(OLD) SSF4 Ken Hitbox Data

ken

#1

Explanation of Hitboxes
http://otersi.com/00_interesting_frames/Hitbox_Explanation.jpg

Normals
cr.lp: http://otersi.com/00_interesting_frames/ken_clp.png
cr.hp: http://otersi.com/00_interesting_frames/ken_chp_01.png http://otersi.com/00_interesting_frames/ken_chp_02.png
cr.lk: http://otersi.com/00_interesting_frames/ken_clk.png
cr.mk: http://otersi.com/00_interesting_frames/ken_cmk.png

st.lp: http://otersi.com/00_interesting_frames/ken_slp.png
st.mk: http://otersi.com/00_interesting_frames/ken_smk.png
st.hk: http://otersi.com/00_interesting_frames/ken_shk.png

Stepkick: http://otersi.com/00_interesting_frames/ken_stepkick.png
Thunder Kick (f+hk): http://otersi.com/00_interesting_frames/ken_hk_overhead.png

Jumping Normals
j.hp: http://otersi.com/00_interesting_frames/ken_jhp.png
j.lk: http://otersi.com/00_interesting_frames/ken_jlk.png
j.hk: http://otersi.com/00_interesting_frames/ken_jhk.png

Focus Attack
http://otersi.com/00_interesting_frames/ken_focus.png

Specials
EX tatsu: http://otersi.com/00_interesting_frames/ken_ex_tatsu.png
EX air tatsu: http://otersi.com/00_interesting_frames/ken_jump_extatsu.png
mp.srk (startup): http://otersi.com/00_interesting_frames/ken_mp_shoryuken_01.png
mp.srk (airborne): http://otersi.com/00_interesting_frames/ken_mp_shoryuken_02.png
fp.shoryu (startup after invincible frames): http://otersi.com/00_interesting_frames/ken_fp_shoryuken_startup.png

Ultras
U1 (startup): http://otersi.com/00_interesting_frames/ken_u1_01.png
U1 (airborne): http://otersi.com/00_interesting_frames/ken_u1_02.png
U2 (startup): http://otersi.com/00_interesting_frames/ken_u2_01.png
U2 (airborne): http://otersi.com/00_interesting_frames/ken_u2_02.png
U2 (airborne): http://otersi.com/00_interesting_frames/ken_u2_03.png

Lets level up boys!


#2

Oh nice!


#3

Oh whoa, thanks for the heads up!

BTW it seems like these links are broken. I’m getting 404’s.


#4

Hitbox Data

I’ve been looking at the hitbox data for a little while now and a few things I noticed:

Ken’s SRK definitely has a better hitbox when compared to Ryu or Akuma.
However:

LP SRK only has 2 frames of invincibility (not 3 like it says on the wiki).
EX SRK only has 7? 9? frames of invincibility (not 11)

When comparing fireballs, the frame data hasn’t changed from vanilla and Kens’ FB speeds are still slower than Ryu. Its probably more accurate to say that he has the biggest spread in FB speeds (his LP FB is the slowest, HP FB is almost as fast as Ryu, and EX is faster).


#5

I’m going to convert every frame to a JPG and re-torrent it. My last test is on Thursday then I’ll have time to do all characters but for now I’m only doing Ken. I’ll get you guys the frame data as I finish sets of moves. Spreadsheets ftw.


#6

Just wanted to say thanks for this stuff. It’s the first time I’ve seen actual hit boxes visualized. I’m a game developer, so this is like a nerdgasm for me, understanding how it all works underneath the hood.

Feel like now that I’ve seen this, it’s the final piece in understanding the rules of the game in explicit detail, and I almost feel like, with enough time and money, I could synthesize the game play of a typical fighter… but the amount of work involved is not to be sniffed at! It might just seem like a bunch of boxes, but there’s a lot of effort in creating everything else to support it.

Anyway, thanks for some really eye opening diagrams!


#7

jHP and jHK are really interesting to compare. You can see in jHK that the main bounding box doesn’t overlap with the active attack area - runs right up to it, meaning that you can never land “behind” the rival as a result of the attack (I think?). But on jHP it does overlap, ever so slightly, which is why it’s possible (but difficult) to do an ambiguous crossup HP.

When you compare jHP to jLK’s attack area fully overlaps the main bounding box, you can see why it’s easy to get crossup hits.

And ryu’s jHK, i’d expect, has a pretty large active attack area, enabling those relatively forgiving crossups he has.

Man that’s so cool to see visualized. Thanks again!


#8

yeah no worries hilariouscow. ill talk to my buddy blackadde and see if he can fix some of those broken links. hes a bit busy with real life right now though.
yeah when i first saw these hitboxes it really opened up my eyes too, im glad to help out the ken army.
his j.hp is sooo much better as a jump in. the j.hk always gets stuffed and now we know why. also if you study the j.hp, it shows that you do not want to hit with the knuckle part but more with the palm since it is farther away from kens green box (where he can be hit).
i would say hitbox data is just as important as frame data.


#9

Unbroken links.

http://otersi.com/00_interesting_frames/ken_stepkick.png
http://otersi.com/00_interesting_frames/ken_hk_overhead.png
http://otersi.com/00_interesting_frames/ken_ex_tatsu.png
http://otersi.com/00_interesting_frames/ken_jump_extatsu.png
http://otersi.com/00_interesting_frames/ken_mp_shoryuken_01.png
http://otersi.com/00_interesting_frames/ken_mp_shoryuken_02.png
http://otersi.com/00_interesting_frames/ken_fp_shoryuken_startup.png


#10

first post updated. thanks elf.


#11

Ahhh i see why kens HP shoryu sucks so bad as an anti-air now. :tup:


#12

Hey ImagineVC, I think this thread is great. I had my last finals yesterday so I finally had the time to record all of Ken’s moves.

Move (start-up/active/recovery/on block/on hit): Range

CS. LP (4/2/5/+4/+7): 0.238-0.738, 0.239-0.739
CS. MP (6/3/18/-7/-2): 1.377-1.977, 1.361-1.961, 1.343-1.943
CS. HP (6//3/19/-4/+1): 0.187-0.687, 0.195-0.695, 0.246-0.446
CS. LK (6/2/7/+2/+5): 1.280-2.180, 1.293-2.193
CS. MK (8/3/12/-1/+7): 0.311-0.711 (longest reach), # (times 2)
CS. HK (8//3/21/-6/-2): 1.442-2.703, 1.424-2.664, 1.391-2.601

FS. LP (4/2/5/+4/+7): 0.401-1.001, 0.412-1.012
FS. MP (7/5/5/+4/+7): 0.520-1.120, 0.520-1.120, 0.519-1.119, 0.518-1.118, 0.516-1.116
FS. HP (11/3/16/-1/+3): 0.606-1.206, 0.614-1.214, 0.620-1.220
FS. LK (4/3/7/+1/+4): 0.296-0.896, 0.290-0.890, 0.283-0.883
FS. MK (7/3/13/-2/+1): 0.261-1.061, 0.258-1.058, 0.255-1.055
FS. HK (12/3/21/-6/-2): 1.075-1.775, 1.096-1.796, 1.112-1.812

C. LP (3/3/6/+2/+5): 0.373-0.873, 0.381-0.881, 0.382-0.882
C. MP (5/5/9/0/+3): 0.455-0.955, 0.464-0.964, 0.467-0.967, 0.466-0.966, 0.462-0.962
C. HP (5/5/22/-9/-4): 0.267-0.767, 0.275-0.775, 0.231-0.531, 0.235-0.535, 0.237-0.537
C. LK (3/4/7/0/+3): 0.147-0.947, 0.152-0.952, 0.158-0.958, 0.161-0.961
C. MK (4/4/14/-4/-1): 0.520-1.420, 0.543-1.443, 0.561-1.461, 0.575-1.475
C. HK (8/3/21/-6/UKD): 0.850-1.650, 0.848-1.648, 0.840-1.640

Neutral Jump LP (7): 0.397-0.997 (times 9)
Neutral Jump MP (5): 0.399-0.899, 0.403-0.903, 0.404-0.904, 0.403-0.903
Neutral Jump HP (7): 0.300-1.000 (times 4)
Neutral Jump LK (7): 0.300-0.700 (times 10)
Neutral Jump MK (6): 0.161-1.261, 0.156-1.256, 0.150-1.250, 0.144-1.244, 0.138-1.238, 0.132-1.232, 0.127-1.227
Neutral Jump HK (6): 0.597-1.197 (times 2)

Forward Jump LP (7): 0.582-0.982, 0.641-1.041, 0.697-1.097, 0.753-1.153, 0.807-1.207, 0.861-1.261, 0.915-1.315, 0.969-1.369
Forward Jump MP (5): 0.718-1.318, 0.774-1.374, 0.830-1.430, 0.886-1.486, 0.942-1.542, 0.997-1.597
Forward Jump HP (5): 0.474-1.174, 0.533-1.233, 0.589-1.289, 0.643-1.343
Forward Jump LK (5): 0.137-0.937, 0.195-0.995, 0.251-1.051, 0.305-1.105, 0.357-1.157, 0.409-1.209, 0.460-1.260
Forward Jump MK (6): 0.124-1.224, 0.179-1.279, 0.234-1.334, 0.289-1.389
Forward Jump HK (5): 0.530-1.430, 0.598-1.498, 0.654-1.554, 0.709-1.609, 0.764-1.664, 0.819-1.719, 0.874-1.774

MK overhead (15/2/17/-5/-2):
Step Kick (11/5/11/-2/+1): 1.412-2.212, 1.424-2.224, 1.429-2.229, 1.432-2.232, 1.433-2.233
HK overhead (21/2/20/-4/-1): 1.189-2.189, 1.243-2.243

Focus Attack lvl 1 (22/-2): 0.303-1.464, 0.205-1.221
Focus Attack lvl 2 (17+13/+4): 0.303-1.464, 0.205-1.221
Focus Attack lvl 3 (68): 0.282-1.420, 0.176-1.138

Throw (3): 0.028-0.900, 0.005-0.923

LP SRK (3/11/18+6/-14/KD): 0.180-0.780, 0.190-0.790, 0.200-0.800, 0.037-0.770, 0.145-0.645, 0.249-0.589, 0.219-0.674, 0.226-0.687, 0.244-0.687, 0.264-0.680, 0.282-0.673
MP SRK (4/311/25+14/-29/KD): 0.150-0.750, 0.170-0.770, 0.190-0.790, 0.125-0.841, 0.017-0.790, 0.211-0.648, 0.297-0.641, 0.284-0.730, 0.299-0.762, 0.324-0.780, 0.354-0.791, 0.384-0.799, 0.413-0.808, 0.438-0.816
HP SRK (3/2
212/30+9/-30/KD): 0.327-1.027, 0.383-1.083, 0.603-1.203, 0.630-1.230, 0.618-1.425, 0.695-1.195, 0.895-1.226, 0.974-1.361, 1.041-1.493, 1.119-1.582, 1.200-1.658, 1.279-1.724, 1.354-1.782, 1.424-1.835, 1.488-1.882, 1.544-1.925
EX SRK (4/2
226/45+9/-41/KD): 0.357-0.957, 0.376-0.976, 0.550-1.150, 0.582-1.182, 0.548-1.355, 0.721-1.104, 0.879-1.232, 0.975-1.414, 1.088-1.550, 1.206-1.667, 1.324-1.774, 1.440-1.874, 1.552-1.969, 1.659-2.059?

LK Tatsumaki (6/1(4)2(6)2/11+6/-6/-2): 0.305-0.705, # (times 4), 0.705-1.767, 1.730-1.728, # (times 6), 0.035-0.870, 0.016-0.930
MK Tatsumaki (6/2(5)2(5)1(5)2(5)2/14+9/-4/0): 0.206-0.606, 0.256-0.656, # (times 5), 0.716-1.781?
HK Tatsumaki (6/2(6)1(5)1(5)1(5)1(5)1(5)2(4)2/12+12/-5/-1): 0.146-0.546, 0.166-0.566, # (times 6), 0.737-1.769?
EX Tatsumaki (6/2(4)1(3)1(4)1(3)1(4)1(4)1(3)1/9+14/-3/+1): 0.306-0.760, 0.406-0.806, # (times 4), 1.017-2.048?

Air LK Tatsumaki (8/2x4/10): 0.739-1.575, 0.757-1.545 (Front), # (times 6), 0.098-0.794, 0.062-0.902 (Back)
Air MK Tatsumaki (7/1x5/10): 0.712-1.566 (Front), # (times 4), 0.266-0.537 (Back)
Air HK Tatsumaki (7/1x5/10): 0.682-1.480 (Front), # (times 2), 0.405-0.432 (Back)
Air EX Tatsumaki (6/1x6*2/4): 0.619-1.678 (Front), # (times 2), 0.381-0.605 (Back)

LP Super (1+1/218(20)137/31+12/-29/UKD): 0.116-0.762, 0.440-0.961, 0.412-1.214, 0.194-1.221, 0.287-1.238, 0.311-1.315, 0.374-1.329, 0.426-1.320, 0.471-1.304, 0.498-1.272, 0.443-1.274, (# times 20), 1.269-2.001?
MP Super (1+2/218(20)137/?/-29/UKD): 0.085-0.832, 0.407-1.074, 0.472-1.274, 0.274-1.301, 0.387-1.338, 0.431-1.435, 0.514-1.469, 0.586-1.480, 0.651-1.484, 0.698-1.472, 0.663-1.494, (# times 20), 1.769-2.501?
HP Super (1+2/218(20)137/?/-29/UKD): 0.115-0.862, 0.467-1.134, 0.562-1.364, 0.394-1.421, 0.537-1.488, 0.611-1.615, 0.724-1.679, 0.826-1.720, 0.921-1.754, 0.998-1.772, 0.993-1.824, (# times 20), 2.519-3.251?

Ultra 1 (1+9/225x7*1/32+50/-94/UKD): 0.290-1.000, 0.398-1.363, 0.607-1.113, 0.722-1.051, 0.248-0.848, 0.255-0.855?
Ultra 2 (1+6/2(5)93/8+42/-40/UKD): 0.372-1.372, 0.472-1.472 (Front), # (times 6), 0.822-2.022, 0.922-2.122 (Front), # (times 3), 0.222-1.222, 0.322-1.322 (Back)?

  • These numbers are really useful if you want to level up your Footsie game. For example, Balrog’s longest normal (that also happens to be his Low Attack) is 1.279-1.779, 1.290-1.790. Since Ken’s FS. HK is 1.075-1.775, 1.096-1.796, 1.112-1.812, the safest place to play Footsies against Balrog is outside of Ken’s FS. HK.

This leveled up my Footsie game, I hope it helps you guys too. I highly recommend everyone to download SSF4 Hit Box Data:

http://shoryuken.com/f315/super-street-fighter-iv-hitboxes-234787/

P.S. All the information I find will be on the 1st page of “SSF4 Ken Improvement Thread” for future reference.

Edit: Oh, I almost forgot- It looks like Ken’s MK overhead isn’t in the SSF4 Hitbox Data. Anybody have it?


#13

Joon,

I really wish I can nominate you to be a mod in this forum.

Good stuff, though I have no clue how to read it…lol.


#14

Thx CCiNO. LMK if you’re interested. I’ll try my best to explain it.


#15

co-sign. joon should be ken mod.
hey joon thanks for the informative post. can you explain those numbers? i never knew what those numbers meant or how to read them.


#16

No worries. Ok, let’s use Ken’s FS. HK as an example:

FS. HK (12/3/21/-6/-2): 1.075-1.775, 1.096-1.796, 1.112-1.812

  • 12 frame start-up, 3 frame active, 21 frame recovery, -6 on block, and -2 on hit.
  • 1st Active Frame (1.075-1.775), 2nd Active Frame (1.906-1.796), 3rd Active Frame (1.112-1.812)
  • 1st Active Frame: 1.075 is the “beginning of the Active Hit Box” and 1.775 is the “end of the Active Hit Box”
  • The horizontal length of the Active Hit Box is 0.700
  • It extends 1.775 on the 12th frame, 1.796 on the 13th frame, and 1.812 on the 14th frame

The number for the “beginning of the Active Hit Box” is unnecessary for Spacing, but I just wrote it down for the hell of it. Since we’re talking about Spacing and Footsies, you only need to worry about the number for the “end of the Active Hit Box”. Also, this “#” represents 1 frame of no Active Hit Box (ex: Tatsumaki).

LMK if that sounds confusing.


#17

looks like jumping LK could be used for more than just a safer crossup on some characters ~


#18

I reccommend a sticky for this thread.

Or perhaps the addition of the useful information and links in these posts to the Ken attributes thread.


#19

Compared to some of the other characters “hit box data” threads, Ken’s is missing quite a lot of his moves.

Is there any chance someone could make up the full list of all Ken’s moves rather than just a select few?

It would be very much appreciated.

G.


#20

will do g77. im busy until next weekend. i’ll update this thread as well as the option select thread next week :slight_smile: