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Ken Masters

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Street Fighter/Ken Masters
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Ken Masters is a major protagonist of the Street Fighter series. As the rich American heir to the Masters Foundation, Ken was sent by his father to Japan, to train under the mysterious karate master, Gouken. For many years to come, Ken was trained in the Ansatsuken fighting style alongside the man who would quickly become his lifelong friend and eternal rival, Ryu. Though Ken always aspired to be the strongest martial artist around, he eventually met his wife, Eliza, and settled down to raise their son, Mel.


Ken Masters

I wish you good luck!
~ Ken Masters

Origin
Origin Street Fighter
Creator Takashi Nishiyama, Shoei Okano
First Appearance Street Fighter (1987)
Voiced by Japanese
Tetsuya Iwanaga, Kōji Tobe, Yūji Kishi

English
Reuben Langdon, David Matranga

Characteristics
Species Human
Gender Male
Pronouns He/Him
Sexuality Heterosexual
Age 20 to 40 years old
Birthday February 14
Height 175 cm
Weight 72 kg
Ethnicity Three-Quarters Japanese, One-Quarter American
Status Alive
Alignment Chaotic Good / Chaotic Evil (Violent Ken)
Archetype Rival/The Heart/Skill Master
Occupation Hotel-Business Tycoon, Construction Worker
Time Period Modern
Language English/Japanese
Combat Style Ansatsuken / Mixed Martial Arts
Homeworld Earth
Relationships
Affiliations Ryu, Eliza Masters, Mel Masters, Gouken, Sean Matsuda
Enemies Akuma, M. Bison, JP

Background

This dropdown contains the synopsis of Ken’s story. Read at your own risk as you may be spoiled otherwise!

Ken Masters was the American son and heir to the Masters Foundation, a worldwide hospitality, hostel, and resort enterprise. Growing up rich, Ken had developed an ego and was labelled a bit of a delinquent. As a result, when Ken was only 12 years old, his father saw it fit to send him to Japan, where he would undergo the rigorous training of karate master, Gouken.

Though Ken was initially hesitant to learn from Gouken, as training continued, he learned to respect him. Ryu, who was Gouken's only other pupil, was the same age as Ken and quickly became not only his closest friend, but his fiercest rival. Ryu and Ken's training lasted over a decade, with them finally completing their training and being free to leave their dojo at 23 years old.

Street Fighter Alpha series
The moment his training was completed, Ken's main goals in life were to become a famous martial artist. As such, he immediately headed back for the United States, where he participated in a number of American Karate Tournaments, and won all of them. Because of this, he was crowned the King of American Fighters. It was during these run-throughs of the American tournaments that Ken met Eliza, an attractive American woman, who quickly fell in love with him and became his girlfriend. When Eliza asked Ken what he fought for, his motivation was no longer the fame, or the attention. Instead, he had one simple goal: to face Ryu one more time.[1]

Especially after hearing the story of Ryu defeating the Emperor of Muay Thai, Sagat, Ken knew that facing Ryu was his next mission. Flying back to Japan, Ken finds Ryu in a horrible state of overthinking and self-doubt, as he had tapped into the Dark Hado to defeat Sagat. In order to break him out of his daze, Ken faces his old friend and defeats him, before gifting Ryu a red headband to wear as a reminder of their fight whenever he feels lost. Ken then returned to America, and begins training even harder with Eliza's support.[2]

As time passes, Ken begins to wonder about his own life. Ryu seemed to be on the right track again, but what of him? Along the road to proving himself again, however, he encounters the nefarious dictator of Shadaloo, M. Bison. Though Ken doesn't know who Bison is, he confronts him, but is easily defeated and placed under hypnosis. Once Ryu shows up, Bison forces him to fight the hypnotized Ken, but Ryu manages to win the battle and free Ken from his mental prison. Ryu eventually defeats M. Bison himself, with Ken regaining consciousness. After Ryu and Ken promise to have another duel again soon, they part ways.[3]

Street Fighter II
Ken returned to the United States again to train, after having promised Ryu to engage in another match. However, as he and Eliza's love only continued to grow, he found himself spending less time training, and more time lounging on the beach with her. His skills and fighting spirit began to dwindle, until he received a letter from Ryu detailing the rigorous training he had been committing himself to. As a result, Ken re-entered the world of fighting, and signed up for the second World Warrior Tournament. Before leaving, he vowed to Eliza that they would be wed once he returned.[4]

However, what Ken didn't know is that the second World Warrior Tournament was being run by the Shadaloo organization, once again under the rule of M. Bison. As Ken made his way through the matches, he was eventually found by Bison, who once again decided to use him as a puppet, this time to try and kill Ryu once and for all. Infused with Psycho Power, Violent Ken was born, who was far more blood-thirsty and brutal than Ken ever had the capacity to be. He confronted Ryu and assaulted him, overpowering him completely. However, after Ken caught sight of the red headband that he'd given Ryu years before, he was able to break free of his possession.[5]

Ken continued to make his way through the tournament, and joined Ryu, Chun-Li, Guile, and Cammy in the finals. There, they each stood off against M. Bison, managing to defeat him in a fight that ensued in the wilderness. With Bison refusing Guile's offer to surrender himself, the dictator used all of his Psycho Power to self-detonate. Ken and the others managed to escape the blast.[6]

Now that the conflict against M. Bison was finally finished, Ken returned to Eliza in America, and the two were married just as he promised.

Street Fighter IV
With the announcement of a new tournament, Ken finds himself unsure whether he should compete. Many years have passed, and Ken's wife Eliza is far along in her pregnancy with their child. Sensing Ken's inner conflict, however, Eliza urges Ken to compete, as she still isn't due for some time. Hesitantly, Ken leaves in hopes of having a match with Ryu after so long.

During the tournament, Ken is forced to instead fight his self-appointed rival, Rufus, instead. As the tournament came to a close, thankfully, Ken did get to have his long-awaited fight against Ryu. Soon after their match, both Ryu and Ken notice Gouken, who they both thought to have been killed by Akuma. Though they both express disappointment that Gouken had not reached out to them earlier, they were still thankful for his survival, and went home in Ken's SUV.

Ken immediately travelled to the hospital, where he found Eliza had been admitted. Soon after expressing to her his joy over getting to face Ryu, Eliza gave birth to their son, who they decided to name Mel Masters.[7]

Street Fighter V
Several years passed, and Mel had grown into a young boy. Unexpectedly, the entire Masters family is invited to a party hosted by Karin Kanzuki at the Kanzuki Estate, which they plan on attending. Before doing so, however, Ken first travels to find Ryu, asking him if he is also attending the party. But after Ken defeats Ryu in a sparring match, Ryu leaves, stating that he will join them after completing his training.

Ken, Eliza, and Mel then travel to the Kanzuki Estate without Ryu, where they learn of the plan to infiltrate the Shadaloo base. Though many fighters are against Ken joining the fight, as he has a family to take care of, he insists upon joining, and heads to Brazil alongside Chun-Li and Cammy. It was here in Brazil that Ken first met Sean Matsuda, who would someday become his pupil.

It was only after Ryu's final defeat of M. Bison that Ken is able to reconnect with him, as Ken decided to stay in Brazil and help the Matsuda family fend off Shadaloo soldiers. Finding Ryu alone and meditating once again, he challenges him, and this time loses. Though Ryu drops his red headband following the match, Ken returns it to him, figuring he might still need it. With one final fist bump, they part ways.[8]

Street Fighter III series
Ken moves he and his family to southern Carolina, from Washington State. Though much time had past since his mission in Brazil, the young Sean Matsuda was unfaltering in begging Ken to take him in as a student. Ken reluctantly agreed, but all of Ken's responsibilities have begun to strain his relationship with Ryu. As a result, he decided to plan a visit with Ryu, and bring Sean along. In order to get more time with his family, Ken tells Sean not to return until he was able to defeat Ryu in a match. Ken then travelled back to America, where he instead sparred with his son, Mel.[9][10]

As time passed and Ken continued to train Mel and Sean, he eventually started entering American Tournaments once again, as was his pride during his younger years. Though Sean found himself getting knocked out in the first rounds, Ken managed to win the entire tournament. Waking Sean up and offering him the trophy, Sean turns down Ken's taunting offer, as he hopes one day to earn the trophy for himself.[11]

Street Fighter 6
Many years have passed, and Ken has returned to being the head of the Masters Foundation. However, business is starting to look rough, due to the interference by a mysterious group known as Amnesia. While out on a trip in Nayshall, a shady man named JP framed Ken for being involved in terrorism, which has put a target on his and his family's back. Though many know that Ken is being framed, and his name was cleared, he abandons his family and his company and goes into hiding, in order to keep them safe.

During his exile, Ken has taken up work as a SiRN construction worker in Metro City. His reason for fighting has been flipped on his head, and no matter how many people plead for him to return to his old life, he knows he never can until he gets back at JP for what he did to him. He questions if that means he must kill JP with his own two hands.[12]

Appearance

General Description: Ken has a lean but toned physique, honed through years of intensive training. Though he started as the typical stereotypical American-heartthrob-type, Ken would grow more gruff and weathered with age, especially after becoming a fugitive.

Facial Features: Ken typically sports blond hair with a middle-part, ranging from medium-length to long. His eyes that change between blue and brown depending on the title and, as is typical in Street Fighter, he has thick black eyebrows.

Clothing/Outfit: Ken wears a red variant of Ryu's karate gi, with its sleeves ripped off. He has a black belt, denoting his mastery over his martial art, as well as fingerless combat gloves. Ken usually does not wear shoes, until his days as a fugitive; during which he wears a large brown jacket and steel-toed boots to pass-off as a construction worker.

Special Features: Before handing it off to Ryu as a symbol of their friendship, Ken had a long red ribbon tied in his hair.

Alternate Forms/Disguises: Ken has a variety of alternative clothing options in the series, ranging from a professional suit-and-tie look, to his rugged construction-worker get-up. In Street Fighter V, Ken wears a more sports-oriented variant of his standard outfit, complete with a black compression shirt.

Personality

Relationships

Ryu

Ryu is completely dedicated to his journey of self-improvement. Ken shows great flexibility in his dealings with what comes his way. Their personalities could not be more different, Yet they got along so swimmingly during their training. After so many years, their relationship remains strong.
~ Gouken on Ryu and Ken's relationship[18]

Ken is Ryu’s closest friend and training partner, having grown up alongside him while learning Ansatsuken under Gouken. Their bond runs deep, and both consistently support one another through personal and martial challenges. Ken is attentive to Ryu’s state of mind, such as during the Alpha era when he gave Ryu his red headband to help him stay focused and grounded. He also encourages Ryu’s continued growth, as seen when he urges him to keep training before confronting larger threats.

Despite Ryu’s focus on constant improvement, the two make time to stay connected. Ken invited Ryu to his wedding, and Ryu accepted, and Ryu has also invited Ken to relax with him on occasion, highlighting a mutual respect and friendship beyond fighting. Ken sometimes worries that Ryu views him as privileged or less serious due to his background, while Ryu sees Ken as one of the few people he can confide in regarding his internal struggles. Their relationship carries occasional frustration, such as Ken’s annoyance when others constantly ask him about Ryu’s whereabouts, but it remains strong and supportive. They often greet each other with a fist bump before friendly sparring sessions, and while Ryu has won more matches between them, Ken remains determined and proud of their rivalry.

General Information

Name: Ken Masters[19]

Nicknames: Roaring Inferno[20]

Other Names: Violent Ken, Brainwashed Ken[21]

Origin: Street Fighter (1987)

Overall Series: Street Fighter

Greater Franchise: Capcom

First Appearance: Street Fighter (1987)

Company: Capcom

Creator: Takashi Nishiyama, Shoei Okano

Actor:

  • Japanese Voice Actor: Tetsuya Iwanaga (Street Fighter Alpha series), Kōji Tobe (Street Fighter III: New Generation & Second Impact), Yūji Kishi (Street Fighter III: Third Strike, Street Fighter IV, Street Fighter V, Street Fighter 6)
  • English Voice Actor: Reuben Langdon (Street Fighter IV, Street Fighter V), David Matranga (Street Fighter 6)

Gender: Male

Sexuality: Heterosexual

Pronouns: He/Him

Age: 20 to 40 years old

Blood Type: B[22]

Birthday: February 14th, 1965[23]

Time Period

Timeline: Main Timeline

Homeworld: Earth

Residence: America[27]

Story Role: Protagonist, Tournament Competitor

Legacy: Global Legacy (Ken is one of the several legendary fighters that are known across the world that the player becomes a disciple of in Street Fighter VI[28])

Influence: Event Influence

Language: English, Japanese

Ethnicity: Three-Quarters Japanese, One-Quarter American[29][30]

Religion: Buddhist

Classification: Martial Artist, Alpha Warriors, The World Warriors[31], King of American Fighters[32]

Species: Human

State of Being: Regular

Physiology: Humanoid Physiology

In-Universe Creator: Unknown

Occupation: Hotel-Business Tycoon, Construction Worker[33], Soldier of Shadaloo[34] (as Violent Ken)

Combat Style

  • Official
    • Main: Ansatsuken
    • Secondary: Mixed Martial Arts (Ken mainly learned the Ansatsuken fighting style, though he adapted on it so heavily that it could only be considered his roots. In developing his own series of movements and attacks, he essentially created his own style.)
  • Localization/Mistranslated: Shotokan Karate[35]

Affiliations: Ryu (Ryu and Ken grew up alongside each other as training partners[36] and eventually formed a brotherly rivalry[37]), Eliza Masters (His wife), Mel Masters (His son), Gouken (Ken's martial arts master), Sean Matsuda (Ken's disciple)

Enemies: Akuma (Ken witnessed Akuma nearly kill his master at a young age[38]), M. Bison (Ken is against Bison's villainy, particularly after being possessed by his psycho power), JP (JP framed Ken for terrorism, taking him away from his family. It got to the point where Ken contemplated killing him with his own two hands)

Height: 175cm (5'9")[39]

Weight: 72kg (158.7 lbs)[40]

Status: Alive

Alignment: Chaotic Good (Ken is a man with a great fighting spirit[41], the type to see it as disgraceful for a true warrior to let himself get possessed[42]. Though his main goal was originally to achieve global fame as a martial artist[43], he is a good man who values his family above all else[44], to the point where he retired from fighting in order to look after them[45], and will force himself to go into hiding if it would keep Eliza and Mel safe[46]. Still, despite his pure intentions, Ken can be incredibly overconfident and makes jokes at his opponent's expense all the time[47]. Brash and arrogant, Ken loves standing over his opponents and laughing at them after knocking them out[48]) | Chaotic Evil (Ken, having been possessed by the psycho power of M. Bison[49], has become just as merciless and power-hungry as Evil Ryu[50]. His arrogance has been amplified, shown in his need to become stronger than anyone no matter the cost[51]. As he states himself, he now has the desire to destroy and kill all in his path[52])

Protection Level: Global Protector (Ken helps fight and defeat M. Bison[53], who is intent on world domination[54])

Threat Level: Street Threat (As Violent Ken, he has the desire to destroy and kill all in his path[55], seemingly without aim)

Potential

Archetypal Tiering: Rival/The Heart/Skill Master

Codex Statistics

Key: Street Fighter 1-Alpha 3 | Street Fighter 2-Street Fighter 4 | Street Fighter 5 | Street Fighter 3 | Street Fighter 6

Key Information:

  • Street Fighter 1-Alpha 3: This key covers all events before Street Fighter 2.
  • Street Fighter 2-Street Fighter 4: This key covers all events after the Alpha series and before Street Fighter 5.
  • Street Fighter 5: This key covers all events during Street Fighter 5.
  • Street Fighter 3: This key covers all the events during the Street Fighter 3 series.
  • Street Fighter 6: This key covers all events during Street Fighter 6.

Grade: B | B to A | A | A | A

Tier: 9-B | 9-B to 9-A, Far Higher with Power of Nothingness | 9-A, Far Higher with Power of Nothingness | At most 7-B, Far Higher with Power of Nothingness | 9-A, Far Higher with Power of Nothingness

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[60]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[61])

Attack Potency: Wall level (Buster) (Ken is able to break multiple stone tiles and three cinderblocks with one attack[62]. He is consistently portrayed[63] as the main rival of Ryu[64], who can perform the same feats with ease[65]. Can fight against and harm Adon[66], who broke a chunk off a statue's head[67]. Can also fight and harm characters like Birdie[68], who bent a large piece of metal[69]. Noted by Karin that when compared to the colossal fist of Ken Masters, the paw of some bear feels like little more than the sting of a tiny insect[70]) | Wall level (Buster) (The Street Fighter cast can break[71] apart cars[72], as well as entire semi-trucks overtime with various hits[73]. Can destroy wooden barrels in a single hit[74], as well as destroy metal barrels[75] and stone walls overtime[76]. Can fight and harm Sagat[77], who broke a large rock in half[78]. Can fight and harm Zangief[79], who overpowered a large bear[80]) to Room level (Potency) (Comparable to Chun-Li, who can[81] fight against[82], Juri Han, who can blow up the inside of a building[83] and cause a jet plane to explode[84]. Can destroy wooden barrels in a single hit[85]), Far Higher with Power of Nothingness (Comparable to his durability. The strength that comes from Ken's will to protect his loved ones is compared to and referred to as incredible power, to the point where Ken doesn't even consider the Satsui no Hado useful[86]) | Room level (Potency) (Fought against[87] Street Fighter V Ryu. The cast is able to destroy barrels with a single hit[88]. The cast should be around Karin & Chun-Li's strength, who can break a large metal door[89]), Far Higher with Power of Nothingness | At most City level (Potency) (Street Fighter III Era Ryu notes that Ken still remains his most worthy opponent[90], where this Ryu has likely somewhat merged with his Power of Nothingness, where The Power of Nothingness' power was scanned to be greater than[91] the Satsui no Hado[92], which would make this state superior to the hypothetical Evil Ryu, who fought against Street Fighter Alpha 3 Akuma and directly countered and defeated him[93], who could destroy Gotenkou island overtime, which is of this size[94]. Later fought and defeated Gouken, who fought and defeated[95] Street Fighter IV Era Akuma, who through just flaring up his power, destroyed a forest[96]. As before, the Street Fighter cast can break apart cars overtime with multiple hits[97]), Far Higher with Power of Nothingness | Room level (Potency) (It's noted that Ken's attacks are notably weaker in Street Fighter 6[98], though he is still able to fight and subdue the Custom Character[99]. Legendary Fighter's masters actions make their student able to destroy objects they couldn't prior such as wooden boxes and barrels[100]), Far Higher with Power of Nothingness

Durability: Wall level | Wall level to Room level, Far Higher with Power of Nothingness (When amplified by his desire to protect Eliza, Ken casually tanked an attack by C. Viper, who was too strong for fighters comparable to Ken regularly) | Room level | At most City level | Room level

Striking Strength: Wall Class (Buster) | Wall Class (Buster) to Room Class (Potency), Far Higher with Power of Nothingness | Room Class (Potency), Far Higher with Power of Nothingness | At most City Class (Potency), Far Higher with Power of Nothingness | Room Class (Potency), Far Higher with Power of Nothingness

Lifting Strength: Class 50 (Ken should be comparable to Hugo, who can lift a semi-truck[101]) | Class 50 | Class 50 | Class 50 (As his eternal rival[102], Ken should be comparable to Ryu, who lifted a large boulder over his head[103]) | Class 50

Travel Speed: At least Superhuman (All fighters create afterimages when using their super combos[104]. Faster than Dan, who can outrun a wall of flames[105]. Comparable to Sagat, who was able to get down from a large statue and appear behind the man watching him, before the man even noticed[106]), Higher with Custom Combo (Allows for Ken to move so fast he leaves behind purple afterimages[107]) | At least Superhuman | At least Superhuman | At least Superhuman | At least Superhuman

Combat Speed: Transonic (Comparable to Guile, who swings his arms fast enough to create a sonic boom, with Sonic Boom[108]) | Transonic | Transonic | Transonic | Transonic

Reaction Speed: Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[109], even during the Alpha series[110]) | Transonic | Transonic | Transonic | Transonic


Tabber Information: Covers when Ken was possessed by M. Bison's psycho power during Street Fighter II.[111]

Grade: A

Tier: At least 9-A

Cardinality: Finite

Dimensionality: 3-D

Power Source: Ki (All Fighters utilize "Ki" as their primary energy source[112]. The training of "Chi" involves 3 layers and 9 steps, solidifying their trained energy into chi, realizing divinity through their trained chi, and restoring health to a void through their trained divinity, in the art of battle, fighters must cultivate and store their "chi" using the nine kou's rear gate point, in other words, a fighter is focusing all of their determination into one point of their body[113])

Attack Potency: At least Room level (Potency) (Violent Ken is infused with psycho power from M. Bison, making him far more powerful than the regular Ken[114]. Could defeat M. Bison[115], who fought[116] and easily defeated[117] an amplified Juri Han, who blew up the inside of a building and exploded a jet plane[118])

Durability: At least Room level

Striking Strength: At least Room Class (Potency)

Lifting Strength: Class 50 (As his eternal rival[119], Ken should be comparable to Ryu, who lifted a large boulder over his head[120])

Travel Speed: At least Superhuman (Should be faster than regular Ken), Transonic with Rasetsu Kyaku (Can move so fast that he leaves behind afterimages, moving faster than projectiles[121], which includes Guile's Sonic Boom)

Combat Speed: At least Transonic (Comparable to Guile, who swings his arms fast enough to create a sonic boom, with Sonic Boom[122])

Reaction Speed: At least Transonic (The Street Fighter cast can react to a sonic boom attack from Guile[123], even during the Alpha series[124])

Stamina: Superhuman (Ken is a hardened fighter, used to participating in exhaustive battle. He is used to participating in, and winning, tournaments[125], showing his fortitude to fight at his peak condition no matter how many opponents face him successively. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[126]. Can go through intense battles and long periods of training) | Superhuman (Violent Ken has an insatiable lust for power[127], who feels the need to become stronger than anyone no matter the cost[128]. He loves the smell of raw blood and fighting, and hates boredom[129], and so will likely push himself to keep fighting until he can't anymore)

Range: Standard Melee, Several Meters with Hadoken and Hadoken variants

Intelligence: Genius Intelligence (In the original Street Fighter, Ryu & Ken were genius martial artists who learned martial arts from an early age and created their own martial arts style[130]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[131])

Knowledge: At least Master level combatively (Ken was trained in Ansatsuken by Gouken[132] from a very young age[133]. He is a natural athlete[134] who mastered the Shoryuken technique into uncharted territories[135]. At just a young age, Ken became the champion of the All-American Martial Arts Tournament[136]. His Shoryureppa technique was created on the fly, without him even thinking he could pull it off[137]. Each fighter has mastered different skills and special moves, requiring more then just brute strength in order to defeat the others in the Street Fighter tournaments and earn the title of Grand Master[138]. Fighters are able to fight against Rose whose visions show her from where a fighter will attack before they even move[139])


Powers and Techniques








All previous powers and abilities.




Notable Techniques

Super Combo Level Gauge

Each time a fighter executes normal moves and special moves, their Super Combo Gauge will build up. Their level will increase when the gauge reaches certain points, and then they will be able to perform Super Combos and Alpha Counter moves.

When performing Super Combos, the amount of damage inflicted by a successful combo can be controlled depending on the buttons pressed. With the Super Combo Level Gauge at full power (Level 3) fighters can perform the Super Combo, using 1, 2 or 3 attack buttons simultaneously to increase or decrease the number of hits inflicted. The more buttons fighters press simultaneously, the more damage will be inflicted but more power will be consumed from the fighter's gauge.

Alpha Counter

←↙↓ + any Punch button

When fighters block their opponent's attack, press the Directional Buttons, ←↙↓, in a smooth motion, then press a punch or kick button (depending on the character). This performs an Alpha Counter attack, which is a quick counter move against their vulnerable opponent. Alpha Counters consume 1 level on the Super Combo gauge.

Block/Air Block

Press Directional Button away from opponent. Fighters can even block in mid-air.

Grab/Throw

Press Directional Button toward opponent, then press either Medium or Hard Punch or Kick button. Some characters may be able to execute a grab or throw move automatically.

Recovery/Escape

Fighters can recover from dizziness more quickly by pressing back and forth on the control pad and by pressing the attack buttons rapidly. Fighters can escape grab moves in this manner as well.

Defensive Fall

Through using the above throw command to reduce damage from throws where the character safely falls to the ground.

Avoid Being Floored

When a fighter is hit by a knock-down move (Dragon Punch, Leg Throw, etc.), press the Directional Buttons, ←↙↓, in a smooth motion, then press any punch button. The character will roll forward and avoid being floored by the opponent's move.

Taunt

Fighters can taunt their opponent through pressing the SELECT button.

Avoid Being Floored

Fighters can avoid falling down from certain attacks, such as a Dragon Punch. By pressing the above command buttons, the fighter will roll forward and avoid being floored by their opponent's move.

Block/Air Block

When the opponent is attacking, press ← on the Control Pad instead of fighting back to avoid taking damage. Blocking also works while the fighter is in the air.

Alpha Counter

When the fighter blocks their opponent's attack, press the above command. This will perform an Alpha Counter attack, which is a quick counter move against the vulnerable opponent. Alpha Counters consume one level on the Super Combo Gauge.

Defensive Fall

When the fighter is being thrown, if they try to throw back at the right time, the amount of damage they receive will be reduced and they will fall safely to the ground.

Throwing/Gripping

Move toward the opponents and press either a Medium or Strong Punch or Kick button. Depending on the character, they may be able to execute a throw or grab move automatically.

Taunting

To do some serious trash talking, press SELECT.

Recovering/Breaking Free

If the opponent attacks the fighter continuously, the fighter may temporarily pass out. The recover quickly, press the Control Pad or any button rapidly. If the fighter does the same inputs while grabbed, they can break free from a grapple.

Super Combo

The Super Combo Level Gauge builds up as they perform moves. When it reaches a certain length, its level increases allowing the fighter to perform Super Combos, Alpha Counters, and Custom Combos.

  • X-Ism: The fighter can perform a Super Combo only when the Super Combo Level Gauge is full. Super Combos use the entire gauge.
  • A-Ism: Fighters have three levels of Super Combos, corresponding to the three levels of punches/kicks (light, medium, and heavy). The Punch or Kick button pressed determines the power of the Super Combo, and uses a similar amount of the gauge. The higher the gauge level when the fighter starts, the more powerful their Super Combo will be.

Custom Combo

Custom Combos are available with V-Ism characters only.

When a V-Ism character's Super Combo Level Gauge builds up to 50% or more, they can perform a Custom Combo by pressing Punch and Kick buttons of the same strength simultaneously.

  • During a Custom Combo, shadow images follow the fighter and attack in the same way.
  • Fighters can continue on a Custom Combo until the Super Combo Level Gauge runs out.
  • Fighters cannot block during a Custom Combo.
  • If the fighter takes damage, the Custom Combo ends.

Alpha Counter

When blocking an attack, press → or ← (toward opponent) + Punch and Kick buttons of the same strength

This counterattack moves uses 1 Super Combo level and shortens the Guard Power Gauge.

Block

  • Standing Block: Press → or ← away from opponent
  • Air Block: Press → or ← away from opponents (A and V Isms only)
  • Croucing Block: Press ↙ or ↘ away from opponent.

Block an opponent's attack by pressing a Directional Button away from it. Use a standing air or crouching block according to the attack. (Air blocks are not available with X Ism).

Defensive Fall

When knocked up in the air, press 2 Punch buttons simultaneously (not avilable with X Ism).

Use a defense fall to avoid an opponent's additional attacks.

Defensive Roll

When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).

Throw, Escape

→ or ← + 2 Punch or Kick buttons simultaneously.

This move works as a throw when the fighter is attacking, or an escape when an opponent grabs the fighter.

Damage Reduction

Press the Directional buttons, Punch or Kick buttons rapidly.

This counter move reduces the damage when the fighter is under attack or blocking.

Guard Crash

The Guard Power Gauge shortens while blocking, or if the fighter is hit with a Guard Crush. If the fighter refrains from blocking, the gauge will gradually recover. If the gauge drains out, they won't be able to block until they recover power.

Punch

There are three basic punches:

Light Punch (JAB)

Press the Y button. The jab is very quick, but does little damage.

Medium Punch (STRONG)

Press the X button. The strong punch does a fair amount of damage.

Hard Punch (FIERCE)

Press the L button. The fierce punch does a large amount of damage, but is slow.

Kick

There are three basic kicks:

Light Kick (SHORT)

Press the B button. The short kick is very quick, but does very little damage.

Medium Kick (FORWARD)

Press the A button. The forward kick is strong and is fairly quick.

Hard Kick (ROUNDHOUSE)

Press the R button. This roundhouse kick is powerful, but very slow.

Close Attacks

Close Attacks are special techniques which can only be used when two fighters are right next to each other. These techniques fall into two basic categories: THROWS and HOLDS.

Throws

Throws allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.

  • Example: It is possible for Ryu to grab Ken and throw him over his shoulder. To do the Shoulder Throw, Ryu must push forward against Ken and then he must push the Hard Punch (Fierce) button.

Holds

Holds allow fighters to grab an opponent and then hit or bite them again and again.

  • Example: It is possible for Blanka to bite Guile on the head. To do the Head Bite, Blanka must push forward against Guile and then he must push the Hard Punch (Fierce) button.

Special Moves

Each character has developed his or her own special moves for use in combat.

Regular Moves

Press a Punch (P) or Kick (K) button.

Special Moves

Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.

Block

  • Upper block: ←
  • Lower block: ↙

Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.

High Jump

↓↑ Jump higher than a regular jump.

Dash

→→ or ←←

Parrying

  • Standing parry: → (toward opponent)
  • Crouching blocking parry: ↓

Press toward opponent for an upper attack or ↓ for a lower attack the moment the opponent's attack hits. If successful, the fighter moves first and takes the advantage.

Quick Standing

↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.

Dizzy Recovery

All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.

Throw & Grapple

LP + LK simultaneously When close to an opponent, press the Light Punch + Light Kick buttons simultaneously to throw the opponent. Some characters have grab moves instead of throws. Also, input the command the moment the opponent grabs the fighter to escape from the opponent's throw move.

Leap Attack

MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.

Personal Action

HP + HK simultaneously Each character has an individual Personal Action with a unique effect.

Super Art

Directional Button/Joystick + Punch or Kick Button A Super Art move is a super powerful special move. As the fighter attacks, their Super Art Gauge gradually fills up. When the gauge is full, the fighter can perform a Super Art move. Each fighter has three Super Arts.

EX Special Move

2P or 2K buttons

When the Super Arts Gauge is blinking light blue, press two P or K buttons while inputting a Special Move command to perform a more powerful version of the Special Move. An EX Special Move requires a certain amount of Super Art Gauge.

Normal Moves

Press the punch or kick buttons to perform normal moves. The actual attack performed depends on the position of the fighter and the button pressed.

Special Moves

Inputting a specific combination of directional and attack buttons allows the fighter to perform a special move. Even if the opponent blocks a special move, they will still take a small amount of damage. Inputting the command for a special move during certain normal moves allows the fighter to cut short, or "cancel", the normal move and quickly go straight into performing the special move. Using cancelling skillfully is one way to create damaging combinations.

Block

Pushing the directional button away from the opponent allows the fighter to block their attacks. They can block high (Standing) and low (crouching) attacks. High and low blocks can block specific attacks, but not every attack. The fighter will need to carefully and quickly swap between them to block all incoming attacks.

Dash

Press the forward directional button twice to perform a forward dash, or the backward directional button twice to perform a backward dash. Dashing allows the fighter to quickly close the distance between them and their opponent, or to fall back and reassess the situation.

Stun Recovery

If the fighter keeps getting pummeled, they will eventually become stunned. While stunned, they cannot do anything. Their only hope is to press the directional buttons and other buttons as fast as they can to recover from the stun faster.

Throws and Throw Escapes

When standing close to the opponent, pressing the light punch button and light kick buttons simultaneously allows the fighter to throw their opponent. Theyh can change the direction they throw the opponent by pressing the left or right directional buttons. They can prevent themself from being thrown by pressing light punch and light kick together when their opponent begins to throw them. This is called "throw escape".

Some characters can also perform a throw when jumping (aerial throw), or special move throws (command throws). Throw escapes cannot be performed against aerial or command throws.

Recovery

When the opponent's attacks have knocked their character to the ground, they can press the down directional button twice or any two attack buttons simultaneously the instant that they hit the dirt to perform a quick recovery. A successful recovery will reduce the amount of time spent prone on the ground and make it easier to respond to the next incoming attack.

Some attacks, such as throws, do not allow a recovery to be performed after them.

Personal Action

While standing, the fighter can press the heavy punch and heavy kick buttons together to make sure they perform a personal action and taunt their opponent. This action in and of itself has no special properties.

Focus Attack

Performing

Press and hold the Medium Punch and Medium Kick buttons together to charge up a Focus Attack. To perform a full strength Focus Attack, hold the buttons until the attack is unleashed automatically. If the fighter releases the button while charging, the Focus Attack will come out sooner, but weaker.

Hyper Armor

The fighter can absorb up to one enemy attack in the time between pressing the Medium Punch / Medium Kick buttons and the Focus Attack being peformed. They can then go on to counter by performing the attack.

Absorb an opponent's attack and, rather than take direct damage, a section of the fighter's vitality gauge will change color, and will regenerate over time. This damage will recover as time passes, but if they are hit again before it finishes recovering, the remaining section will vanish and can no longer be recovered.

Levels

There are three levels of charging for a Focus Attack. The levels depend on how long the fighter holds the Medium Punch and Medium Kick. The fighter will flash white each time the Focus Attack level increases.

Levels
Attack Level Main Benefits of Focus Attack performed
Level 1
  • Only does regular damage
  • Crumples opponent if a counter hit
Level 2
  • Crumples opponent if hits, allowing easier follow up
Level 3 (Keep holding until performed)
  • Becomes unblockable
  • Has Armor Break properties
  • Crumples opponent if hits, allowing easier to follow up.

When an opponent crumples, they are rendered totally defenseless as they fall to the floor. Follow up with extra attacks or throw to take advantage of a crumpled opponent and do further damage.

The fighter cannot move or jump during a Focus Attack, but they can perform either a forward or backward dash to cancel the Focus Attack quickly.

Super Combo

Hitting the opponent or performing special moves will increase the Super Combo Gauge. The gauge is divided into four segments and, when completely full, a special command can be inpute to perform an all-powerful Super Combo. Doing so will use up all of the Super Combo Gauge.

Super Cancel

Input the Super Combo command while performing a normal move or special move and the fighter can cancel and move directly into the Super Combo. This is called a "Super Cancel". Using Super Cancels strategically allows the fighter to chain a normal move into a special move, and then into a Super Combo for massive amounts of damage.

EX Special Moves

The fighter can also perform an EX special move by pressing two or more of the required buttons (punch or kick) when inputting a special move command. This will consume one segment of the Super Combo Gauge. EX special moves are further powered up versions of the normal special moves.

EX Focus

When performing certain regular or special moves it is possible to press Medium Punch and Medium Kick together and cancel into a Focus Attack. This is called "EX Focus." (It will consume two segments of the Super Combo Gauge.) EX Focus has the same properties as a regular Focus Attack, aside from having no Hyper Armor effect.

The EX Focus can also be used when the fighter's special moves are blocked to protect themself from the opponent's counterattack.

Ultra Combo

The Revenge Gauge fills up as the opponent damages the fighter. Once it is over 50% full, the fighter can input a character-specific command to perform an "Ultra Combo," a devastating special move.

Performing an Ultra Combo will consume the entire Revenge Gauge. The higher the gauge is charged upon performing the attack, the more damage the ultra combo will do.

Normal Attacks

Press the punch or kick buttons to perform a normal attack. The precise attack varires depending on the fighter's position and the button pressed.

Special Moves

Pressing the directional and attack buttons in specific combinations will perform special moves. Special moves will take off a small amount of damage even when blocked. By performing a special move during certain normal attacks, the fighter can cancel the normal attack and move swiftly into doing a special move.

EX Special moves

These are special moves that are more powerful or have a stronger effect than normal. Fighters can perform an EX Special Move by pressing a punch or kick button (depending on the move) at the same time as the fighter inputs a special move command. This will use one stock of the fighter's Critical Gauge.

Guarding

Fighters can block an opponent's attack by pressing the directional button away from them. There are two types of guard: standing and crouching. Each can be used to block different types of attacks, so they'll need to know which type of guard is best for each situation.

V-Skill

Pressing the medium punch and medium kick buttons simultaneously will trigger a special action with a unique effect specific to that fighter.

V-Trigger

When a fighters V-Gauge is at MAX, press the hard punch and hard kick buttons simultaneously to trigger a special action specific to that character, consuming the entire V-Gauge. With effects like temporary power ups and teleportation, the V-Trigger can turn the tide of battle and give a fighter the upper hand.

V-Reversal

When guarding, press all kick or punch buttons at the same time while simultaneously pressing the directional button towards the opponent to consume one V-Gauge stock and perform a counter-move.

  • Whether the fighter need to press punch or kick button depends on the fighter.

V-Shift

Press Hard Punch and Medium Kick at the same time to spend 1 stock of V-Gauge and perform a backward evasive action.

V-Shift Break

If a fighter successfully parries their opponent's attack with a V-Shift, they will trigger slow motion. While in this state, press Hard Punch and Medium Kick together to perform a fighter-specific counterattack called a V-Shift Break.

Throws and Throw Escapes

When standing close to the opponent, the fighter can perform a throw by pressing the light punch and light kick buttons simultaneously. If their opponent tries to throw them, they can execute a throw escape by pressing the light punch and light kick buttons together at just the right moment.

Recovery

When an opponent knocks the fighter down with an attack, they can perform a quick recovery by either pressing a directional button, or pressing two or more punch or two or more kick buttons simultaneously at just the right moment.

Movement[267]

Walking

Pressing left and right on the control pad/left control stick will let the fighter move in that direction. The fighter can move forwards or backwards with no difficulty, not losing balance even while moving backwards while fighting against an opponent.

Dashing

Through double tapping the left control stick in the same direction, the fighter will perform a dash. Dashing lets the fighter cover more ground than regular advancing or retreating.

Jumping

Through inputting the control pad/left joystick upwards, the fighter will perform a jump. The fighter can either jump straight up or to either side. Jump are utilized for moving while avoiding opponent attacks, though jumping around too much will make the fighter look predictable.

Normal Attacks[268]

Normal Attacks are performed through the fighter using the punch or kick inputs, allowing them to perform attacks of different strengths depending on the input done. There are weak versions of normal attacks known as light attacks, while weak they come out quick. There are medium attacks which are well balanced and easy to use. There are heavy attacks that leave the fighter open to counter attacks, but to make up for it they deal good damage.

Through inputting the control pad/left joystick downwards, the fighter will crouch, if attacking in this state the fighter will perform a crouch attack.


Through inputting the jumping action, the fighter can also attack while jumping, performing jumping attacks.

Blocking[269]

There are two kinds of blocks: Standing Blocks and Crouching Blocks.

  • Standing Block: Press the left joy stick in the opposite direction of the opponent while standing to perform a standing block. Standing blocks can guard against any attacks that aren't aimed at the fighters feet.
  • Crouching Block: For attacks standing blocks can't defend against, crouching blocks are instead viable. While facing right, input diagonally down and left with the control pad/left joy stick to block. Crouching Blocks can't defend against Overhead or Jumping Attacks, but they can deal with a lot of other attacks.

Throws[270]

When a fighter cannot break through an opponent's block, they can use throws to deal damage instead. At close range press the light attack inputs at the same time for a normal throw. Throws are a great option for close-ranged offense.

Throw Escape

If the fighter is about to get thrown, they can answer back with a throw escape, by pressing the light attack inputs at the same time.

Special Moves[271]

Through a fighter doing their correct inputs, they will be able to fire off their special move. Different special moves work better in different situations for a fighter.

Super Arts[272]

Super Arts depend on the Super Art gauge. The Super Art gauge can be filled up to 3 levels, if a fighter has at least one level in the bar, they can perform a Super Art.

The Level 3 Super Art is every fighter's trump card. The Super Art gauge fills up whenever the fighter's attack hits or if they're attacked.

The Drive Gauge[273]

All fighter's have a Drive Gauge which indicates a fighter's concentration and energy level. Utilizing this gauge lets a fighter perform unique actions.

Drive Impact

The fighter presses the right two shoulder buttons at the same time to perform a powerful attack. Drive Impacts can absorb two attacks from the opponent, but there are some exceptions. When in trouble, a fighter's Drive Impact can break through any attack. Drive Impacts have a unique characteristic: They can break a cornered opponent's block.

Drive Parry

This is performed by holding down the medium attack inputs at the same time, for a powerful defensive tool.

Drive Parries are effective against both standing and crouching attacks, and a successfull Drive Parry will replenish the drive gauge.

While Drive Parries are powerful, they can't defend against throws.

Perfect Parry

A Perfect Parry is the result of performing a Drive Parry the moment an opponent's attacks hits them. This is an invaluable tool for their counterattack game.


  • Custom Combo: Using up one level of the Super Combo Gauge, the user will strike a pose as a sound emits, indicating the start of a Custom Combo. During this state, the user will be visibly sped-up, able to move so quickly that they leave behind a trail of purple afterimages with every movement. They are powered-up to the point of being unable to stand still, moving forwards at all times. Unfortunately, this state is temporary, and will immediately end if the user is harmed during.
  • Parry: Also known as the perfect guard or the perfect counter, the parry technique has the user time their block perfectly against an enemy's attack. In doing so, the user completely absorbs any damage they would've taken, and the enemy is left open for a counter-attack.
  • Taunt: When a fighter finds some free time during a battle, or they just want to show off, they can perform a taunt. Taunting has a fighter strike a pose and/or say a phrase to egg on their foe, though doing so leaves them open to attack if they aren't careful. With Ken's taunt, he sticks out his arm and motions towards himself, calling "Bring it on!" Doing so increases Ken's attack power for all moves, excluding throws, but only for the very next attack he uses.
  • Focus Attack: When winding up a powerful attack, the user will be accompanied by black ink streaks, that indicate the use of a Focus Attack. This attack has the user absorb the first attack levied against them, before unleashing their devastating counter-attack, which will leave an opponent falling to their knees and vulnerable. A variation to the Focus Attack, the Red Focus Attack, will allow for the user to withstand any amount of attacks used against them while charging up.
  • Heat Rush: Ken's V-Trigger. After shouting "I've reached my boiling point!", Ken channels heat throughout his entire body, which powers-up all of his attacks and adds fire properties to them. As such, his regular Hadoken, Tatsumaki Senpukyaku, and Shoryuken, transform into the Shakunetsu Hadoken, Flaming Tatsumaki Senpukyaku, and the Flaming Shoryuken.
  • Drive Impact: Extremely similar to the Focus Attack, the Drive Impact has the user be surrounded by colorful line art, as they rush forwards and unleash an attack that will powerfully stagger the opponent. Should they be hit by a light attack during their Drive Impact, they will completely absorb the damage and continue their assault.


  • Hadoken: The standard fireball of the Street Fighter series. The fighter channels all of their Ki and willpower into the palms of their hands, before unleashing a ball of blue energy towards their target. Though it's called a fireball, the Hadoken is said to be room temperature, and the feeling of its impact changes according to the user; for instance, Ryu's Hadoken feels like a hard kick with lingering pain, while Ken's Hadoken feels like a hard punch with brief pain.
  • Reppu Hadoshu: A variant of the standard Hadoken, that Ken has created during his training. Focusing his Ki and his willpower into his feet instead of his fists, Ken is able to unleash Hadoken blasts from his feet during kicks, allowing for an attack sure to catch his foes off-guard.
  • Shakunetsu Hadoken: Often called the Red Hadoken, this move is a special variant of the standard Hadoken. Imbuing the standard blue Hadoken with thermal energy, it transforms into an orange ball of fire. Upon activating his Heat Rush, all of Ken's attacks gain a fiery property, which thus grants him the Shakunetsu Hadoken that he doesn't normally have. Unlike the regular Hadoken, this variant will hit an opponent several times before dispersing.
  • Tatsumaki Senpukyaku: Also known as the Hurricane Kick, this special move has the user fly through the air with one leg extended out. The Tatsumaki Senpukyaku can act as a way to briefly soar across surfaces, as it can be used both the ground and in the air with ease. Much like the other techniques of Ansatsuken, this technique varies based on the user. For instance, Ryu's Hurricane Kick will hit once incredibly hard, while Ken's Hurricane Kick deals less damage but hits multiple times.
  • Shippu Jinraikyaku: One of Ken's variations of the standard Hurricane Kick, which acts as one of his super attacks. He unleashes a flurry of kicks, before finishing with a rising Tatsumaki Senpukyaku. This move is quick to execute, making it useful in combos.
  • Guren Senpukyaku: Ken's ultra attack, one of his most powerful variations of the Tatsumaki Senpukyaku. After pointing at his opponent with a cocky smile, Ken unleashes a barrage of flaming Tatsumaki Senpykyaku's across the ground, until one finally connects. Once it lands, and the opponent is sent into the air, he then finish them off with a final flaming kick.
  • Guren Enjinkyaku: Another of Ken's ultra attack, his most powerful variation of the Tatsumaki Senpukyaku. After landing a jumping kick, Ken starts his attack combination, where he jumps off the opponent with the other foot, spinning on the ground backwards, and then running back up and hitting the opponent with an upward, flaming Tatsumaki. It ends with a final, slightly prolonged kick going straight across the opponent's face.
  • Shoryuken: Often referred to as the Dragon Punch, the Shoryuken is a rising uppercut attack commonly utilized by Ansatsuken practitioners. Very simply put, the Shoryuken has the user uppercut the foe, with a huge leap into the air. As with all other common Ansatsuken techniques, the Shoryuken has many different variations, and acts differently based on who uses it. For instance, Ryu's Shoryuken will hit once very powerfully, whilst Akuma's will hit several times. Ken's will also hit several times, but due to his mastery of the technique, he is able to infuse fire into it.
  • Shoryureppa: During a tense battle, Ken created this variation of the Shoryuken on the fly, and pulled it off perfectly. The Shoryureppa technique involves Ken performing two Shoryuken techniques on his opponent in quick succession, usually lighting his opponent on fire along the way. The first Shoryuken is more grounded, while the second one launches him high into the air.
  • Shinryuken: While his master, Gouken, was believed to be dead, Ken created this attack to honor his teachings. It represents the full mastery of the Shoryuken technique, far beyond anyone else had been capable of. Though he usually leads-up to the attack with a flurry rush, the Shinryuken technique has Ken perform a spinning, fiery Shoryuken, that vertically ascends straight up.


  • Psycho Hadoken: A variation of Ken's standard Hadoken, which has turned purple and increased in power, due to the infusion of M. Bison's Psycho Power.
  • Psycho Tatsumaki Senpukyaku: A variation of Ken's standard Tatsumaki Senpukyaku, which has increased in power due to the infusion of M. Bison's Psycho Power.
  • Psycho Shoryuken: A variation of Ken's standard Shoryuken, which has increased in power due to the infusion of M. Bison's Psycho Power. When Ken utilizes the Shoryuken combined with his Heat Rush's fire powers, the fire of his Shoryuken is purple.
  • Rasetsu Kyaku: This move was once Ken developed specifically during the time when he is Violent Ken, empowered by M. Bison's Psycho Power. Dashing forwards, Ken moves so fast that he leaves afterimages behind him, almost akin to a teleport. This ability allows for him to completely bypass projectiles.
  • Shinbu Messatsu: Violent Ken's super attack. After unleashing a barrage of powerful punches and kicks, Violent Ken will finish off the opponent by hitting them with a Shoryuken.


Other

Standard Tactics: Ken loves to show off during a fight, often opting to knock opponents out with a Hadoken before standing over them and laughing[274]. When facing an opponent he sees to be weaker than him, which are most people due to his large ego[275], Ken will merely dodge and play around until things get serious[276]. When engaged in a fight, Ken's main objective is to get into his opponent's face and push them into a corner[277]. While Ryu specializes in using his projectiles, Ken instead favors mastery over his Shoryuken, which he mixes with other agile attacks[278].

Weaknesses

Explanations

The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[285]

Abbreviations
Abbreviation Full word
P Punch
K Kick
LP Light Punch
LK Light Kick
HP Heavy Punch
HK Heavy Kick
EX EX Special version of the move is available

The following messages will appear on screen when certain conditions are fufilled, an example can be found here[286] and here[287]

Bonus Messages
Term Explanation
Technical Displayed after performing a successful quick standing recovery or throw escape.
Reversal Displayed after performing a special move, Super Combo or Ultra Combo in specific situations described below. Perform a reversal with a beat down attack and it will take on Armor Break properties, nullfying Hyper Armor.
  • In the instant the fighter can move again after recovering from taking damage, blocking or being stunned.
  • In the instant after performing a recovery org etting up from being knocked over.
  • In the instant the fighter lands after being sent flying backward but not actually knocked to the ground.
Counter A coutner hit occurs when the fighter interrupts an opponent's attack with one of their own. The opponent will take longer to recover fromt he damage caused by a Counter Hit, making it possible to perform combinations that are otherwise impossible.
FIRST ATTACK Displays when the first hit of the round lands.
COUNTER HIT Displays when an attack lands as a counter.
THROW ESCAPE Displays when a throw is escaped.
REVERSAL Displays when someone attacks after recovering from taking damage.

Codex Statistics Questions

Q: Shouldn't characters comparable to Akuma be around Tier 6 (6-C) for him sinking an island in one punch[288]?

A: Akuma's punch causes the island to start collapsing[289], and specifically causes an explosion of this size in comparisson to the island[290], there is also no direct timeframe for how long this took, making it hard to factor. On top of this, the size of the island is not that large. Playing Devil's Advocate and assuming this was to be Tier 6, this would not be consistent, as Akuma using his ultimate technique, the "Kongou-kokuretsuzan" only split Ayers Rock in half[291]. Which it should be noted as Akuma is training constantly and getting stronger, the Island feat was all the way back in Alpha 2, which is before most of the games, while III: 2nd Impact is pretty late into the timeline.

Q: Shouldn't the cast be comparable to Chun-Li's kikosho, which caused this massive crater[292], which was calculated to be 8-B?

A: While the scene is cut weirdly, a couple of things to note is for one, the consistency of kikosho. In Chun-Li's opening in Street Fighter IV, her kikosho pushes back a speeding car but does no serious damage to it[293]. Another thing is that the crater is inconsistently sized between scenes. Finally, Chun-Li is weaker then Juri where while amped had powers that can blow up the inside of a building[294] and cause a jet plane to explode[295], greatly injuring Guile, who she's comparable too in the process. Thus it does not make sense for 8-B when far lower feats affect them, and the calculation itself has issues.

Q: Shouldn't the cast be comparable to E. Honda, who destroyed a meteor[296]?

A: In the feat, it's directly noted that the two wrestlers (Hakan and E. Honda) worked together, with E. Honda being thrown at high speeds into the meteor and being greatly damaged from said feat, having bandages all over his body. Thus the feat is not usable for scaling to anyone other then throwing speed.

Q: Shouldn't the cast be comparable to Haggar, who causes an explosion seen from space[297]?

A: Haggar's attack is modeled weird as it's heavily likely for partly comedic effect, asides from this, despite said explosions, the actual stage is largely unaffected by this attack, which furthers that this is just an over the top comedic effect attack rather then being a literal explosions from Earth.

Q: Shouldn't M. Bison be comparable to Akuma and by proxy any characters comparable to M. Bison are comparable to Akuma?

A: When Akuma first appears in Street Fighter II, he easily one-shots M. Bison[298], his ending in Alpha 3 has him easily kill M. Bison[299]. The only two cases of M. Bison looking stronger is in his arcade mode he has Akuma as a rival fight[300], and ends up winning[301], and him calling the Raging Demon a pitifully weak move[302]. However there are issues with both of these, the first one being this is simply a non-canon arcade mode from M. Bison, any other showing of M. Bison and Akuma shows Akuma as the superior one (Examples include Street Fighter V M. Bison getting one-shot by Ryu while Akuma easily beat Ryu in Street Fighter 5, THe Alpha 3 Akuma Ending and Street Fighter II Secret Akuma Boss Fight), on top of this M. Bison wants the satsui no hado's power, which is weaker then Akuma's during the events of Alpha 3. For Adon's part, Bison is merely attempting to convince him to take Psycho Power so that he can control him, this is doubly clear as any time M. Bison has been depicted on screen being hit by the Raging Demon he instantly dies. Also as a last point, for the rival fight, Feel the Cool played against M. Bison[303], while Groan only plays when he's fighting Gen or Evil Ryu[304], thus meaning Akuma even in M. Bison's arcade mode wasn't taking the fight seriously.

Q: Shouldn't Evil Ryu and thus the Statsui no Hado have 7-B due to it powering M. Bison's laser to destroy Bangkok?

A: This is not a solely Evil Ryu power, every fighter in the game has this, including Dan Hibiki[305]. This also is a machine that saps all of their energy, where a persons total body energy is not comparable to the energy they produce regularly.

Q: Shouldn't all Street Fighter 6 charcters get 7-B for fighting SiRN Akuma?

A: While some statements[306] suggest it to be equal[307] in power to[308] Akuma, several[309] characters[310] note[311] that[312] it isn't[313], as strong[314] as the[315] real Akuma[316]. The real Akuma even considers SiRN Akuma a mockery[317]. C. Viper notes the simulation is only passable as a simulation[318].

Q: Isn't Menat's statement of fighters always fighting against their destiny[319] usable?

A: Menat still can't see the future well[320], having a hard time seeing fighter's futures like F.A.N.G.[321], and can't properly see into the future[322]. This is more due to her being a rookie then the fighters resistances.

Battle Records

23 - 6 - 2 - 2


Is known to have won several American Karate Tournaments.[329]

  • Ryu - Fight[331]
    • Conditions: None.
    • Location: Suzaku Castle, Japan
    • Note: Ken attributes his win to the fact that Ryu's head wasn't in it, as he was distraught over the way he defeated Sagat.


  • M. Bison - Fight[333]
    • Conditions: Ken fought alongside Ryu, Chun-Li, Guile, and Cammy White.
    • Location: Unknown spot in the wilderness
    • Note: Ken could not have won without the help of his allies, or because M. Bison self-detonated.
  • Rufus - Fight[334]
    • Conditions: None.
    • Location: Drive-in At Night, USA
    • Note: Though Rival Battles have different endings depending on which of the two wins the battle, thus making a "canon outcome" disputable, Ken defeating Rufus is more than likely the canon outcome. This is because of Rufus' goal, to become the greatest fighter in America by defeating Ken. However, even later in the timeline, this title is only ever "self-proclaimed", making it highly unlikely that he actually defeated Ken.


  • Ryu - Fight[335]
    • Conditions: None.
    • Location: Apprentice Alley, India
  • Birdie - Fight[336]
    • Conditions: None.
    • Location: Kanzuki Estate
  • Ryu - Fight[338]
    • Conditions: None.
    • Location: Forgotten Waterfall, New Zealand
  • Birdie - Fight[339]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
  • Karin Kanzuki - Fight[340]
    • Conditions: None.
    • Location: Kanzuki Estate, Japan
    • Note: This match was extremely non-serious, done purely for entertainment. Neither fighter sustained any injury.
  • F.A.N.G - Fight[341]
    • Conditions: None.
    • Location: Hillside Plaza, Brazil


  • Urien - Fight[342]
    • Conditions: None.
    • Location: Olmec Ruins, Mexico

Is said to have won three U.S. Championships in a row.[343]


  • Luke Sullivan - Fight[344]
    • Conditions: None.
    • Location: Suval'hal Arena, Nayshall
  • Random Fighter - Fight[345]
    • Conditions: None.
    • Location: Randomized
  • Random Fighter - Fight[346]
    • Conditions: None.
    • Location: Randomized
  • Make A Scrap Heap - Challenge[347]
    • Conditions: None.
    • Location: The Macho Ring, USA
  • Random Fighter - Fight[348]
    • Conditions: None.
    • Location: Randomized
  • JP - Fight[349]
    • Conditions: None.
    • Location: Sual'hal Arena, Nayshall


  • Ryu - Fight[350]
    • Conditions: Ken is under the possession of M. Bison's Psycho Power.
    • Location: Secret Point 48106


  • Ryu - Fight[351]
    • Conditions: None.
    • Location: Old Temple, Japan
    • Note: Though Rival Battles have different endings depending on which of the two wins the battle, thus making a "canon outcome" disputable, this is one of the few to have a decisive outcome. This is because Ryu's fight with Ken can only occur when playing as Ryu, making him the victor.


  • Ryu - Fight[352]
    • Conditions: None.
    • Location: Hillside Plaza, Brazil
    • Note: Though Ken does lose the fight, his loss is never made note of and the battle is treated as a way to help Ryu.
  • Ryu - Fight[353]
    • Conditions: None.
    • Location: Forgotten Waterfall, New Zealand


  • Mel Masters - Fight[354]
    • Conditions: None.
    • Location: Open field, likely in the USA
    • Note: Ken can obviously defeat his son, but he concedes the fight after being punched in the groin.


  • Terry Bogard - Fight[355]
    • Conditions: None.
    • Location: Metro City Downtown, USA


  • C. Viper - Fight[356]
    • Conditions: None.
    • Location: S.I.N. Cruise Ship
    • Note: Ken likely would have won the fight, if C. Viper didn't flee.


  • Custom Character - Fight[357]
    • Conditions: None.
    • Location: SiRN Building, Metro City
    • Note: Ken likely would have won the fight, but he defused the situation to avoid making a mess.


  • Ryu - Fight[358]
    • Conditions: Ken is under the possession of M. Bison's Psycho Power.
    • Location: Unknown
    • Note: It is unknown where Ryu and Violent Ken fought, or how it played out whatsoever. All that is known, is that Ken finally snapped out of his brain-washing upon seeing Ryu's red headband.
  • Laura Matsuda - Fight[359]
    • Conditions: None.
    • Location: Brazil
    • Note: The fight was stopped by Sean, though Laura was overpowering a holding back Ken.

References

  1. Street Fighter Alpha
  2. Street Fighter Alpha 2
  3. Street Fighter Alpha 3
  4. Street Fighter II
  5. Ultra Street Fighter II: The Final Challengers
  6. Street Fighter IV: Aftermath
  7. Street Fighter IV
  8. Street Fighter V
  9. Street Fighter III: New Generation
  10. Street Fighter III: 2nd Impact
  11. Street Fighter III: 3rd Strike
  12. Street Fighter 6
  13. Street Fighter 2 North American Manual Art
  14. Ultra Street Fighter IV - Ken Arcade Mode
  15. Street Fighter 30th Anniversary Collection
  16. Street Fighter 6 World Tour - All Ken Cutscenes
  17. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  18. Ultra Street Fighter 4 Gouken Arcade Mode Intro
  19. [https://www.redbull.com/es-es/30-curiosidades-street-fighter-30-aniversario#:~:text=21.%20Mattel%20wanted%20to%20sue%20Capcom%20because%20Ken%2C%20one%20of%20the%20main%20characters%20in%20Street%20Fighter%2C%20reminded%20him%20too%20much%20of%20Barbie%27s%20boyfriend%20with%20the%20same%20name. Street Fighter Alpha 2
  20. Street Fighter IV Online Manual
  21. Shadaloo C.R.I. Character Guide 103
  22. [https://www.capcom.co.jp/sf4/ken.html Ultra Street Fighter IV Profile
  23. Street Fighter II Instruction Booklet, page 24
  24. Street Fighter Memorial Archives Beyond the World
  25. Final Fight Arcade Intro
  26. Street Fighter Memorial Archives Beyond the World
  27. [https://web.archive.org/web/20190211223015/http://www.capcom.co.jp/sf4/ken.html#character_btn Ultra Street Fighter IV website
  28. Street Fighter VI Online Manual
  29. Street Fighter: World Warrior Encyclopedia
  30. Specific part if guy is flipping too fast
  31. Street Fighter II Game Manual Page 14
  32. Street Fighter 30th Anniversary Collection
  33. Street Fighter 6
  34. Shadaloo C.R.I. Character Guide 103
  35. Street Fighter II Game Manual Page 14
  36. Street Fighter II Turbo Instruction Manual
  37. Street Fighter 30th Anniversary Collection
  38. Street Fighter 30th Anniversary Collection
  39. Ultra Street Fighter IV website
  40. Ultra Street Fighter IV website
  41. Street Fighter Alpha 2 Manual
  42. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  43. Street Fighter 30th Anniversary Collection
  44. Ultra Street Fighter IV - Ken Arcade Mode
  45. Street Fighter 30th Anniversary Collection
  46. Street Fighter 6 World Tour - All Ken Cutscenes
  47. Ultra Street Fighter IV - Ken Arcade Mode
  48. Street Fighter 2 North American Manual Art
  49. Ultra Street Fighter II - Violent Ken Intro
  50. Ultra Street Fighter II - Violent Ken Intro
  51. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  52. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  53. Street Fighter IV: Aftermath
  54. Street Fighter II Turbo Player's Guide, page 5
  55. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  56. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  57. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  58. Street Fighter Alpha 3 Game Manual Page 8
  59. Street Fighter VI Trainng Tutorial
  60. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  61. Sakura Ganbaru!, Volume 1, Chapter 1
  62. Street Fighter 1984
  63. Over 35 Years of Ryu vs Ken
  64. Shadaloo C.R.I. Character Guide 102
  65. Street Fighter 1987
  66. Street Fighter Alpha Ken Arcade Mode Playthrough
  67. Street Fighter Alpha 2 Adon Arcade Mode Playthrough
  68. Street Fighter Alpha Ken Arcade Mode Playthrough
  69. Street Fighter Alpha 2 Birdie Arcade Mode Playthrough
  70. Sakura Ganbaru!, Volume 1 Bonus: Miss Karin Ganbaru!
  71. Street Fighter II: The World Warrior Car Minigame
  72. Street Fighter IV: Arcade Edition Car Minigame
  73. Street Fighter 6: Truck Bonus Stage
  74. Street Fighter II
  75. Street Fighter II
  76. Street Fighter II Turbo 16-Bit
  77. Street Fighter Alpha Ken Arcade Mode Playthrough
  78. Ultra Street Fighter II: The Final Challengers Sagat Arcade Ending
  79. Ultra Street Fighter II: Champion Edition Ken Arcade Mode
  80. Ultra Street Fighter II: The Final Challengers Zangief Arcade Ending
  81. Ultra Street Fighter IV - Chun-Li vs. Juri (Rival Fight)
  82. Super Street Fighter IV - Juri VS Chun Li Cinematic
  83. Super Street Fighter 4 Juri OVA
  84. Super Street FIghter 4 Juri OVA
  85. Street Fighter IV: Arcade Edition
  86. Street Fighter IV: The Ties That Bind
  87. Street Fighter V: A Shadow Falls
  88. Street Fighter V: Arcade Edition
  89. Street Fighter V Movie
  90. Street Fighter III: 2nd Impact - Giant Attack Ken Arcade
  91. Street Fighter IV: The Ties That Bind
  92. Street Fighter IV: The Ties That Bind
  93. Street Fighter VI Akuma Story
  94. Street Fighter Alpha 2
  95. Street Fighter V Akuma Story
  96. Ultra Street Fighter IV Akuma Ending
  97. Street Fighter III 3rd Strike: Fight for the Future Car Minigame
  98. Street Fighter 6 Terry Bogard Arcade Mode Terry vs Ken Terry Winquote
  99. Street Fighter 6 - World Tour
  100. Street Fighter VI Online Manual
  101. Ultra Street Fighter IV Hugo Cutscenes
  102. Shadaloo C.R.I. Character Guide 102
  103. Street Fighter III: 3rd Strike - Oro Arcade Mode
  104. Street Fighter Alpha Super Combos
  105. Street Fighter IV Dan Ending
  106. Street Fighter Alpha 3 - Sagat Story
  107. Street Fighter Alpha 2
  108. Street Fighter 6
  109. Street Fighter 2: Champion Edition
  110. Street Fighter Alpha 3 Guile's Sonic Boom
  111. Ultra Street Fighter II - Violent Ken Intro
  112. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  113. Sakura Ganbaru!, Volume 1, Chapter 1
  114. Ultra Street Fighter II - Violent Ken Intro
  115. Ultra Street Fighter II - Violent Ken Arcade Mode
  116. Street Fighter IV - M. Bison Ending
  117. Street Fighter V - M. Bison Arcade Endings
  118. Super Street Fighter IV - Juri OVA
  119. Shadaloo C.R.I. Character Guide 102
  120. Street Fighter III: 3rd Strike - Oro Arcade Mode
  121. Ultra Street Fighter II
  122. Street Fighter 6
  123. Street Fighter 2: Champion Edition
  124. Street Fighter Alpha 3 Guile's Sonic Boom
  125. Street Fighter 30th Anniversary Collection
  126. Street Fighter 2: Turbo Game Manual Page 10
  127. Ultra Street Fighter II - Violent Ken Intro
  128. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  129. Shadaloo C.R.I. Character Guide 103
  130. A "genius martial artist" who learned martial arts from an early age and created his own martial arts style. (幼少より様な格闘技を学び、独自の格闘技スタイルをつくり上げた "天才格闘家"。) from Street Fighter flyer.
  131. Street Fighter 2: Turbo Game Manual Page 10
  132. Shadaloo C.R.I. Character Guide 102
  133. Street Fighter 30th Anniversary Collection
  134. Street Fighter 2 North American Manual Art
  135. Street Fighter 30th Anniversary Collection
  136. Street Fighter 30th Anniversary Collection
  137. Street Fighter Alpha 2 - Ken Profile
  138. Street Fighter 2: Turbo Game Manual Page 10
  139. Ultra Street Fighter 4 Rose Arcade Mode Rose vs. Dhalsim Rose Win Quote
  140. Street Fighter 1 Fighter Defeated Cutscene
  141. Street Fighter 1 Ending
  142. Street Fighter 1 Minigame
  143. Street Fighter 1 Minigame
  144. Street Fighter VI Karate Minigame
  145. Street Fighter VI Karate Minigame
  146. Street Fighter VI Karate Minigame
  147. Street Fighter VI Scrap Heap Minigame
  148. Street Fighter VI Scrap Heap 2 Minigame
  149. Street Fighter 6 All Jump Animations
  150. Street Fighter III 3rd Strike Game Manual Page 14
  151. Street Fighter 2: Turbo Game Manual Page 10
  152. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  153. Ultra Street Fighter II: The Final Challengers Dhalsim Arcade Mode
  154. Street Fighter Alpha 3 Game Manual Page 8
  155. Street Fighter VI Training Tutorial
  156. Street Fighter III: Second Impact Ryu vs Necro Ryu Winquote
  157. Street Figher V Perfect Parry
  158. Street Fighter 6 Perfect Parry
  159. Street Fighter V Stun Animation
  160. Street Fighter Series
  161. Street Fighter III 3rd Impact Game Manual Page 15
  162. Street Fighter VI Ball Block Blitz
  163. Street Fighter Alpha Game Manual page 4
  164. Street Fighter III 3rd Impact Game Manual Page 14
  165. Street Fighter IV Game Manual Page 12
  166. Street Fighter 6 Perfect Parry
  167. Street Fighter Alpha Game Manual page 4
  168. Street Fighter III 3rd Strike Game Manual Page 15
  169. Street Fighter III Official Evo Moment #37, Daigo vs Justin Evo 2004 in HD
  170. Street Fighter VI Training Tutorial
  171. Street Fighter Alpha Game Manual page 7
  172. Street Fighter Alpha 3 Game Manual Page 12
  173. Street Fighter Alpha 3 Game Manual Page 12
  174. Street Fighter VI Training Tutorial
  175. Street Fighter VI Training Tutorial
  176. Street Fighter V F.A.N.G. Gameplay
  177. Street Fighter V F.A.N.G. Gameplay
  178. Street Fighter 6 World Tour Kimberly Cutscenes
  179. Street Fighter III: 2nd Impact Ryu Arcade Ryu Winquote
  180. Street Fighter 6 World Tour Akuma Mastery
  181. Street Fighter IV Game Manual Page 12
  182. Street Fighter Alpha Super Combos
  183. Ultra Street Fighter IV Rose vs Abel Rose Winquote
  184. Ultra Street Fighter IV Rose vs Cammy Rose Winquote
  185. Street Fighter IV Game Manual Page 16
  186. Street Fighter 6 World Tour Lily Hawk Cutscenes
  187. Street Fighter 6 World Tour Lily Hawk Cutscenes
  188. Street Fighter VI Training Tutorial
  189. Street Fighter V Movie: A Shadow Falls
  190. Street Fighter Alpha 3 Game Over/Bad Ending
  191. Street Fighter V Karin Story
  192. Street Fighter V Karin Story
  193. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  194. Ultra Street Fighter 4 Gouken vs Dhalsim Gouken Win Quote
  195. Super Street Fighter IV - Juri OVA
  196. Super Street Fighter IV - Juri OVA
  197. Super Street Fighter IV - Juri OVA
  198. Super Street Fighter IV - Juri OVA
  199. Street Fighter IV Game Manual Page 15
  200. Street Fighter IV Game Manual Page 16
  201. Ultra Street Fighter IV Ryu Move List
  202. Street Fighter IV Game Manual Page 15
  203. Ultra Street Fighter IV Ryu Move List
  204. Street Fighter IV Game Manual Pages 15-16
  205. Street Fighter IV Game Manual Page 16
  206. Street Fighter IV Game Manual Page 16
  207. Sakura Ganbaru!, Volume 1, Chapter 1
  208. Street Fighter V Official Online Manual
  209. Street Fighters V: Champion Edition Rose vs Menat Rose's Win Quote
  210. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  211. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  212. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  213. Street Fighter V Menat Story Ending
  214. Winter Street, U.S.A. | Street Fighter III: New Generation
  215. Graffiti Alley, U.S.A. | Street Fighter III: New Generation
  216. Frosty Boulevard | Street Fighter V
  217. Holly Jolly Beatdown | Street Fighter V
  218. Secret Society Headquarters, Mediterranean Sea | Street Fighter III: New Generation
  219. Volcanic Rim | Street Fighter IV
  220. Street Fighter III: 2nd Impact Akuma Move List
  221. Street Fighter V Kolin's Crtical Art
  222. Street Fighter Blanka Electricity
  223. Ultra Street Fighter IV C. Viper vs Dan
  224. Street Fighter V: A Shadow Falls
  225. Street Fighter V: A Shadow Falls
  226. Street Fighter V: A Shadow Falls
  227. Street Fighter V Movie: A Shadow Falls
  228. Street Fighter V Movie: A Shadow Falls
  229. Street Fighter V F.A.N.G. Gameplay
  230. Street Fighter V F.A.N.G. Gameplay
  231. Street Fighter V F.A.N.G. vs. Laura F.A.N.G. Winquote
  232. Street Fighter V Necalli Story Mode
  233. Street Fighter Shadloo Base: The Character Guides Character Guide 115: Necalli
  234. Street Fighter VI Akuma Moveset
  235. Street Fighter Alpha 3 Rose vs. Eagle Rose Winquote Japanese
  236. Ultra Street Fighter IV Rose vs Guile Rose Winquote
  237. Ultra Street Fighter IV Rose vs Seth Rose Winquote
  238. Street Fighter V Menat Story Ending
  239. Shadaloo C.R.I. Character Guide 102
  240. Street Fighter 2 North American Manual Art
  241. Street Fighter 30th Anniversary Collection
  242. Street Fighter 30th Anniversary Collection
  243. The Side Readers : 03 「Unexpected Guests」"Ken put his back against the wall and proceeded down the hallway. At a glance there was nothing there. But Ken put his finely-tuned senses to work.
    There!
    There was someone on the balcony outside of the window. Ken looked and saw the shadow of two people, faintly illuminated against the snow.
    There's two of them...a big one, and a small one.
    Ken realized that the two shadows were heading to the bedroom where Mel was sleeping. His heart pounded heavy in his chest. So they are after Mel! His blood started to boil - I won't let them lay a finger on my son. He leapt toward the window.
    Ken crashed through the window with a thunderous sound, landed on the balcony, and used his momentum to spin around and kick the shadowy figure before him. Foot meets flesh and bone with a heavy thud. The shadowy figure is sent flying, landing on top of the snow.
    That's one!
    Ken lands and immediately kicks up some snow. He turns to the larger shadowy figure, who has yet to react to what is happening. Ken dashes forward, his clenched fist ablaze with the spirit of the fight.
    "Umph!"
    With a pointed breath, Ken positions himself to deliver a fierce uppercut. He lifts his entire body upwards, like a dragon stabbing at the heavens. His fiery fist connects cleanly with the intruder's jaw.
    That's two!
    Ken's trademark special move was a little different this time. It was fueled not only with his usual fighting spirit, but with everything he's got. His fist hit something that felt more like steel than flesh, but it was definitely a clean, direct hit. The intruder reeled from the force of the attack. However...
    What?
    Ken's finely-tuned battle senses told him that the enemy was still standing. His heart skipped a beat, not from fear, or anger - but from the excitement of facing a strong opponent.
    I'll take him down, no matter what!
    Ken knew he couldn't stop now. He grabbed the staggered opponent's arm and lowered his posture in preparation for a throw. Just then, a voice:
    "Whoa, whoa, whoa! Wait a minute, Mr. Ken!"
    It's was a voice that Ken had heard before. The voice was accompanied by a shadowy figure who got between Ken and his opponent - the one Ken had taken out before. Ken took a closer look at his opponent's face, and was surprised by what he found - a female wrestler, wearing an eye-mask. Someone Ken has crossed paths with many times before in his life as a fighter.
    "Huh? You're Mika...!"
    "That's right! Oh wait, I mean, no I'm not!" Even though she just admitted her real identity, she quickly gestured to her attire. She wore a red tunic decorated with tassels, and shorts. "I'm not Mika! I'm a snow fairy!"
    "...What?"
    Ken was dumbfounded. The clothes aside, it was most definitely Rainbow Mika. So if this shadowy figure was Mika...
    "Then the big guy here must be..."
    Ken looked at his opponent, who he was still holding onto. The large bearded man with the fierce expression smiled faintly at Ken, still in mid-throw position. It was a face that Ken had seen countless times before, an old friend who he had battled many times in the past.
    "Zangief!"
    "Nyet!" Zangief, wearing a bearskin hood around his neck, shook his head. "I am not Zangief. I am the Ded Moroz!"
    "The who?"
    "Ded Moroz! You know of old man in winter, do you not?"
    "Think of him as the Russian Santa Claus," Mika, or rather the snow fairy, said discreetly.
    Ken started to gain a clearer picture of what was going on - these two, complete in their festive outfits, wanted to surprise Mel with a present. He breathed a long sigh of relief. With the tension dissolved, Ken's surprise turned to annoyance."
  244. Ultra Street Fighter 2 Violent Ken Arcade Mode Playthrough
  245. Street Fighter IV: The Ties That Bind
  246. Street Fighter 4 Rose vs. Ken Rose Winquote
  247. Ultra Street Fighter IV - Gouken Arcade Mode
  248. Street Fighter 2 North American Manual Art
  249. Street Fighter IV
  250. Street Fighter 1987 - Street Fighter V
  251. Street Fighter III: 3rd Strike
  252. Street Fighter Alpha 2
  253. Street Fighter V
  254. Ultra Street Fighter II - Violent Ken Intro
  255. Shadaloo C.R.I. Character Guide 103
  256. Shadaloo C.R.I. Character Guide 103
  257. Ultra Street Fighter II
  258. Street Fighter V Movie: A Shadow Falls All
  259. Street Fighter V Movie: A Shadow Falls All
  260. Street Fighter V Movie: A Shadow Falls All
  261. Street Fighter V Movie: A Shadow Falls All
  262. Street Fighter 4 Akuma Ending
  263. Street Fighter V Movie: A Shadow Falls All
  264. Street Fighter IV: The Ties That Bind
  265. Street Fighter 4: The Ties That Bind
  266. Street Fighter 4 Akuma Ending
  267. Street Fighter VI Training Tutorial
  268. Street Fighter VI Training Tutorial
  269. Street Fighter VI Training Tutorial
  270. Street Fighter VI Training Tutorial
  271. Street Fighter VI Training Tutorial
  272. Street Fighter VI Training Tutorial
  273. Street Fighter VI Training Tutorial
  274. Street Fighter 2 North American Manual Art
  275. Street Fighter 2 North American Manual Art
  276. Street Fighter 6 World Tour - All Ken Cutscenes
  277. Street Fighter Alpha Anthology - Page 42
  278. Street Fighter 30th Anniversary Collection
  279. Street Fighter Alpha Game Manual page 4
  280. Street Fighter IV Game Manual Page 15
  281. Street Fighter IV Game Manual Page 16
  282. Street Fighter 6 Online Manual
  283. Street Fighter 2 North American Manual Art
  284. Shadaloo C.R.I. Character Guide 103
  285. Street Fighter III Third Strike Game Manual Page 18
  286. Street Fighter IV Game Manual Page 12
  287. Street Fighter VI Online Manual
  288. Street Fighter Alpha 2 Ryu Arcade Ending
  289. Street Fighter Alpha 2 Ryu Arcade Ending
  290. Street Fighter Alpha 2 Ryu Arcade Ending
  291. Street Fighter III: 2nd Impact - Giant Attack - Akuma Ending
  292. Street Fighter IV Aftermath
  293. Street Fighter 4 - Intro: Chun Li
  294. Super Street Fighter 4 Juri OVA
  295. Super Street Fighter 4 Juri OVA
  296. Street Fighter V - E. Honda Arcade Mode Ending
  297. Final Fight Revenge Haggar Super Attack
  298. Super Street Fighter II Turbo - Shin Akuma Boss Fight
  299. Street Fighter Alpha 3 Akuma Ending
  300. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  301. Street Fighter Alpha 3 M. Bison Arcade M. Bison vs Akuma
  302. Street Fighter Alpha 3 Adon Arcade Adon vs M. Bison
  303. Street Fighter Alpha 3 OST Feel the Cool
  304. Street Fighter Alpha 3 OST Groan
  305. Street Fighter Alpha 3 Game Over
  306. Street Fighter 6 Ryu vs SiRN Akuma Ryu Winquote
  307. Street Fighter 6 Dhalsim vs SiRN Akuma Dhalsim Winquote
  308. Street Fighter 6 Mai Shiranui vs SiRN Akuma Mai Shiranui Winquote
  309. Street Fighter 6 Jamie vs. SiRN Akuma Jamie Winquote
  310. Street Fighter 6 Manon vs. SiRN Akuma Manon Winquote
  311. Street Fighter 6 Cammy vs. SiRN Akuma Cammy Winquote
  312. Street Fighter 6 Guile vs. SiRN Akuma Guile Winquote
  313. Street Fighter 6 Ken vs SiRN Akuma Ken Winquote
  314. Street Fighter 6 Chun-Li vs SiRN Akuma Chun-Li Winquote
  315. Street Fighter 6 Terry Bogard vs SiRN Akuma Terry Bogard Winquote
  316. Street Fighter 6 Elena vs SiRN Akuma Elena Winquote
  317. Street Fighter 6 Akuma vs SiRN Akuma Akuma Winquote
  318. Street Fighter 6 C. Viper vs SiRN Akuma C. Viper Winquote
  319. Street Fighter V Menat vs. Alex Menat Winquote
  320. Street Fighter V Menat Arcade SFV Menat Ending
  321. Street Fighter V Menat vs F.A.N.G. Menat Winquote
  322. Street Fighter V Menat vs. Ed Menat Winquote
  323. Sakura Ganbaru!, Volume 1, Chapter 3
  324. Sakura Ganbaru!, Volume 1, Chapter 4
  325. Sakura Ganbaru!, Volume 1, Chapter 4
  326. Sakura Ganbaru!, Volume 1, Chapter 5
  327. Sakura Ganbaru!, Volume 1, Chapter 5
  328. Sakura Ganbaru!, Volume 1, Chapter 6
  329. Street Fighter Alpha - Ken Ending
  330. Street Fighter Alpha - Ken Arcade Mode
  331. Street Fighter Alpha 2 - Ken Arcade Mode
  332. Street Fighter Alpha 3 - Ken Arcade Mode
  333. Street Fighter IV: Aftermath
  334. Street Fighter IV - Ken Arcade Mode
  335. Street Fighter V - Ken Character Story
  336. Street Fighter V - Ken Character Story
  337. Street Fighter V - Ken Character Story
  338. Street Fighter V: A Shadow Falls
  339. Street Fighter V - Ken Character Story
  340. Street Fighter V - Ken Character Story
  341. Street Fighter V: A Shadow Falls
  342. Street Fighter III: Third Strike - Ken Arcade Mode
  343. Street Fighter III: Third Strike - Ken Ending
  344. Street Fighter 6: Days of the Eclipse - Chapter 4: As a Father
  345. Street Fighter 6 Ken Story Mode
  346. Street Fighter 6 Ken Story Mode
  347. Street Fighter 6 Ken Story Mode
  348. Street Fighter 6 Ken Story Mode
  349. Street Fighter 6 Ken Story Mode
  350. Street Fighter Alpha 3 - Ryu Arcade Mode
  351. Street Fighter IV - Ryu Arcade Mode
  352. Street Fighter V - Ryu Character Story
  353. Street Fighter V: A Shadow Falls
  354. Street Fighter III: New Generation - Ken Ending
  355. Street Fighter 6 Terry Bogard Story Mode
  356. Street Fighter IV: The Ties That Bind
  357. Street Fighter 6 - World Tour
  358. Shadaloo C.R.I. Character Guide 103
  359. Street Fighter V A Shadow Falls