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Ken (SSBU)/Neutral attack/Hit 1

Hitbox visualization for Ken's tapped jab 1
Hitbox visualization showing Ken's tapped first jab.
Hitbox visualization for Ken's held close jab 1
Hitbox visualization showing Ken's held first jab, when close to an opponent.
Hitbox visualization for Ken's held far Jab 1
Hitbox visualization showing Ken's held first jab, when far from an opponent.

OverviewEdit

Update HistoryEdit

  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.

HitboxesEdit

TappedEdit

ID Part Rehit rate Damage SD Angle Angle type BK KS FKV Set weight Radius Bone Offset 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 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 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            

TimingEdit

For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.

TappedEdit

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
Hitboxes                                                             
Jab 2                                                             
Special cancel                                                             
FS cancel                                                             

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
Hitboxes                                                                               
Upper body                                                                               
Special cancel                                                                               
FS cancel                                                                               

Held (far)Edit

Hit 1 9-12
Hit 2 (early, late) 16, 17
Final Smash cancel window 9-17
Interruptible 33
Animation length 51
Hitboxes                                                                                                       
FS cancel                                                                                                       
Legend (1 square = 1 frame)
 
Lag time
 
Hitbox
  
Hitbox change
 
Vulnerable
 
Intangible
 
Continuable
  
Earliest continuable point
 
Interruptible