Ken (SSBU)/Neutral attack/Hit 1
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< Ken (SSBU) | Neutral attack
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Overview[edit]
Update History[edit]
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.
Hitboxes[edit]
Tapped[edit]
Held (close)[edit]
Held (far)[edit]
Timing[edit]
For each variant, canceling into a special move or Final Smash is only possible upon hitting an opponent and after hitlag is over.
Tapped[edit]
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 |
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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 | ![]() |
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Jab 2 | ![]() |
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Special cancel | ![]() |
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FS cancel | ![]() |
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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 | ![]() |
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Special cancel | ![]() |
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FS cancel | ![]() |
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Held (far)[edit]
Hit 1 | 9-12 |
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Hit 2 (early, late) | 16, 17 |
Final Smash cancel window | 9-17 |
Interruptible | 33 |
Animation length | 51 |
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FS cancel | ![]() |
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![]() Lag time |
![]() Hitbox |
![]() ![]() Hitbox change |
![]() Vulnerable |
![]() Intangible |
![]() Continuable |
![]() ![]() Earliest continuable point |
![]() Interruptible |
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