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 Move | Startup | On Shield | Ken OOS Candidate Moves | Barely Missed Moves |
|---|---|---|---|---|
| Jab 1 | 3 | -10 |
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| Jab 2 | 6 | -15 |
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| Forward Tilt | 8 | -17/-16/-15 |
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| Up Tilt | 15 | -12 |
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| Down Tilt | 6 | -26 |
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| Dash Attack | 8 | -23 |
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| Forward Smash | 10 | -29/-28 |
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| Up Smash | 11/15/19/23/27 | -24 |
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| Down Smash | 9/17 | -27/-18 |
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| Neutral Air | 8/14 | -5/-5/-6 |
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| Forward Air | 6/12/18/24/30 | -12/-12/-11 |
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| Back Air | 9 | -9/-9/-10 |
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| Up Air | 5… | -16/-16/-15 |
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| Down Air | 17 | -8/-7 |
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| Z Air | 8/16 | -4/-3 |
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| Neutral B | 3(+13) | -17 to +4 |
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| Side B (1) | 18 | -26 |
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| Side B (2) | 21 | -24 |
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| Up B (1) | 4… | — | ||
| Up B (2) | 5… | — | ||
| Down B | 33 | — | ||
| Grab | 15 | — | ||
| Dash Grab | 17 | — | ||
| Pivot Grab | 18 | — |
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.