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Ken Masters

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Fighter's Pride Mini Wiki
--Shotokan Showdown--

Ryu's best friend and fellow Shotokan Fighter. Moves are very similar to Ryu's and in some games identical.

Games

Move List

Standing Normal Punches

"Jab"

LP while Standing (SF, MvC, CvS, SvC, Ev); LP while Standing Close (SFA1, SFA2, SFEX), B+P (PF)
(Identical to Ryu's "Jab")
A quick jab forwards with his left (near) hand.

"Straight Punch"

MP while Standing (SF2,SFA3,SF3), HP while Standing (SF2);HP (SFA1,SFA2,SFEX); P (PF)
(Identical to Ryu's "Straight Punch")
A powerfull punch straight forwards with his right (far) hand.

"Head Punch"

MP or HP(SF1)
(Identical to Ryu's "Head Punch")
Ken punches with his right arm slightly upwards towards a standing opponent's head. The HP version of this moves knocks the opponent back.

"Left Hook"

HP while Standing Close (SFA3), HP while Standing (SF3)
(Identical to Ryu's "Left Hook")
Ken hooks his left hand across his opponent's chest.

"Elbow Jab"

LP while Standing Close (all games)
(Identical to Ryu's "Elbow Jab")
Ken quickly hits his opponent on the head with his left elbow.

"Body Blow"

MP while Standing Close (SF2,SFA,SF3)
(Identical to Ryu's "Body Blow")
Ken punches his opponent in the gut with his right hand.

"Standing Uppercut"

HP while Standing Close (SF2, SF3); MP (SFA1-2,SFEX)
(Identical to Ryu's "Standing Uppercut")
Ken performs a standing uppercut with his left arm.

Standing Normal Kicks

"Low Roundhouse Kick"

LK while Standing Close (SF2), LK (SFA, SF3, SFEX)
(Identical to Ryu's "Low Roundhouse Kick")
A quick, weak low roundhouse kick targeting his opponent's mid-leg area with the front of his foot.

"High Side Kick"

MK while Standing (SF2); LK while Standing (SF2); MK (SFA, SFEX); LK (SF1)
(Identical to Ryu's "High Side Kick")
Ken leans back and performs a high side kick with his leading leg.

"Lunging High Side Kick"

MK (SF3)
Ken performs a High Side Kick and then lunges forwards. Holding the MK button performs a Inasuma Kakato Wari, which extends the height of the kick, brings his foot down in an axe kick, and prevents the forwards lunge.

"High Roundhouse Kick"

MK (SF1)
(Identical to Ryu's "High Roundhouse Kick")
Ken spins around while dealing a very high roundhouse kick to his opponent's chin.

"Reverse Roundhouse Kick"

HK while Standing (SF2, SFA); HK while Standing Close (SFA1-2); P (PF)
(Identical to Ryu's "Reverse Roundhouse Kick")
Ken performs a reverse roundhouse kick targetting his opponent's chin with his heel.

"Lunging High Roundhouse Kick"

HK (SF3, SFEX);
Ken performs a high roundhouse kick targeting his opponent's waist while lunging forwards.

"Knee Thrust"

MK while Standing Close (SF2, SFA2G)
(Identical to Ryu's "Knee Thrust")
Ken thrusts his knee high into his opponent's gut.

"Axe Kick"

HK while Standing Close (SF2,SFA3); MK (SFA1-2)
(Identical to Ryu's "Axe Kick")
Ken sends his foot straight up into the air and then it comes back down on his opponent.

Crouching Normals

"Crouching Jab"

D+LP (SF2, SFA,SF3, SFEX,MvC,CvS,SvC,CFE), D+MP (SF3)
(Identical to Ryu's "Crouching Jab")
Like Ken's "Left Handed Jab" except he is crouching.

"Crouching Punch"

D+MP (SF2, SFA, SFEX)
(Identical to Ryu's "Crouching Punch")
Like Ken's "Right Handed Punch" except he is crouching.

"Raised Crouching Punch"

D+P (SF1) (Identical to Ryu's "Raised Crouching Punch")
Ken raises his arm slightly as he punches with his right hand while crouching. The HP version of this moves knocks the opponent back.

"Upper"

D+HP ((SF2, SFA, SF3, SFEX, MvC, CvS, SvC, Ev)); CF+P (PF)
(Identical to Ryu's "Upper")
Ken rises from a crouching position while performing an uppercut with his right hand.

"Quick Low Kick"

D+LK (all games); D+MK (SF1)
(Identical to Ryu's "Quick Low Kick")
With his right knee planted on the ground, his left leg does a quick short low kick. In SF1, the MK version of this move knocks the opponent back.

"Long Low Kick"

D+MK (SF2, SFA, SFEX), D+LK (SF3)
(Identical to Ryu's "Long Low Kick")
While crouching, Ken drops down further, sharing his weight between his right arm and bent right leg, and extends his left foot far forwards.

"Right Low Kick"

D+MK (SF3)
(Identical to Ryu's "Right Low Kick")
Ken braces himself with his right arm, has his left knee bent forwards, and slides his right foot far forwards.

"Drop Sweep"

D+HK (SF,Vs,CFE)
(Identical to Ryu's "Drop Sweep")
While crouching, Ken extends his right foot and twists about his left foot, often times tripping his opponent.

Normal Air Punches

"Air Jab"

LP while in air (all games)
(Identical to Ryu's "Air Jab")
Ken jabs with is (near) left hand diagonally downwards.

"Air Elbow"

JP+LP (SF3)
(Identical to Ryu's "Air Elbow")
Ken brings down his left elbow on his opponent's head.

"Air Punch"

(MP or HP) in the air (SF2,SF3, SFEX); P in the air (PF)
(Identical to Ryu's "Air Punch")
Ken punches with his right (far) hand diagonally downwards.

"Forwards Air Punch"

U+HP (SF3)
(Identical to Ryu's "Forwards Air Punch")
Ken punches straight forwards (presumably against an oppenent jumping at him) while jumping or descending vertically in the air.

Normal Air Kicks

"Air High Kick"

U + (LK or MK) (SF1, SF2)
(Identical to Ryu's "Air High Kick")
Ken kicks his right leg high up to head level while in the air.

"Spinning Air Kick"

U + HK (SF1)
(Identical to Ryu's "Spinning Air Kick")
While jumping upwards, Ken twirls about one leg once with his other leg kicking diagonally down and outwards. This is essentially a single spin of the Tatsumaki Sempu Kyaku.

"Air Forwards Kick"

U + HK (SF2)
(Identical to Ryu's "Air High Kick")
Ken kicks his right leg straight forwards while in the air. His bent right arm also punches upwards.

"Air Fowards High Kick"

U + HK (SF2)
(Identical to Ryu's "Air Forwards High Kick")
While in the air, Ken twists his body about and sends his right foot diagonally upwards and forwards.

"Downwards Jump Knee"

JD + LK (SF2, SF3), J + LK (SF3)
(Identical to Ryu's "Downwards Jump Knee")
While in the air, Ken bends his left knee and aims it downwards and forwards. In SF2, his left hand also punches parallel to his knee, while in the SF3 version it just hangs down.

"Upwards Jump Knee"

LK (in air) (SFEX) While in the air, Ken brings his knee upwards.

"Jump Kick"

JD + K (SF1); JD + (MK or HK) (SF2, SF3); (MK or HK) while in air (SFEX); K in the air (PF)
While in the air, Ken kicks his left leg diagonally and downwards. In games after SF1 his left hand also punches parallel to his kick. In SFEX, the HK version is angled a little higher than the MK version.

Throws

Seoi Nage

Punch Throw (SF2)
(Identical to Ryu's Seoi Nage)
Ken grapples his opponent and tosses him over his shoulder.

Tomoe Nage

RDP + Throw (PF)
(Identical to Ryu's Tomoe Nage)
Ryu grapples his opponents with his foot against his stomach, rolls onto his back, and tosses them across the stage with his foot away from his head.

Jigoku Garuma

Kick Throw (SF2, SFA, SF3, SFEX, VsF)
Essentially a rolling Tomoe Nage. Ken grapples his opponents with his foot against his stomach, rolls twice or more onto his back, and tosses them across the stage with his foot away from his head.

Tsugami Nage

Punch Throw (SFA)
Ken grabs his opponent, knees him in the gut several times and follows up with an Axe Kick.

Fumi Tomoe Nage

HCB + Throw (PF)
(Identical to Ryu's Fumi Tomoe Nage)
Ken performs a Tomoe Nage, but tosses his opponent very high into the air.

Jigoku Fuusha

Air Throw (SFA,CvS2,SFEX, PF)
Ken grab's his opponent in the air, lands on his back, and tosses his opponent backwards as in a Tomoe Nage.

Hattrick Shoot

HCF+Throw (PF)
Ken rolls up his opponent like a soccar ball, soccar kicks them, and they bounce around the screen for a while.

Special Normals

Inazuma Kakato Weri

F+MK (SFA), B + MK (SF3), MK (hold) (SF3); F + K (PF)
Ken continues his medium kick upwards (hitting the opponent on the way up) and then brings it down in an Axe Kick (hitting the opponent a second time on the way down).

Ushiro Mawashi-geri

F + MK (SFA)

Fumikomi Mae Geri

F + MK (SF3)
Ken lunges forward and does a mid-ranged front kick with his forward leg.

Shiden Kaokato Otoshi

F + HK (holding cancels the move) (SF3)
A lunging axe kick that moves Ken forward. Does not strike on the way up like the Inazuma Kokato Weri and is performed with his other leg.

Ashibarai

CF + K (PF)
(Identical to Ryu's "Ashibarai")
While crouching, Ken kicks forwards against his opponent, causing him to fly backwards.

Special Moves

Hadouken

QCF+P (all games),QCF+2P (SF3TS)
Ken gathers Chi into an energy ball and releases that energy towards an opponent. In later games, his Hadouken was weakened while his Shoryuken strengthened. This move is always performed with QCF+P. The higher the strength of the punch button pressed, the faster the hadouken travels across the screen. The Hadouken is about half the size of a Ken and is released at chest-level. Ken does not have a large variety of alternate versions of this move as Ryu does. The EX version in Street Fighter 3: Third Strike can be considered the fourth level of Hadouken after an HP version, although it does hit twice and will knock down an opponent. In Pocket Fighter, a levelled up Hadouken has the fire property.

Shoryuken

DP+P (all games), DP+2P (SF3TS)
Ken's specialty attack. It is a rising dragon uppercut attack which moves slightly forwards (though not as forwards as Ken's would later do). Ken was eventually given a stronger version of this move, which moves forwards more than Ryu's. The higher the strength of the punch button used, the higher, farther, and harder the attack. The fierce version of this move in later games moves with fire and will knock down and enflame a struck opponent. The EX version in Street Fighter 3: Third Strike can be considered the fourth level of Shoryuken after the HP version. In Pocket Fighter, the Shoryuken gains the fire attribute when it is levelled up.

Tatsumaki Senpukyaku

QCB+K (all games), QCB+2K (SF3TS)
The Tatsumaki Senpukyaku is the third basic move characteristic of the Shotokan style of martial arts. Ken leaps straight in the air with one leg while the other spins around in a fierce hurricane kick. While spinning, Ken travels horizontally forwards across the screen. In Street Fighter II Turbo and most games since, this move can be performed in the air. The higher the strength of the kick button used, the longer, farther, and harder the attack. The EX version in Street Fighter 3: Third Strike can be considered the fourth level of this move after the HP version. In Pocket Fighter, this kick has the fire property once it is levelled up. In the Marvel vs Capcom Series, Ken will also move upwards while moving forwards across ths screen (while Ryu's does not).

In Street Fighter EX, this move only performs one twisting air kick, which can be repeated up to three times while still in the air. The weaker the kick, the higher Ken travels upwards. The stronger the kick, the more forward motion is gained. This move cannot be started while in the air. Ken regains the more traditional version of this move in Street Fighter EX 2, which may be started from the air, while the other fighters with this move do not.

Super Moves

Shoryu Reppa

DQCF+P (SSF2T-X,SFA-A,SFEX, PF); DP+Special (PF)
Ken performs a short-ranged Shoryu-Ken. When his feet touches the ground, he immediately performs a long-ranged Shoryu-Ken.

Shinryuken

DQCB+K,K repeatedly (SFA1); DQCF+K,K repeatedly (SFA2-3-A), DQCB+K (SFEX), DQCF+K,any button repeatedly (PF), RDP + Special (PF)
Ken does a Shoryuken straight up into the air, furiously rising and spinning. In some games, the more you press the Kick button after executing this move, the more hits his opponent takes.

Shippujinrai Kyaku

DQCB+K (SFA3-A, SFEX); DQCF+K (SF3); DHCB+K (PF), HCF + Special (PF)
Ken kicks his opponent backwards with several high round kicks followed up by a rising Tatsumaki-Senpu-Kyaku.

Kuzuryu-Reppa

DQCB+3K (SFEX3)
Ken performs the round kick stage of his Shippujinrai Kyaku, followed by a Shoryu Reppa, and finishing with a Shin-Ryuken.

Souryuken

DQCB+3P (SFEX3);
Ken and Ryu kick their opponent kick their opponent around between themselves, launch their opponent into the air, and finish with synchronized Shoryukens.

Guard Crushes

"100 Tons"

Special (PF)
Ken swings a 100 ton hammer over his head, flattening his adversary.

"Jackass Kick"

B + Special (PF)
Ken jumps on top of a donkey, which lifts up its hind legs and kicks his opponent in the jaw.

"Spiked Mace"

D + Special (PF)
(Identical to Ryu's "Spiked Mace")
Ken swings a giant heavy spiked mace upwards at his opponent.

"Counterpunch"

(when being attacked by a Guard Crush) B + Special (PF)
(Identical to Ryu's "Counterpunch")
Ken blocks the incoming attack and punches his opponent in the face.

Non-Attack Moves

Zenpo Tenshin

QCB+P (SFA, SFEX); RDP+P (CvS2)
Ken rolls forwards, perhaps going underneith a Hadouken-style projectile.

Zento

QRF+SELECT (SFA2-3)

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