From SmashWiki, the Super Smash Bros. wiki
Hitbox visualization showing Ken's tapped first jab.
Hitbox visualization showing Ken's held first jab, when close to an opponent.
Hitbox visualization showing Ken's held first jab, when far from an opponent.
Overview[edit]
Update History[edit]
3.1.0
- Neutral attack 1 and 2 can be canceled into a special move for a longer amount of time.
- Neutral attack (heavy, close) deals drastically less knockback (70 base/70 scaling → 25/15) and sends at a slightly more horizontal angle (85° → 80°), making it a much better combo starter even at high percents.
- Neutral attack (heavy, far)'s second hit deals more damage (6% → 10%) with knockback compensated.
Hitboxes[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
0 |
0 |
0 |
1.5% |
0 |
|
Standard |
20 |
0 |
0 |
|
2.8 |
top |
0.0 |
10.5 |
9.5 |
1.0× |
1.0× |
0% |
|
|
|
|
|
|
Ken Punch |
|
Fighter only |
All |
|
|
|
|
|
|
1 |
0 |
0 |
1.5% |
0 |
|
Standard |
30 |
30 |
0 |
|
2.5 |
top |
0.0 |
10.5 |
3.5 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Ken Punch |
|
Fighter only |
All |
|
|
|
|
|
|
2 |
0 |
0 |
1.5% |
0 |
|
Standard |
25 |
28 |
0 |
|
2.5 |
top |
0.0 |
10.5 |
6.5 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Ken Punch |
|
Fighter only |
All |
|
|
|
|
|
|
3 |
0 |
0 |
1.5% |
0 |
|
Standard |
20 |
20 |
0 |
|
2.8 |
top |
0.0 |
10.5 |
9.5 |
2.0× |
1.0× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
Held (close)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Clean hit
|
0 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
3.0 |
shoulderl |
1.7 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
2.0 |
bust |
0.0 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
5.0 |
arml |
2.3 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
3 |
0 |
0 |
8.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
3.0 |
top |
0.0 |
9.0 |
12.0 to 10.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
Late hit
|
0 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
3.0 |
shoulderl |
1.7 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
1 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
2.0 |
bust |
0.0 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
2 |
0 |
0 |
12.0% |
0 |
|
Standard |
25 |
15 |
0 |
|
5.0 |
arml |
2.3 |
0.0 |
0.0 |
1.5× |
0.5× |
0% |
|
|
|
|
|
|
Ken Punch |
|
All |
All |
|
|
|
|
|
|
Held (far)[edit]
ID |
Part |
Rehit rate |
Damage |
SD |
Angle |
Angle type |
BK |
KS |
FKV |
Set weight |
Radius |
Bone |
Offset |
H× |
SDI× |
T% |
Clang |
Rebound |
Effect |
Type |
G |
A |
Sound |
Direct |
Hit bits |
Hit part |
Blockable |
Reflectable |
Absorbable |
Flinchless |
No GFX |
Heedless
|
Hit 1
|
0 |
0 |
0 |
6.0% |
0 |
|
Forward |
0 |
120 |
30 |
|
4.0 |
top |
0.0 |
11.0 to 20.5 |
3.4 |
1.2× |
1.0× |
0% |
|
|
|
|
|
|
Ken Kick |
|
All |
All |
|
|
|
|
|
|
Hit 2 (early)
|
0 |
0 |
0 |
10.0% |
0 |
|
Forward |
30 |
92 |
0 |
|
4.0 |
top |
0.0 |
10.0 to 15.2 |
4.4 to 11.0 |
1.5× |
1.0× |
0% |
|
|
|
|
|
|
Ken Kick |
|
All |
All |
|
|
|
|
|
|
Hit 2 (late)
|
0 |
0 |
0 |
10.0% |
0 |
|
Forward |
30 |
92 |
0 |
|
4.0 |
top |
0.0 |
10.0 |
4.4 to 11.0 |
1.5× |
1.0× |
0% |
|
|
|
|
|
|
Ken Kick |
|
All |
All |
|
|
|
|
|
|
For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
The move can only transition into the second jab if it hits an opponent; otherwise, pressing the attack button again triggers a consecutive jab.
Hitboxes
|
2-3
|
Jab 2 continuability window
|
6-24
|
Special cancel window
|
2-11
|
Final Smash cancel window
|
2-3
|
Consecutive jab frame
|
7
|
Interruptible
|
16
|
Animation length
|
30
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Hitboxes |
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Jab 2 |
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Special cancel |
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FS cancel |
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Held (close)[edit]
The move grants intangibility to Ken's head, bust, and arms.
Upper body intangible
|
4-10
|
Clean hit
|
7
|
Late hit
|
8-11
|
Special cancel window
|
7-20
|
Final Smash cancel window
|
7-11
|
Interruptible
|
38
|
Animation length
|
39
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Hitboxes |
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Upper body |
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Special cancel |
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FS cancel |
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Held (far)[edit]
Hit 1
|
9-12
|
Hit 2 (early, late)
|
16, 17
|
Final Smash cancel window
|
9-17
|
Interruptible
|
33
|
Animation length
|
51
|
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Ken's moveset
|
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