Matchup Summary (Win Condition and Game Plan)
This matchup gets worse the longer Ken stands in front of Kazuya and accepts crouch-dash, Wind God Fist, and throw pressure at point-blank range, but Ken’s run speed and 5f up B let him cut off the grounded strings that are actually visible on shield, and the first clean touch often carries straight to ledge.
Instead of taking the shortcut with high jump-ins, Ken should use walk-shield, small pullbacks, and short hadoken checks to disturb crouch-dash timing, then punish jab strings, forward tilt, up tilt, down tilt, dash attack, the smash attacks, and up B on block with up B (5f), OOS uair (8f), OOS nair (9f), or up smash (9f).
The dangerous part is that the unlisted crouch-dash mix, command throws, and Rage Drive are still there, so staying planted in shield for too long is a losing trade. When no real punish is available, Ken should disengage first and route the next interaction into Kazuya’s slow jump and weak air drift instead of forcing another point-blank guess.
KOs are more repeatable by stacking ledge sequences until jab or down tilt routes reach Shoryu range, then covering jump from ledge and high recovery with uair, bair, and up smash. Ken’s own offstage risk is real too, so ledge hold is more reliable than deep chases.
Full Move Frame Quick Reference
| Opponent Move | Startup | On Shield | Ken OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 (1) | 6 | -11 |
| |
| Jab 1 (2) | 29 | Unblockable | ||
| Jab 2 | 7 | -15 |
| |
| Jab 3 | 7 | -20 |
| |
| Jab (1) | 10 | -25 |
| |
| Jab (2) | 12 | -23 |
| |
| Jab (3) | 23 | -24 |
| |
| Jab (4) | 15 | -24 |
| |
| Jab (5) | 18 | -25 |
| |
| Jab (6) | 16 | -26 |
| |
| Forward Tilt | 12 | -17 |
| |
| Up Tilt | 9/24 | -14/-18 |
| |
| Down Tilt | 16 | -15 |
| |
| Dash Attack | 15 | -19 |
| |
| Forward Smash | 25 | -16/-13 |
| |
| Up Smash | 12 | -22 |
| |
| Down Smash | 17 | -16 |
| |
| Up B | 5+15 | -22 |
|
Win Condition Checklist
- Do not wait in front of crouch-dash. Use walk-shield, small pullbacks, and short hadoken checks to shift the spacing before taking the first touch at jab or down tilt range.
- After blocking jab strings, forward tilt, up tilt, down tilt, dash attack, the smash attacks, or up B, punish immediately with up B (5f), OOS uair (8f), OOS nair (9f), or up smash (9f) so Kazuya does not get free grounded turns.
- After the punish, do not stay in center and brawl. Carry him to ledge, then keep re-catching the slow jump and weak air drift with juggling and ledgetraps.
- Once 100% and Rage Drive are online, do not keep holding shield in place. Reset space whenever the touch is not clearly punishable.
- Finish stocks through jab or down tilt into Shoryu, uair or bair on ledge jump, and up smash on roll.
Actions to Avoid
- Do not sit in shield in front of Kazuya and accept crouch-dash into Wind God Fist, throws, and Rage Drive all at once.
- Do not overuse same-height jump-ins after stopping him with hadoken or walking and run into up tilt, up smash, or invincible callouts.
- Do not chase every blocked touch the same way and turn unlisted command options into a second close-range guess in center stage.
- Do not keep fishing for extra center-stage damage after the first hit and give Kazuya another point-blank guess before the ledge sequence starts.
- Do not overchase offstage into up B hitboxes or airdodge mixes when ledge hold would have kept the advantage.