Ken vs Samus

Samus Matchup (Ken)

Ken vs Samus

Ken vs Samus is about refusing the projectile war, walking behind shield until close range exists, and then making each opening count all the way to Shoryuken while respecting Screw Attack above all else.

This page is not in your favorites.

Matchup Summary (Win Condition and Game Plan)

This matchup turns on whether Samus gets to keep Ken at the charge shot, missile, bomb, and fair range, or whether Ken walks behind shield long enough to reach jab and down tilt distance even once. The more impatiently Ken jumps, the more he gives Samus the anti-air hits that start juggling and ledge pressure.
Still, Samus is not especially fast up close, and her reliable shield reversal is heavily centered on Up B. The table shows that Jab 1-2, forward tilt, up tilt, down tilt, dash attack, every smash, forward air, back air, up air, Neutral B, and both Side B hits are all punishable by Ken’s Up B (5f) and often by his faster aerials, up smash, or grab as well, so those stops have to become real momentum.
By contrast, neutral air, down air, and zair do not give broad immediate punishment, and charge shot can also be safer depending on charge level. The better trade is to value the approach itself, then win with Ken’s close-range jab, down tilt, throw, and guard pressure once he is finally in.
The win condition is not a fireball duel. Keep center while pushing Samus toward ledge, bait or block the Up B panic option, and route the next touch into Shoryuken. Offstage overchases are lower value because tether recovery and fair can still reverse the exchange.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldKen OOS Candidate MovesBarely Missed Moves
Jab 13-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (+1)
  • OOS Dair (+1)
  • OOS Fair (+1)
Jab 26-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Tilt8-17/-16/-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Tilt15-12
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Tilt6-26
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Dash Attack8-23
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Forward Smash10-29/-28
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up Smash11/15/19/23/27-24
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Smash9/17-27/-18
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Neutral Air8/14-5/-5/-6
  • Up B (5f)
  • OOS Uair (+3)
Forward Air6/12/18/24/30-12/-12/-11
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Back Air9-9/-9/-10
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (+1)
  • OOS Bair (+2)
  • OOS Dair (+2)
  • OOS Fair (+2)
Up Air5…-16/-16/-15
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Down Air17-8/-7
  • Up B (5f)
  • OOS Uair (+1)
  • OOS Nair (+2)
  • Up Smash (+2)
  • Grab (+3)
Z Air8/16-4/-3
  • None
  • Up B (+2)
Neutral B3(+13)-17 to +4
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Side B (1)18-26
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Side B (2)21-24
  • Up B (5f)
  • OOS Uair (8f)
  • OOS Nair (9f)
  • Up Smash (9f)
  • Grab (10f)
  • OOS Bair (11f)
  • OOS Dair (11f)
  • OOS Fair (11f)
Up B (1)4…
Up B (2)5…
Down B33
Grab15
Dash Grab17
Pivot Grab18

Win Condition Checklist

  • Do not answer the projectile game with a bigger projectile game. Walk, shield, and take small pieces of ground until close range exists.
  • After shielding Jab 1-2, forward tilt, up tilt, down tilt, dash attack, any smash, forward air, back air, up air, Neutral B, or Side B (1)(2), punish with Up B (5f) first and extend with up smash, uair, nair, or grab when spacing allows.
  • Once you are in, do not leave after one hit. Respect Screw Attack, keep the pressure tight, and mix jab, down tilt, throw, and re-guarding.
  • After launching Samus, keep pushing her toward ledge and cover the heavy landing with up tilt, anti-air, and up smash instead of resetting to far range.
  • For kills, prefer ledge pressure, jump reads, and jab or down tilt into Shoryuken over risky offstage commitments.

Actions to Avoid

  • Jumping high to bypass charge shot and missiles and feeding directly into fair, uair, or Screw Attack anti-airs.
  • Forgetting about Up B the moment you get in and letting one panic reversal erase the hard-earned approach.
  • Forcing immediate retaliation after neutral air, down air, or zair and handing Samus a free reset to projectile spacing when the punish is not really there.
  • Chasing too far offstage and exposing Ken’s narrow recovery to tether routes and fair reversals.

Reference Links

Related Pages