shinryuken on November 11, 2009 at 10:57 p.m. #9

I agree with the best poke in the game. Also Ken>Ryu anyday.

 

Posted by BEAST on November 28, 2009 at 2:29 a.m. #10

@ Shinruken
Ryu is better then Ken in almost every aspect
footspeed, damage, move speed, zoning, footsies, ken only has better mixup off tatsu's

 

Posted by Bruneo_Dj on February 7, 2010 at 3:03 p.m. #11

ken is the best player ... he is the best character and has the best shoryuken of all ....

 

Posted by Ken Masters Hoang on February 9, 2010 at 8:37 a.m. #12

Ken has been better than Ryu ever since SF2 Champion Edition. Then Super SF2 gave him flaming uppercut and he became a god!

 

Posted by shadow0501 on February 10, 2010 at 2:12 p.m. #13

hard punch shoryuken has more range than medium and goes higher

 

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