
| “ | Don't waste time on words—just press on. Leading the way is strength all of its own. | „ | |
| ~ 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 | |
|---|---|
| Origin | |
| Origin | Street Fighter |
| Creator | Takashi Nishiyama, Shoei Okano |
| First Appearance | Street Fighter (1987) |
| Voiced by | Japanese Tetsuya Iwanaga, Kōji Tobe, Yūji Kishi English |
| 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 |
| This dropdown contains the synopsis of Ken’s story. Read at your own risk as you may be spoiled otherwise! |
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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 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 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 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 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 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 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] |
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.
Sore winner: Ken is brash and arrogant, reveling in the instances where he can stand over his opponents and laugh at them.[13]
Family man: Ken values his family above all else[14], to the point where he retired from fighting in order to look after them[15], and will force himself to go into hiding if it would keep Eliza and Mel safe.[16]
Critical to those who are possessed: Ken sees it as disgraceful for a true warrior to let himself get possessed[17].

| “ | 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.
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:
Gender: Male
Sexuality: Heterosexual
Pronouns: He/Him
Age: 20 to 40 years old
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
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)
Archetypal Tiering: Rival/The Heart/Skill Master
Key: Street Fighter 1-Alpha 3 | Street Fighter 2-Street Fighter 4 | Street Fighter 5 | Street Fighter 3 | Street Fighter 6
Key Information:
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 | TransonicTabber 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])
All previous abilities.
All previous powers and abilities.
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.
←↙↓ + 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.
Press Directional Button away from opponent. Fighters can even block in mid-air.
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.
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.
Through using the above throw command to reduce damage from throws where the character safely falls to the ground.
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.



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.
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.


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.
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.
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.

To do some serious trash talking, press SELECT.
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.

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.
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 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).
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.
When knocked up in the air, press 2 Kick buttons simultaneously (not avilable with X Ism).
→ 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.
Press the Directional buttons, Punch or Kick buttons rapidly.
This counter move reduces the damage when the fighter is under attack or blocking.
There are three basic punches:
Press the Y button. The jab is very quick, but does little damage.
Press the X button. The strong punch does a fair amount of damage.
Press the L button. The fierce punch does a large amount of damage, but is slow.
There are three basic kicks:
Press the B button. The short kick is very quick, but does very little damage.
Press the A button. The forward kick is strong and is fairly quick.
Press the R button. This roundhouse kick is powerful, but very slow.
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 allow fighters to grab an opponent and toss them across the room. Some fighters can even do thorws in mid-air.
Holds allow fighters to grab an opponent and then hit or bite them again and again.
Press a Punch (P) or Kick (K) button.
Combo moves made up of a D-Button/Joystick command and a Punch or Kick button press.
Fighters can perform either a standing or crouching block. Use a right block to ward off an opponent's attack.
↓↑ Jump higher than a regular jump.
→→ or ←←

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.
↓ The moment an opponent knocks or throws a fighter up into the air, this technique allows them to recover.
All buttons Recovery from dizziness more quickly by rapidly pressing the Directional Buttons, punch buttons and kick buttons in any random order.
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.
MP + MK simultaneously Jump lower than a regular jump and attack. Effective against an opponenet who is doing a crouching block.
HP + HK simultaneously Each character has an individual Personal Action with a unique effect.
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.
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.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.
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.

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.

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.
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.

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.

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.
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.

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.

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.
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 |
| |
| Level 2 |
| |
| Level 3 (Keep holding until performed) |
| |
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.
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.
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.

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.

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.

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.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.
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.
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.
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.

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

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.

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.

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

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.

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.

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

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.
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.
Custom Combo
Parry
Taunt
Focus Attack
Heat Rush
Drive Impact
Hadoken
Reppu Hadoshu
Shakunetsu Hadoken
Tatsumaki Senpukyaku
Shippu Jinraikyaku
Guren Senpukyaku
Guren Enjinkyaku
Shoryuken
Shoryureppa
Shinryuken
Psycho Hadoken
Psycho Tatsumaki Senpukyaku
Psycho Shoryuken
Rasetsu Kyaku
Shinbu Messatsu
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
The following is an explanation of the abbrevations used for tehcniques in Street Fighter, an example can be found here[285]
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The following messages will appear on screen when certain conditions are fufilled, an example can be found here[286] and here[287]
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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.
23 - 6 - 2 - 2
Is known to have won several American Karate Tournaments.[329]
Is said to have won three U.S. Championships in a row.[343]