Link vs Ken

Ken Matchup (Link)

Link vs Ken

Link vs Ken is won by controlling the approach with projectiles and bomb presence, then cashing out every real close-range punish before Ken's pressure loop starts.

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Matchup Summary (Win Condition and Game Plan)

This matchup becomes dangerous for Link the moment he is forced to fight up close without bomb control, because Ken’s light confirms, low kicks, nair, and Shoryuken pressure can erase the stock swing very quickly.
The win condition is not to camp forever, but to use arrow, boomerang, and bomb to lock down Ken’s approach angles, then hit the pause in his movement with sword spacing and nair before carrying him toward the ledge.
The table shows that Ken’s later jab strings, tilts, Dash Attack, smash attacks, Neutral B, Side B, and Down B can all be punished on shield by Up B, bair, grab, nair, or Up Smash. Nair, Fair, Bair, and many Up B situations are much harder to hit instantly, so landing and ground re-entry reads matter more than blind shield punishes there.
For kills, do not force center-stage haymakers. Keep bomb in play, force jump or shield at the ledge, and finish with Up B, Fair, or a ledge read before Ken gets the close-range Shoryuken turn.

Full Move Frame Quick Reference

Opponent MoveStartupOn ShieldLink OOS Candidate MovesBarely Missed Moves
Jab 12-10
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
Jab 23-21
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Jab 38-21
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Jab (1)7-19
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Jab (2)9/16-10/-6
  • None
  • Up B (+1)
  • OOS Bair (+3)
Forward Tilt (1)3-20
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Forward Tilt (2)8-8
  • Up B (7f)
  • OOS Bair (+1)
  • Grab (+2)
  • OOS Nair (+2)
  • Up Smash (+2)
Forward Tilt (3)10-18/-14
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (+3)
Up Tilt (1)3-8
  • Up B (7f)
  • OOS Bair (+1)
  • Grab (+2)
  • OOS Nair (+2)
  • Up Smash (+2)
Up Tilt (2)7-19
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down Tilt (1)2-9
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (+1)
  • OOS Nair (+1)
  • Up Smash (+1)
Down Tilt (2)6-15
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (+2)
Dash Attack7-22
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Forward Smash13-24/-21
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Up Smash9-24
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Down Smash5-25
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Neutral Air6-2/-2, -1/-2
  • None
Forward Air8-7/-6, -7/-6
  • None
  • Up B (+1)
  • OOS Bair (+3)
Back Air8-4/-5
  • None
  • Up B (+3)
Up Air5-8
  • Up B (7f)
  • OOS Bair (+1)
  • Grab (+2)
  • OOS Nair (+2)
  • Up Smash (+2)
Down Air8-10
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
Neutral B13-35/-34
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Side B (1)8/13—38-25 to -30
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Side B (2)8/13/18/23/28/33/38-36
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Up B (1)6**
Up B (2)5/6/9**
Down B12 (+21), 12(+31), 12(+59)-32, -33, unblockable
  • Up B (7f)
  • OOS Bair (9f)
  • Grab (10f)
  • OOS Nair (10f)
  • Up Smash (10f)
  • OOS Uair (14f)
  • OOS Dair (17f)
  • OOS Fair (19f)
Grab6
Dash Grab9
Pivot Grab10

Win Condition Checklist

  • Use arrow, boomerang, and bomb together so Ken cannot start the close-range fight for free.
  • When you block the later jab strings, the tilts, Dash Attack, the smash attacks, Neutral B, Side B, or Down B, punish with the OOS routes from the table.
  • Treat Nair, Fair, Bair, and many Up B cases as landing and re-entry reads instead of automatic shield punish spots.
  • When you hold bomb, use it to force jump or shield first, then connect into sword spacing or nair instead of throwing it away immediately.
  • At the ledge, cover jump with Fair or uair and catch neutral getup or roll with grab or Up B before Ken reaches the reversal range.

Actions to Avoid

  • Starting extended close-range scraps without bomb control.
  • Swinging after every blocked aerial or Up B even when the punish window is not really there.
  • Firing projectiles without also stepping forward to actually stop Ken’s advance.
  • Fishing with raw smash attacks in center and feeding into Focus or whiff punishes.
  • Chasing too deep offstage and giving Ken an easy chance to turn your recovery into his reversal.

Reference Links

Related Pages