Ken (SSBUDE)

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Ken () is a playable character in Super Smash Bros. Ultimate: Definitive Edition.
==Changes from Ultimate==
*Shinryuken has an additional variant if he is at 100% of damage (25% in stamina match).
*Ken has a mechanic taken from Street Fighter V called Heat Rush, increasing the power of his Special Attacks at 1.5x, replaces Hadoken with Shakunetsu Hadoken and Shoryuken with Shoryureppa. It can be done by pressing both A and B at the same time, lasting for 8 seconds. After its done, Ken won't be able to use it again until he loses a stock.
==Moveset==
*Ken will always face his opponent during a one-on-one match.
*A small flash will appear whenever Ken does the input command version of one of his Special Moves instead of the standard B input.
*Sound effects from the Street Fighter II series are used when Ken hits opponents, albeit heavily modified, instead of the typical knockback sounds. The intensity of the sound depends on the power of the move. Ryu also uses a unique sound effect for when he preforms a parry based on the parry sound effect from the Street Fighter III series. Ken shares these traits with Ryu, Chun-Li and Akuma.
=== Ground attacks ===
Attack 	Name 	Description 	Damage
Standard attack	Inazuma Kick	Tapped: A jab, followed by a short straight-punch, followed by a hook. The second hit is based on Ken's Street Fighter III close medium punch.
Held (Far): Ken performs his Inazuma Kick: a double-hitting axe kick.Held (Close): An uppercut similar to his held up tilt, but with significantly different properties.	1.5%, 1.5%, 5%
Standard attack	Inazuma Kick	Tapped: A jab, followed by a short straight-punch, followed by a hook. The second hit is based on Ken's Street Fighter III close medium punch.
Held (Far): Ken performs his Inazuma Kick: a double-hitting axe kick.Held (Close): An uppercut similar to his held up tilt, but with significantly different properties.	6% (hit 1), 10% (hit 2) (held, far)
Standard attack	Inazuma Kick	Tapped: A jab, followed by a short straight-punch, followed by a hook. The second hit is based on Ken's Street Fighter III close medium punch.
Held (Far): Ken performs his Inazuma Kick: a double-hitting axe kick.Held (Close): An uppercut similar to his held up tilt, but with significantly different properties.	12% (held-close)
Forward tilt 	 	Tapped (Far): The tsumasaki geri, a kick used in Okinawan Karate. Based on his standing medium kick in Street Fighter III
Tapped (Close): An inward hook. The move causes the opponent to slightly shift towards Ken. 
Held: A straight with his left or right arm. While it is faster and deals more damage that Ryu's Collarbone Breaker, it has less range and far less shield damage.	6.8% (tapped, far), 6% (tapped, close), 5% (arm), 10% (fist)
Up tilt 	 	Tapped: The sok ngat, an uppercut-style elbow strike used in Muay Thai.
Held: An uppercut. 	2% (tapped), 12% (held)
Down tilt 	 	Tapped: A crouching, Hapkido-style shin kick.
Held: A lunging, Hapkido-style shin kick. 	1.6% (tapped); 7% (leg, held), 5.5% (foot, held)
Dash attack 	 	A flying kick. 	12% (clean), 8% (late)
Forward smash 	 	A roundhouse kick. Unlike Ryu's forward smash, it has less range, and does not move him forward as much; it also has slightly less base knockback. It is faster than Ryu's forward smash, however. Based on his standing heavy kick introduced in Super Street Fighter II Turbo.	(foot) (leg)
Up smash 	 	Squats and then rises up to throw an uppercut. 	(clean) (late)
Down smash 	 	A legsweep. 	
=== Aerial attacks ===
Attack 	Name 	Description 	Damage
Neutral aerial	 	A downward angled kick. Based on his diagonal jumping medium kick in Street Fighter II. 	8% (clean, bent leg), 6.5% (clean, leg/ late, bent leg), 4% (late)
Forward aerial	Taobigeri 	A flying kick. 	(clean sweetspot), (late sweetspot), (clean sourspot), (late sourspot)
Back aerial 	Senpukyaku 	An outside crescent kick. 	(leg) (foot)
Up aerial 	 	A kick straight upwards. Unlike Ryu's up aerial, it only hits once. Based on his neutral jumping light kick in Street Fighter II. 	6.5%
Down aerial 	Straight Punch	A downward angled cross. Based on his jumping medium and heavy punch in Street Fighter II, albeit at an emphasized downward angle.	(ground), (aerial sweetspot), (aerial sourspot)
=== Grab and throws ===
Attack 	Name 	Description 	Damage
Grab 	 	Reaches out. 	-
Pummel 	 	A knee strike while holding the opponent in the collar-and-elbow position. Based on his Tsukami Hizageri throw in the Street Fighter Alpha/Zero games.	1.3%
Forward throw	 	The seoi nage (a Judo throw). 	9%
Back throw 	Hell Wheel	Rolls backward twice before performing the tomoe nage, akin to Pikachu's back throw. 	12%
Up throw 	Heel Drop 	A stretch kick transitioned into an axe kick. 	8% (throw), 15% (kick)
Down throw 	 	Pins the opponent to the ground and performs a knifehand strike. 	5% (hit), 4% (throw)
=== Other attacks ===
Attack 	Name	Description 	Damage
Floor attack (front)	 	Kicks behind himself and then in front of himself before getting up. The front hit is based on his crouching heavy kick in Street Fighter III.	7%
Floor attack (back) 	 	Kicks around himself before getting up. 	7%
Floor attack (trip) 	 	Kicks behind himself and then in front of himself before getting up. 	5%
Edge attack 	 	Performs a crouching shin kick while climbing up. 	10%
=== Special attacks ===
Attack 	Name 	Description 	Damage
Standard special move	Hadoken 	Quickly cups his hands to his side and then thrusts them forward to launch a blue ki blast from his cupped hands that deals low damage and knockback, and may cause tripping at low percents. As in the original games, Ken's Hadoken is weaker than Ryu's version. Since Ken does not have access to Shakunetsu Hadoken, he can only do two versions of the move: a small blue Hadoken (special button only), and a minutely stronger (1.25× damage) and larger inputted Hadoken (↓ ↘ → + attack/special). Like in the original Street Fighter II, Ken's Hadoken contains an image of his hands. If Heat Rush is activated, it will be changed into Shakunetsu Hadoken, dealing additional hits. 	4.5%, 5%, 5.5% (Standard), 5.6%, 6.2%, 6.8% (Input)
Side special move 	Tatsumaki Senpukyaku 	A jumping, spinning crescent kick. Unlike Ryu's version of the move, Ken's version hits multiple times, has less endlag, and the grounded version does not grant intangibility on his leg. Also, Ken will announce the move by name whether he uses the input or not (Ryu only announces the move if it was performed via input). The command-input version (↓ ↙ ← + attack/special) deals 1.16× damage. Even if all hits connect, the move deals less damage than the late hit of Ryu's version. If Heat Rush is activated, his feet will be surrounded by flames 	3% (Standard, ground, hits 1 - 4), 3.48% (Input, ground, hits 1 - 4), 3% (Standard, midair, hit 1), 2% (Standard, midair, hits 2 - 4), 3.48% (Input, midair, hit 1), 2.32% (Input, midair, hits 2 - 4)
Up special move 	Shoryuken 	A leaping uppercut Ken's Shoryuken deals less knockback than Ryu's equivalent and hits at a slightly more horizontal angle. However, it deals more damage and has powerful hitboxes throughout the move (in contrast to Ryu's Shoryuken, which loses strength the longer it is out). Depending on how long the button is pressed, Ken's Shoryuken will hit a different amount of times: tapping the button fast causes it to hit once, tapping the button at a mid-fast speed causes it to hit twice, and holding the button performs Heavy Shoryuken: a flaming Shoryuken that hits 3 times. It grants him intangibility on frame 5. The command-input variant (→ ↓ ↘ + attack/special) deals 1.2× more damage. If Heat Rush is activated, it becomes Shoryureppa, were he will do a mid-fast tapped version before ending with Heavy Shoryuken. 	13% (Standard, fast tap), 8%/6% (Standard, mid-fast tap; hits 1/2), 15.6% (Input, fast tap), 9.6%/7.2% (Input, mid-fast tap; hits 1/2), 2.2%/8%/6.5% (Heavy, Standard; hits 1/2/3), 2.64%/9.6%/7.8% (Heavy, Input; hits 1/2/3)
Down special move 	Focus Attack 	Similar to Ryu's version, but with a spinning kick instead of a punch. Additionally, the uncharged version on grounded and aerial opponents, as well as the semi-charged and fully-charged versions on aerial opponents, launch opponents at a lower angle. 	12% (Level 1), 10% (Level 2), 17% (Level 3)
Command Input 1 	Nata Otoshi Geri 	A swiping crescent kick that hits twice, launching them into the air. This move uses a unique input, a reversed forward quarter-circle (→ ↘ ↓ + attack), that Ryu does not possess. By holding the attack button, he will cancel it into Inazuma Kick. 	5% (move), 12% (canceled Inazuma Kick)
Command Input 2 	Oosoto Mawashi Geri 	An outward roundhouse kick, which resembles Ryu's far, held neutral attack. The input is the same as Ryu's Shakunetsu Hadoken: a half-circle input (← ↙ ↓ ↘ → + attack). Like Nata Otoshi Geri, by holding the attack button, he will cancel it into Inazuma Kick. 	12% (move), 12% (canceled Inazuma Kick)
Final Smash 	Shippu Jinraikyaku / Shinryuken	A Final Smash that varies depending on range. Ken traps the opponent with Shippu Jinraikyaku a furious series of kicks, followed by devastating series of hurricane kicks. If the initial hit some how misses, Ken will only do the first few hits, however, if he hit another opponent during those hits, the Final Smash will continue as normal. At any other range, Ken performs the Shinryuken an uppercut which produces a giant pillar of fire with immense vertical range. If the attack or special button is mashed during Shinryuken the Final Smash will deal extra damage. If he is at 100% in Stock or Time Battles, or has 25% or less of his maximum HP in a Stamina Battle, it will be replaced with the Street Fighter IV version of Shinryuken were he will do his Shoryuken like normal, then performs multiple kicks before transitions into said move with an alternative arm, but rises much higher, allowing him to deal more damage and cover more range.	1.2% (hits 1 - 13), 13% (hit 14) 1% (initial hit), 3.2% (hits 1 - 4), 4% (hit 5), 4.3% (hits 6 - 10), 7% (hit 11), 1.3% (additional kicks, hits 1-6)
=== Misc. ===
Misc. 	Description 	Description 	Description
On-screen appearance	Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! Bring it on!" Nearly identical to Ryu's on-screen appearance. 	Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! Bring it on!" Nearly identical to Ryu's on-screen appearance. 	Walks onto the stage from some mist in the background, then gets into a fighting stance while saying "I'm ready for ya! Bring it on!" Nearly identical to Ryu's on-screen appearance.
Idle Poses 	Adjusts his gloves. 	Adjusts his gloves. 	
Idle Poses 	Wriggles the fingers on both hands, then crosses his arms and pumps them. 	Wriggles the fingers on both hands, then crosses his arms and pumps them. 	
Taunts 	Standard 	Gives a thumbs up, saying "Yeah!". Based off of his Street Fighter Alpha winpose. 	
Taunts 	Side 	Bumps his fists together, holds his fist out and says "Get serious!". Based off of one of his Personal Actions in Street Fighter IV. 	
Taunts 	Down/Up 	Does a beckoning gesture with his hand, saying "Bring it on!".Based off of his introduction in Street Fighter IV. 	
Victory theme 	A remix of the victory theme from Street Fighter II. 	A remix of the victory theme from Street Fighter II. 	A remix of the victory theme from Street Fighter II.
Victory Standard 	Brushes his hair before giving a thumbs-up to the camera, saying "I did it!". Based off of his Street Fighter Alpha victory pose, which recurs throughout the series. 	Brushes his hair before giving a thumbs-up to the camera, saying "I did it!". Based off of his Street Fighter Alpha victory pose, which recurs throughout the series. 	Brushes his hair before giving a thumbs-up to the camera, saying "I did it!". Based off of his Street Fighter Alpha victory pose, which recurs throughout the series.
Victory Side 	Punches twice, does a roundhouse kick, and raises his fist (similar to Ryu), while saying "Challenge me after some practice." In Japanese, he says "いくらでもかかってこい！" (Come at me as much as you like!), his win quote from Street Fighter II. Based off of his victory pose throughout the series, specifically his Street Fighter V variant. 	Punches twice, does a roundhouse kick, and raises his fist (similar to Ryu), while saying "Challenge me after some practice." In Japanese, he says "いくらでもかかってこい！" (Come at me as much as you like!), his win quote from Street Fighter II. Based off of his victory pose throughout the series, specifically his Street Fighter V variant. 	Punches twice, does a roundhouse kick, and raises his fist (similar to Ryu), while saying "Challenge me after some practice." In Japanese, he says "いくらでもかかってこい！" (Come at me as much as you like!), his win quote from Street Fighter II. Based off of his victory pose throughout the series, specifically his Street Fighter V variant.
Victory Up/Down 	Kicks twice (the first being the Nata Otoshi Geri, and the second being the Oosoto Mawashi Geri) and performs a beckoning gesture, saying "I knew I'd win! Hah!" In Japanese, he says "スパッと勝つと気持ちいいな！" (It feels good to win a spat!), one of his generic win quotes from Street Fighter V. 	Kicks twice (the first being the Nata Otoshi Geri, and the second being the Oosoto Mawashi Geri) and performs a beckoning gesture, saying "I knew I'd win! Hah!" In Japanese, he says "スパッと勝つと気持ちいいな！" (It feels good to win a spat!), one of his generic win quotes from Street Fighter V. 	Kicks twice (the first being the Nata Otoshi Geri, and the second being the Oosoto Mawashi Geri) and performs a beckoning gesture, saying "I knew I'd win! Hah!" In Japanese, he says "スパッと勝つと気持ちいいな！" (It feels good to win a spat!), one of his generic win quotes from Street Fighter V.
==Trivia==
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Category:Characters
Category:Playable Characters
Category:Super Smash Bros. (series)
Category:Super Smash Bros. Characters
Category:Street Fighter (series)
Category:Super Smash Bros. Ultimate: Definitive Edition