Frame List|KEN

V-Trigger I V-Trigger II

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 7 5 2 0 -3 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

7 2 15 3 2 6 5 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

9 2 20 5 -3 13 5 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+7F)

Standing LK

L

4 2 9 3 -1 0 -4 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

8 3 19 1 -2 9 6 VVS 6060 100100 0 / 30 High Forces stand

Standing HK

H

14 2 26 3 -4 10 3 VVS 8080 150150 0 / 50 High Triggers Crush Counter (D)

Crouching LP

(WHILE CROUCHING)

L

4 3 7 4 2 0 -2 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 5 2 6 3 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

6 5 22 -4 -9 8 3 SCAVVS 90
(*70)
90
*
150150 0 / 50 High Triggers Crush Counter (D)
Forces stand
*From active frame 2F

Crouching LK

(WHILE CROUCHING)

L

4 2 7 4 1 -1 -4 VVS 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

6 2 14 0 -4 1 -3 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

8 3 23 D -12 D 0 VVS 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

5 6 7070 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

9 4 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 7 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

6 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Inazuma Kick

+

M

22 3 19 1 -6 6060 100100 0 / 30 Mid

Thunder Kick

+

H

(HOLD BUTTONS)
26 3 22 2 -6 8080 150150 0 / 50 Mid

Thunder Kick (Feint)

+

H

34 total frames

Chin Buster

+

M

5 2 17 0 -2 5 3 SCAVVS 5050 8080 0 / 30 High

Chin Buster 2nd

+

M

H

6 3 27 D -13 D 3 SCAVVS 5050 8080 0 / 60 High

Lion Breaker

M

H

10 4 20 D -6 D 2 SCAVVS 5050 100100 0 / 60 High Will not hit crouching opponents
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Knee Bash

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 120120 0 / 70 Throw

Hell Wheel

(CLOSE TO OPPONENT)+

L

L

5 3 17 140140 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Quick Step

M

M

22 total frames

Quick Step (Hold Button)

M

M

(HOLD BUTTONS)
24 2 25 D -6 D 7 V 5050 100100 V-Gauge 0 / 100 High

Heat Rush

H

H

1 21 V-Gauge -900 / 0 V-Gauge Timer + 1200F
Special move performance enhanced while active

Senpu Nataotoshi

(DURING GUARD)+

LMH

12 2 24 2 -2 4040 00 V-Gauge -300 / 0 High 1F - 25F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Hadoken

+
14 49 total frames -2 -8 20 14 CAV 6060 100100 5 / 20 High

VHadoken

+
13 48 total frames D -7 CA 6060 100100 5 / 20 High

EX Hadoken

+
12 45 total frames 3 1 23 21 V 9090
*
150150
*
-300 / 0 High

VEX Hadoken

+
12 44 total frames D 3 110110
*
150150
*
-300 / 0 High

L Shoryuken

+

L

3 11 21+9 frame(s) after landing D -25 D -7 CAV 110
(*70)
110
*
150
(*100)
150
*
20 / 40 High 6F - 1F - 5F throw invincibility
Subject to counter hit during move duration
*From active frame 2F

M Shoryuken

+

M

4 12 24+11 frame(s) after landing D -26 D -7 CA*V* 130130
*
150150
*
20 / 40 High 8F - 1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*V*Only possible during 1st attack

H Shoryuken

+

H

4 13 30+13 frame(s) after landing D -34 -12/D -7 CA*V* 140140
*
150150
*
20 / 40 High 8F - 3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*V*Only possible during 1st, 2nd attack

VL Shoryuken

+

L

3 12 20+7 frame(s) after landing D -21 CA 130
(*80)
130
*
150
(*100)
150
*
20 / 40 High 8F - 1F - 5F throw invincibility
Subject to counter hit during move duration
*From active frame 2F

VM Shoryuken

+

M

4 13 23+11 frame(s) after landing D -24 CA* 150150
*
150150
*
20 / 40 High 8F - 1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*Only possible during 1st attack

VH Shoryuken

+

H

4 14 31+13 frame(s) after landing D -34 CA* 160160
*
150150
*
20 / 40 High 8F - 3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*Only possible during 1st, 2nd attack

EX Shoryuken

+
4 15 47+13 frame(s) after landing D -45 7/7/-/2/2/D -7 V 160160
*
200200
*
-300 / 0 High 7F - 1F - 5F full invincibility
Subject to counter hit during move duration (1.2x damage)

VEX Shoryuken

+
4 19 43+13 frame(s) after landing D -40 180180
*
200200
*
-300 / 0 High 8F - 1F - 6F full invincibility
Subject to counter hit during move duration (1.2x damage)

L Tatsumaki Senpukyaku

+

L

3 6 14+11 frame(s) after landing D -8 D 2 CA*V* 5050
*
100100
*
10 / 30 High 5F - Can cross-up
CA*V*Only possible during 1st attack

M Tatsumaki Senpukyaku

+

M

6 10 14+10 frame(s) after landing D -9 D 9 CA*V* 8080
*
150150
*
10 / 30 High 9F - Can cross-up
CA*V*Only possible during 1st attack
If the first hit does not connect, damage for the 2nd and 3rd hits increases from 40 + 40, to 75 + 75

H Tatsumaki Senpukyaku

+

H

14 10 5+16 frame(s) after landing D/3 -4 140140
*
200200
*
20 / 40 High 14F -

VL Tatsumaki Senpukyaku

+

L

3 6 14+9 frame(s) after landing D -8 CA* 9090
*
150150
*
10 / 30 High 6F - Can cross-up
CA*Only possible during 1st attack

VM Tatsumaki Senpukyaku

+

M

6 13 13+18 frame(s) after landing D -9 CA* 100100
*
150150
*
10 / 30 High 9F - Can cross-up
CA*Only possible during 1st attack
If the first hit does not connect, damage for the 2nd and 3rd hits increases from 50 + 50, to 75 + 75

VH Tatsumaki Senpukyaku

+

H

13 11 5+16 frame(s) after landing D -2 160160
*
200200
*
20 / 40 High 13F -

EX Tatsumaki Senpukyaku

+
8 13 32+13 frame(s) after landing D -58 160160
*
200200
*
-300 / 0 High 8F -

VEX Tatsumaki Senpukyaku

+
6 13 32+13 frame(s) after landing D -58 180180
*
200200
*
-300 / 0 High 6F -

L Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

L

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

M Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

M

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

H Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

H

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

VL Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

L

9 6 9 frame(s) after landing 100100 150150 0 / 60 High Can cross-up

VM Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

M

9 6 9 frame(s) after landing 100100 150150 0 / 60 High Can cross-up

VH Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

H

9 6 9 frame(s) after landing 100100 150150 0 / 60 High Can cross-up

EX Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+
8 6 13 frame(s) after landing D 7070 100100 -300 / 0 High

VEX Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+
8 6 16 frame(s) after landing 8080
*
200200
*
-300 / 0 High
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Guren Enjinkyaku

+
1+4 2 44 D -26 340340 00 -900 / 0 High 2F - 22F 1F - 6F full invincibility

Active frames are the total value of the valid frames.

Normal Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Standing LP

L

4 2 7 5 2 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Standing MP

M

7 2 15 3 2 SCAVVS 6060 100100 0 / 30 High

Standing HP

H

9 2 20 5 -3 SCAVVS 8080 150150 0 / 50 High Triggers Crush Counter (+7F)

Standing LK

L

4 2 9 3 -1 SCAVVS 3030 7070 0 / 20 High

Standing MK

M

8 3 19 1 -2 VVS 6060 100100 0 / 30 High Forces stand

Standing HK

H

14 2 26 3 -4 VVS 8080 150150 0 / 50 High Triggers Crush Counter (D)

Crouching LP

(WHILE CROUCHING)

L

4 3 7 4 2 SCAVVS 3030 7070 0 / 20 High Can be rapid canceled

Crouching MP

(WHILE CROUCHING)

M

6 3 12 5 2 SCAVVS 6060 100100 0 / 30 High

Crouching HP

(WHILE CROUCHING)

H

6 5 22 -4 -9 SCAVVS 90
(*70)
90
*
150150 0 / 50 High Triggers Crush Counter (D)
Forces stand
*From active frame 2F

Crouching LK

(WHILE CROUCHING)

L

4 2 7 4 1 VVS 2020 7070 0 / 20 Low Can be rapid canceled

Crouching MK

(WHILE CROUCHING)

M

6 2 14 0 -4 SCAVVS 5050 100100 0 / 30 Low

Crouching HK

(WHILE CROUCHING)

H

8 3 23 D -12 VVS 9090 150150 0 / 50 Low Triggers Crush Counter (D)

Jumping LP

(DURING JUMP)

L

3 6 4040 7070 0 / 20 Mid

Jumping MP

(DURING JUMP)

M

5 6 7070 100100 0 / 30 Mid

Jumping HP

(DURING JUMP)

H

9 4 9090 150150 0 / 50 Mid

Jumping LK

(DURING JUMP)

L

4 7 4040 7070 0 / 20 Mid

Jumping MK

(DURING JUMP)

M

6 5 6060 100100 0 / 30 Mid Can cross-up

Jumping HK

(DURING JUMP)

H

8 5 9090 150150 0 / 50 Mid
Unique Attacks
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Inazuma Kick

+

M

22 3 19 1 -6 6060 100100 0 / 30 Mid

Thunder Kick

+

H

(HOLD BUTTONS)
26 3 22 2 -6 8080 150150 0 / 50 Mid

Thunder Kick (Feint)

+

H

34 total frames

Chin Buster

+

M

5 2 17 0 -2 SCAVVS 5050 8080 0 / 30 High

Chin Buster 2nd

+

M

H

6 3 27 D -13 SCAVVS 5050 8080 0 / 60 High

Lion Breaker

M

H

10 4 20 D -6 SCAVVS 5050 100100 0 / 60 High Will not hit crouching opponents
Normal Throws
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Knee Bash

(CLOSE TO OPPONENT)OR+

L

L

5 3 17 120120 120120 0 / 70 Throw

Hell Wheel

(CLOSE TO OPPONENT)+

L

L

5 3 17 140140 200200 0 / 100 Throw
V-System
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Quick Step

M

M

22 total frames

Quick Step (Hold Button)

M

M

(HOLD BUTTONS)
24 2 25 D -6 V 5050 100100 V-Gauge 0 / 100 High

Shinryuken

H

H

1+8 13 28+30 frame(s) after landing D -51 SCA 140140
*
200200
*
V-Gauge -600 / 0
0 / 40
High 11F - V-Gauge Timer + 3000F
19F - 61F projectile invincibility
1F - 18F projectile & throw invincibility
Gains an exclusive special move
Can rapid-press P on hit
Can cancel the landing recovery into a special move on hit

Shinryuken (Lv2)

H

H

(REPEAT BUTTON)
1+8 25 54+40 frame(s) after landing D SCA 170170
*
200200
*
V-Gauge -600 / 0
0 / 40
High 11F - Uses 1500F V-Gauge Timer
19F - 94F projectile invincibility
1F - 18F projectile & throw invincibility
Can cancel the landing recovery into a special move on hit

Shinryuken (Lv3)

H

H

(REPEAT BUTTON)
1+8 31 71+40 frame(s) after landing D SCA 180180
*
200200
*
V-Gauge -600 / 0
0 / 40
High 11F - Uses 1500F V-Gauge Timer
19F - 111F projectile invincibility
1F - 18F projectile & throw invincibility
Can cancel the landing recovery into a special move on hit

Senpu Nataotoshi

(DURING GUARD)+

LMH

12 2 24 2 -2 4040 00 V-Gauge -300 / 0 High 1F - 25F attack & projectile invincibility
Recover 200 stun upon activation
Special Moves
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Hadoken

+
14 49 total frames -2 -8 CAV 6060 100100 5 / 20 High

EX Hadoken

+
12 45 total frames 3 1 V 9090
*
150150
*
-300 / 0 High

L Shoryuken

+

L

3 11 21+9 frame(s) after landing D -25 CAV 110
(*70)
110
*
150
(*100)
150
*
20 / 40 High 6F - 1F - 5F throw invincibility
Subject to counter hit during move duration
*From active frame 2F

M Shoryuken

+

M

4 12 24+11 frame(s) after landing D -26 CA*V* 130130
*
150150
*
20 / 40 High 8F - 1F - 6F invincible to mid-air attacks
Subject to counter hit during move duration
CA*V*Only possible during 1st attack

H Shoryuken

+

H

4 13 30+13 frame(s) after landing D -34 CA*V* 140140
*
150150
*
20 / 40 High 8F - 3F - 6F attack & projectile invincibility
Subject to counter hit during move duration
CA*V*Only possible during 1st, 2nd attack

EX Shoryuken

+
4 15 47+13 frame(s) after landing D -45 V 160160
*
200200
*
-300 / 0 High 7F - 1F - 5F full invincibility
Subject to counter hit during move duration (1.2x damage)

L Tatsumaki Senpukyaku

+

L

3 6 14+11 frame(s) after landing D -8 CA*V* 5050
*
100100
*
10 / 30 High 5F - Can cross-up
CA*V*Only possible during 1st attack

M Tatsumaki Senpukyaku

+

M

6 10 14+10 frame(s) after landing D -9 CA*V* 8080
*
150150
*
10 / 30 High 9F - Can cross-up
CA*V*Only possible during 1st attack
If the first hit does not connect, damage for the 2nd and 3rd hits increases from 40 + 40, to 75 + 75

H Tatsumaki Senpukyaku

+

H

14 10 5+16 frame(s) after landing D/3 -4 140140
*
200200
*
20 / 40 High 14F -

EX Tatsumaki Senpukyaku

+
8 13 32+13 frame(s) after landing D -58 160160
*
200200
*
-300 / 0 High 8F -

L Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

L

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

M Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

M

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

H Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+

H

9 6 10 frame(s) after landing 8080 100100 0 / 60 High Can cross-up

EX Airborne Tatsumaki Senpukyaku

(DURING FORWARD JUMP)+
8 6 13 frame(s) after landing D 7070 100100 -300 / 0 High

Shinryuken

(DURING V-TRIGGER II)

H

H

9 13 28+30 frame(s) after landing D -51 SCA 140140
*
200200
*
0 / 40 High 12F - Uses 2000F V-Gauge Timer
1F - 61F projectile invincibility
Can be canceled into from V-Trigger-cancelable moves
Can rapid-press P on hit
Can cancel the landing recovery into a special move on hit

Shinryuken (Lv2)

(DURING V-TRIGGER II)

H

H

(REPEAT BUTTON)
9 25 54+40 frame(s) after landing D SCA 170170
*
200200
*
0 / 40 High 12F - Uses 1500F V-Gauge Timer
1F - 94F projectile invincibility
Can cancel the landing recovery into a special move on hit
Critical Art
Move Name Frame Recovery V-Trigger Cancel Recovery Cancel Info Damage Stun Meter Gain
(Whiff/Hit)
Properties Projectile
Nullification
Airborne
Hurtbox
Comments
Startup Active Recovery On Hit On Block On Hit On Block

Guren Enjinkyaku

+
1+4 2 44 D -26 340340 00 -900 / 0 High 2F - 22F 1F - 6F full invincibility