Hishou Ken (
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Description[]
Hishou Ken[]
- "A forward projectile. Keep faraway opponents at bay. The REV version can be used in combos."
- —Fatal Fury: City of the Wolves, Hishou Ken
Andy thrusts his palm out, throwing out a blue projectile. Throughout his appearances, his technique and its execution has always varied:
As of KOF XIII, Hishou Ken gains an variant, which not only does more damage, but travels faster. In COTW, the
version becomes Geki Hishou Ken (see below).
- "You're mine!"
- —Andy, Kuu Hishou Ken
Also in COTW, Andy gains the aerial version of Kuu Hishou Ken ( version carries over the same properties as the ground version, though aimed diagonally downwards in the air.
Geki Hishou Ken[]

Geki Hishou Ken (KOF '98)
In its original appearances, Geki Hishou Ken ( version of Hishou Ken, where Andy creates a ki sphere in each hand (one blue, one purple), then slams them together to create a towering beam of ki a foot in front of him.
Geki Hishou Ken would be exclusive to his Shadow version in RBFFS in place of the regular Hishou Ken, though it would return to form in following games.
Strategy[]
- "A midair projectile toward the ground. Keep faraway opponents at bay. The REV version can be used in combos."
- —Fatal Fury: City of the Wolves, Kuu Hishou Ken
Hishou Ken[]
In its initial or common incarnations, Hishou Ken acts as the typical projectile move: to control space, setup for his Shouryuu Dan or Zan-ei Ken as a counter, and to poke or wear down his opponents with from afar. Due to the nature and performance of his other special attacks, it serves Andy well as they can be immediately followed up like aforementioned when the opportunity is right.
In Real Bout Fatal Fury Special, Real Bout 2: The Newcomers, and Dominated Mind, his Hishou Ken will fade out upon 2/3rds of the screen. Though he loses range in these games, his Hishou Ken in Real Bout instead comes to act as a gauge to measure for his ma'ai or range interval game for his other special moves and combo setups, and to help condition the opponent's space to let them know of his potential striking distance.
In King of Fighters, from the late 1990s to XI, his shortened Hishou Ken comes to act the same as his Real Bout incarnations, and with it being at a shorter range, allows him to maintain a neutral game even amidst skirmishes and mindgames. Hishou Ken in KOF naturally also acts as a combo finisher due to its properties.
Geki Hishou Ken[]
Due to its stationary nature, Geki Hishou Ken is typically used as a combo finisher due to its level of strength. Due to its attack's extending hitbox, it can be mixed up with the regular Hishou Ken in pokes and spacing games to condition and psyche the opponent, especially if they get in close, but the attack can be blocked or whiffed if played poorly. In installments of Real Bout Fatal Fury where there are breakable walls, Geki Hishou Ken proves dangerously effective to break down walls for ring outs or instant dizzy, especially in combos.
Gallery[]
Similar Moves[]
- Zetsu: Hishou Ken - The Super Special Move variant, used by both Andy and Hokutomaru.