< Street Fighter 6 | Ken
(17 intermediate revisions by the same user not shown) | |||
Line 68: | Line 68: | ||
| jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | | jugLimit = (Maximum juggle count that still allows the move to connect against juggled opponent; 0 only hits in free juggle state) | ||
| projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | | projSpeed = (Movement speed of projectiles; if movement speed changes over time, list multiple values) | ||
| atkRange = (Range for certain attacks, generally normals/throws/DI; moves with extra horizontal movement listed as MaxRange(MinRange), e.g. Slides or 2-hit moves) | |||
| notes = (Additional details about the move that do not have their own dedicated field) | | notes = (Additional details about the move that do not have their own dedicated field) | ||
---> | ---> | ||
Line 107: | Line 108: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.01 | |||
| notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19 | | notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19 | ||
}} | }} | ||
Line 143: | Line 145: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.914 | |||
| notes = Easily hitconfirmable into Target Combo; Run~Stop cancel: -6/-12 | | notes = Easily hitconfirmable into Target Combo; Run~Stop cancel: -6/-12 | ||
}} | }} | ||
Line 179: | Line 182: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.491 | |||
| notes = Great poke in neutral; large number of active frames make it a great meaty; when used out of Drive Rush, links into 2MK on hit or gives pressure on block; Run~Stop cancel: -3/-8 | | notes = Great poke in neutral; large number of active frames make it a great meaty; when used out of Drive Rush, links into 2MK on hit or gives pressure on block; Run~Stop cancel: -3/-8 | ||
}} | }} | ||
Line 216: | Line 220: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.32 | |||
| notes = Incredible range for a light normal and a great whiff punish; Run~Stop cancel: -14/-16; DR cancel is delayed until after 2nd active frame | | notes = Incredible range for a light normal and a great whiff punish; Run~Stop cancel: -14/-16; DR cancel is delayed until after 2nd active frame | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Has good forward movement; whiffs on crouching opponents at farther ranges; hitconfirmable Target Combo follow-up makes it strong in neutral; front leg hurtbox is raised on frames 4-15, allowing it to dodge some low attacks | | atkRange = 1.73 | ||
| notes = Has good forward movement; whiffs on crouching opponents at farther ranges unless they extend a vertical hurtbox; hitconfirmable Target Combo follow-up makes it strong in neutral; front leg hurtbox is raised on frames 4-15, allowing it to dodge some low attacks | |||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.921 (1.898) | |||
| notes = Excellent ranged poke and whiff punish tool; even at max range, can convert Punish Counter spinning juggle state into 623KK or Drive Rush 5HP juggles; 2 extra recovery frames on whiff | | notes = Excellent ranged poke and whiff punish tool; even at max range, can convert Punish Counter spinning juggle state into 623KK or Drive Rush 5HP juggles; 2 extra recovery frames on whiff | ||
}} | }} | ||
Line 323: | Line 330: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.89 | |||
| notes = Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; DR cancel is delayed until after 1st recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; DR cancel is delayed until after 1st recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
Line 359: | Line 367: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.12 | |||
| notes = Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | | notes = Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11; topmost hurtbox on frames 1-8 is vulnerable only to aerial attacks, preventing its use as an anti-air | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| notes = Forces stand; decent anti-air (cannot hit cross- | | atkRange = 1.148 | ||
| notes = Forces stand; decent anti-air (cannot hit cross-up); only first 2 active frames are cancelable; Run~Stop cancel: +3/-10 | |||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.04 | |||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.46 | |||
| notes = Run~Stop cancel: -8/-12; Range: 1.46; DR cancel is delayed until after active frames | | notes = Run~Stop cancel: -8/-12; Range: 1.46; DR cancel is delayed until after active frames | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| atkRange = 1.645 | |||
| notes = Has juggle potential (not a Hard Knockdown when juggled into); on block, always plays out a fixed 27f recovery (cannot be made safer with meaty timing) | | notes = Has juggle potential (not a Hard Knockdown when juggled into); on block, always plays out a fixed 27f recovery (cannot be made safer with meaty timing) | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+9}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+5}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+13}} | ||
| perfParryAdv = {{sf6-adv|M|-2}} | |||
| hitstun = 13 | | hitstun = 13 | ||
| blockstun = 9 | | blockstun = 9 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.60 | |||
| notes = | | notes = | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = Sp | | cancel = Sp | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+9(+11)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+5(+7)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+13(+15)}} | ||
| perfParryAdv = {{sf6-adv|VM|-4}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 15 | | hitstun = 15 | ||
| blockstun = 11 | | blockstun = 11 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 2 | | jugLimit = 2 | ||
| atkRange = 1.09 | |||
| notes = Puts airborne opponents into limited juggle state; cancels to j.214K with a long cancel window; shifts Ken's hurtbox upward during startup | | notes = Puts airborne opponents into limited juggle state; cancels to j.214K with a long cancel window; shifts Ken's hurtbox upward during startup | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+7(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|P|+3}}{{sf6-adv|VP|(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+11(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-10}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.61 | |||
| notes = Spike Knockdown on counter-hit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits | | notes = Spike Knockdown on counter-hit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits | ||
}} | }} | ||
Line 605: | Line 624: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+5(+10)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|P|+1}}{{sf6-adv|VP|(+6)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+9(+14)}} | ||
| hitstun = | | perfParryAdv = {{sf6-adv|VM|-7}}{{sf6-adv|M|(-2)}} | ||
| hitstun = 14 | |||
| blockstun = 10 | | blockstun = 10 | ||
| hitstop = 9 | | hitstop = 9 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 0.55 | |||
| notes = Cross-up | | notes = Cross-up | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+9(+13)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+5(+9)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+13(+17)}} | ||
| perfParryAdv = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 17 | | hitstun = 17 | ||
| blockstun = 13 | | blockstun = 13 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.18 | |||
| notes = Cross-up; shifts Ken's hurtbox upward during startup | | notes = Cross-up; shifts Ken's hurtbox upward during startup | ||
}} | }} | ||
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| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+11(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+7(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+15(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-6}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.17 | |||
| notes = Great horizontal range for a jump-in | | notes = Great horizontal range for a jump-in | ||
}} | }} | ||
Line 695: | Line 720: | ||
| guard = H | | guard = H | ||
| cancel = - | | cancel = - | ||
| hitAdv = - | | hitAdv = {{sf6-adv|VP|+13(+15)}} | ||
| blockAdv = - | | blockAdv = {{sf6-adv|VP|+9(+11)}} | ||
| perfParryAdv = | | punishAdv = {{sf6-adv|VP|+17(+19)}} | ||
| perfParryAdv = {{sf6-adv|VM|-4}}{{sf6-adv|M|(-2)}} | |||
| hitstun = 19 | | hitstun = 19 | ||
| blockstun = 15 | | blockstun = 15 | ||
Line 709: | Line 735: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 1.09 | |||
| notes = Strong and fast air-to-air; shifts Ken's hurtbox upward during startup | | notes = Strong and fast air-to-air; shifts Ken's hurtbox upward during startup | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Can walk forward for a corner throw loop with 3f timing vs. standard size characters; only +1 after forward dash | | notes = Can walk forward for a corner throw loop with 3f timing vs. standard size characters; only +1 after forward dash | ||
}} | }} | ||
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| driveGain = 2000 | | driveGain = 2000 | ||
| superGainHit = 2000(1400) [4000(2800)] | | superGainHit = 2000(1400) [4000(2800)] | ||
| atkRange = 0.80 | |||
| notes = Side switches, has great corner carry; does not allow throw/strike oki after back throwing opponent into corner | | notes = Side switches, has great corner carry; does not allow throw/strike oki after back throwing opponent into corner | ||
}} | }} | ||
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| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 0 | | jugLimit = 0 | ||
| atkRange = 2.470 | |||
| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.578 | |||
| notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
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| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| atkRange = 1.578 | |||
| notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
Line 977: | Line 1,009: | ||
| startup = 3+8 | | startup = 3+8 | ||
| active = - | | active = - | ||
| recovery = 15( | | recovery = 15(37) | ||
| total = 26( | | total = 26(48) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
Line 984: | Line 1,016: | ||
| blockAdv = - | | blockAdv = - | ||
| driveGain = -10000 | | driveGain = -10000 | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final | | notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.745 (min/throw), 2.449 (min/block), 3.721 (max/final DR frame) | ||
}} | }} | ||
Line 996: | Line 1,028: | ||
| startup = 9 | | startup = 9 | ||
| active = - | | active = - | ||
| recovery = 15( | | recovery = 15(37) | ||
| total = 24( | | total = 24(46) | ||
| guard = - | | guard = - | ||
| cancel = - | | cancel = - | ||
Line 1,003: | Line 1,035: | ||
| blockAdv = - | | blockAdv = - | ||
| driveGain = -30000 | | driveGain = -30000 | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final | | notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties | ||
}} | }} | ||
Line 1,022: | Line 1,054: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = | | hitconfirm = 4 | ||
| hitAdv = {{sf6-adv|M|-1}} | | hitAdv = {{sf6-adv|M|-1}} | ||
| blockAdv = {{sf6-adv|VM|-7}} | | blockAdv = {{sf6-adv|VM|-7}} | ||
Line 1,039: | Line 1,071: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.06 | | projSpeed = 0.06 | ||
| notes = 1-hit projectile; useful for meaty corner setups if well-spaced, preventing wakeup SA1 | | notes = 1-hit projectile; puts airborne opponents into limited juggle state; useful for meaty corner setups if well-spaced, preventing wakeup SA1 | ||
}} | }} | ||
Line 1,056: | Line 1,088: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = | | hitconfirm = 4 | ||
| hitAdv = {{sf6-adv|M|-3}} | | hitAdv = {{sf6-adv|M|-3}} | ||
| blockAdv = {{sf6-adv|VM|-9}} | | blockAdv = {{sf6-adv|VM|-9}} | ||
Line 1,073: | Line 1,105: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.07 | | projSpeed = 0.07 | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; puts airborne opponents into limited juggle state | ||
}} | }} | ||
Line 1,090: | Line 1,122: | ||
| guard = LH | | guard = LH | ||
| cancel = SA3 | | cancel = SA3 | ||
| hitconfirm = | | hitconfirm = 4 | ||
| hitAdv = {{sf6-adv|VM|-5}} | | hitAdv = {{sf6-adv|VM|-5}} | ||
| blockAdv = {{sf6-adv|VM|-11}} | | blockAdv = {{sf6-adv|VM|-11}} | ||
Line 1,107: | Line 1,139: | ||
| jugLimit = 1 | | jugLimit = 1 | ||
| projSpeed = 0.08 | | projSpeed = 0.08 | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; puts airborne opponents into limited juggle state | ||
}} | }} | ||
Line 1,125: | Line 1,157: | ||
| guard = LH | | guard = LH | ||
| cancel = SA2 SA3 | | cancel = SA2 SA3 | ||
| hitconfirm = | | hitconfirm = 12 | ||
| hitAdv = {{sf6-adv|P|+2}} | | hitAdv = {{sf6-adv|P|+2}} | ||
| blockAdv = {{sf6-adv|M|-2}} | | blockAdv = {{sf6-adv|M|-2}} | ||
Line 1,142: | Line 1,174: | ||
| jugLimit = 1,6 | | jugLimit = 1,6 | ||
| projSpeed = 0.095 | | projSpeed = 0.095 | ||
| notes = 2-hit OD projectile with extremely fast recovery; at some ranges, Ken can follow up with Drive Rush to combo afterwards | | notes = 2-hit OD projectile with extremely fast recovery; at some ranges, Ken can follow up with Drive Rush to combo afterwards; puts airborne opponents into limited juggle state | ||
}} | }} | ||
Line 1,178: | Line 1,210: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3 | | jugLimit = 3 | ||
| notes = Good anti-air; reduced damage on high anti-air connect (active frames 3-10) | | atkRange = 0.87 (1st) | ||
| notes = Good anti-air; cannot hit cross-up; reduced damage on high anti-air connect (active frames 3-10) | |||
}} | }} | ||
Line 1,213: | Line 1,246: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 3,4 | | jugLimit = 3,4 | ||
| notes = Good anti-air | | atkRange = 0.93 (1st) | ||
| notes = Good anti-air; cannot hit cross-up | |||
}} | }} | ||
Line 1,248: | Line 1,282: | ||
| jugIncrease = 1,0,0 | | jugIncrease = 1,0,0 | ||
| jugLimit = 6,8,8 | | jugLimit = 6,8,8 | ||
| notes = Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg) | | atkRange = 1.326 (1st) | ||
| notes = Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg); cannot hit cross-up | |||
}} | }} | ||
Line 1,265: | Line 1,300: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = KD + | | hitAdv = KD +22 | ||
| blockAdv = {{sf6-adv|VM|-40}} | | blockAdv = {{sf6-adv|VM|-40}} | ||
| punishAdv = KD + | | punishAdv = KD +22 | ||
| perfParryAdv = {{sf6-adv|VM|-58}} | | perfParryAdv = {{sf6-adv|VM|-58}} | ||
| blockstun = 44 total | | blockstun = 44 total | ||
Line 1,280: | Line 1,315: | ||
| jugIncrease = 0x5,100 | | jugIncrease = 0x5,100 | ||
| jugLimit = 6,6,7,6,7,7 | | jugLimit = 6,6,7,6,7,7 | ||
| notes = All hits are a true blockstring; Ken's best reversal option | | atkRange = 0.976 (1st) | ||
| notes = All hits are a true blockstring; Ken's best reversal option; cannot hit cross-up | |||
}} | }} | ||
Line 1,313: | Line 1,349: | ||
| jugIncrease = 0,1 / 1 (2nd) | | jugIncrease = 0,1 / 1 (2nd) | ||
| jugLimit = 0,1 / 4 (2nd) | | jugLimit = 0,1 / 4 (2nd) | ||
| atkRange = 2.40 (0.86/0.79) | |||
| notes = Puts opponent into limited juggle state if 1st hit connects; if the first hit whiffs the second hit will always do 700 damage, but has worse KD Adv.; both hits connect on crouching opponents; cannot hit cross-up | | notes = Puts opponent into limited juggle state if 1st hit connects; if the first hit whiffs the second hit will always do 700 damage, but has worse KD Adv.; both hits connect on crouching opponents; cannot hit cross-up | ||
}} | }} | ||
Line 1,345: | Line 1,382: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 1,1 | | jugLimit = 1,1 | ||
| atkRange = 2.98 (1.94) | |||
| notes = Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up | | notes = Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up | ||
}} | }} | ||
Line 1,377: | Line 1,415: | ||
| jugIncrease = 0,0,2 | | jugIncrease = 0,0,2 | ||
| jugLimit = 1,1,1 | | jugLimit = 1,1,1 | ||
| atkRange = 4.935 (2.30) | |||
| notes = 2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects; cannot hit cross-up | | notes = 2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects; cannot hit cross-up | ||
}} | }} | ||
Line 1,409: | Line 1,448: | ||
| jugIncrease = 0x4,1 | | jugIncrease = 0x4,1 | ||
| jugLimit = 6x4,8 | | jugLimit = 6x4,8 | ||
| atkRange = 1.795 (1st) | |||
| notes = Great range and speed, useful in whiff punishes and juggles; cannot hit cross-up | | notes = Great range and speed, useful in whiff punishes and juggles; cannot hit cross-up | ||
}} | }} | ||
Line 1,443: | Line 1,483: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 15 | | jugLimit = 15 | ||
| atkRange = 1.10 | |||
| notes = Forward jump only; can hit cross-up; puts opponent into limited juggle state; the last 11f of recovery puts Ken in a crouching state | | notes = Forward jump only; can hit cross-up; puts opponent into limited juggle state; the last 11f of recovery puts Ken in a crouching state | ||
}} | }} | ||
Line 1,477: | Line 1,518: | ||
| jugIncrease = 1,1 | | jugIncrease = 1,1 | ||
| jugLimit = 15,15 | | jugLimit = 15,15 | ||
| atkRange = 1.10 | |||
| notes = Forward jump only; 7f extra landing recovery on whiff; can hit twice vs. airborne opponents; can hit cross-up (deals 5f less hitstun, 200 less damage); Ken is in a crouching state from 4th landing recovery frame onward | | notes = Forward jump only; 7f extra landing recovery on whiff; can hit twice vs. airborne opponents; can hit cross-up (deals 5f less hitstun, 200 less damage); Ken is in a crouching state from 4th landing recovery frame onward | ||
}} | }} | ||
Line 1,512: | Line 1,554: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 | | jugLimit = 8 | ||
| atkRange = 2.685 | |||
| notes = Can dodge lows until frame 32; first 3 active frames only hit airborne and do 1000 damage, causing spike knockdown on hit or OTG bounce on Punish Counter; hits standing and crouching opponents on 4th active frame onward, dealing 950 damage; cannot hit cross-up | | notes = Can dodge lows until frame 32; first 3 active frames only hit airborne and do 1000 damage, causing spike knockdown on hit or OTG bounce on Punish Counter; hits standing and crouching opponents on 4th active frame onward, dealing 950 damage; cannot hit cross-up | ||
}} | }} | ||
Line 1,546: | Line 1,589: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 | | jugLimit = 8 | ||
| atkRange = 3.092 (3.24) | |||
| notes = Can dodge lows until frame 37; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up | | notes = Can dodge lows until frame 37; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up | ||
}} | }} | ||
Line 1,580: | Line 1,624: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 8 | | jugLimit = 8 | ||
| atkRange = 3.254 | |||
| notes = Can dodge lows until frame 40; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up | | notes = Can dodge lows until frame 40; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up | ||
}} | }} | ||
Line 1,614: | Line 1,659: | ||
| jugIncrease = 1,2 | | jugIncrease = 1,2 | ||
| jugLimit = 3,11 | | jugLimit = 3,11 | ||
| atkRange = 3.299 (3.198) | |||
| notes = Can dodge lows until frame 32; initial active frames 2(7)1 only hit airborne opponents for an OTG bounce and side switch; next 3 active frames only hit standing opponents; 3f better hit/block advantage vs. crouching opponents (allows link into 2LP); cannot hit cross-up | | notes = Can dodge lows until frame 32; initial active frames 2(7)1 only hit airborne opponents for an OTG bounce and side switch; next 3 active frames only hit standing opponents; 3f better hit/block advantage vs. crouching opponents (allows link into 2LP); cannot hit cross-up | ||
}} | }} | ||
Line 1,648: | Line 1,694: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = Follow-up can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff | | atkRange = 1.711 | ||
| notes = Follow-up can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff | |||
}} | }} | ||
Line 1,681: | Line 1,728: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = Follow-up can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities); best starter for frame trapping into 6LK follow-up; can also be input on whiff | | atkRange = 1.851 | ||
| notes = Follow-up can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities); best starter for frame trapping into 6LK follow-up; follow-ups can also be input on whiff | |||
}} | }} | ||
Line 1,707: | Line 1,755: | ||
| driveDmgBlk = 4000 | | driveDmgBlk = 4000 | ||
| driveDmgHit = [5000] | | driveDmgHit = [5000] | ||
| driveGain = | | driveGain = 3000 | ||
| superGainHit = 550 (385) | | superGainHit = 550 (385) | ||
| superGainBlk = 275 (137) | | superGainBlk = 275 (137) | ||
Line 1,713: | Line 1,761: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 4 | | jugLimit = 4 | ||
| notes = Puts opponents into limited juggle state; follow-up can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff | | atkRange = 2.221 | ||
| notes = Puts opponents into limited juggle state; follow-up can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff; good approach tool that doesn't extend a hurtbox until active | |||
}} | }} | ||
Line 1,747: | Line 1,796: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 1.08 | |||
| notes = Follow-up can be input on hit/block/whiff; using 236MK~6LK will counter-hit any opponent button (+5, links into 5LP or 5LK) | | notes = Follow-up can be input on hit/block/whiff; using 236MK~6LK will counter-hit any opponent button (+5, links into 5LP or 5LK) | ||
}} | }} | ||
Line 1,780: | Line 1,830: | ||
| jugIncrease = 100 | | jugIncrease = 100 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 1.36 (1.17) | |||
| notes = Follow-up can be input on hit/block/whiff; lifts Ken's leg hurtbox on frames 4-21, allowing it to dodge some low attacks; due to its slow startup, opponent can easily switch from low block to high block to cover both mixup options; puts airborne opponents into limited juggle OTG bounce state (can only follow up with SA3 cancel if the juggle was started with the 6MK follow-up) | | notes = Follow-up can be input on hit/block/whiff; lifts Ken's leg hurtbox on frames 4-21, allowing it to dodge some low attacks; due to its slow startup, opponent can easily switch from low block to high block to cover both mixup options; puts airborne opponents into limited juggle OTG bounce state (can only follow up with SA3 cancel if the juggle was started with the 6MK follow-up) | ||
}} | }} | ||
Line 1,812: | Line 1,863: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = Follow-up can be input on hit/block/whiff; better KD Adv. after 236HK launch; whiffs on crouching opponents (236LK {{sf6-adv|VM|-23/-35}}; 236MK {{sf6-adv|VM|-22/-31}}; 236HK KD/{{sf6-adv|VM|-26}}) | | atkRange = 1.31 | ||
| notes = Follow-up can be input on hit/block/whiff; better KD Adv. after 236HK launch; whiffs on crouching opponents unless they extend a vertical hurtbox (236LK {{sf6-adv|VM|-23/-35}}; 236MK {{sf6-adv|VM|-22/-31}}; 236HK KD/{{sf6-adv|VM|-26}}) | |||
}} | }} | ||
Line 1,846: | Line 1,898: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| notes = Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff | | atkRange = 1.851 | ||
| notes = Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff | |||
}} | }} | ||
Line 1,878: | Line 1,931: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 6 | | jugLimit = 6 | ||
| atkRange = 1.08 | |||
| notes = Follow-up can be input on hit/block/whiff; +7 Punish Counter only possible if first hit whiffs; always a true blockstring even if delayed | | notes = Follow-up can be input on hit/block/whiff; +7 Punish Counter only possible if first hit whiffs; always a true blockstring even if delayed | ||
}} | }} | ||
Line 1,911: | Line 1,965: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 6 | | jugLimit = 6 | ||
| atkRange = 1.31 (1.17) | |||
| notes = Follow-up can be input on hit/block/whiff; 4f gap between hits on block, good for setting up trade combos (up to 10f gap if delayed); causes OTG bounce vs. airborne opponents; lifts Ken's leg hurtbox on frames 5-18, allowing it to dodge some low attacks | | notes = Follow-up can be input on hit/block/whiff; 4f gap between hits on block, good for setting up trade combos (up to 10f gap if delayed); causes OTG bounce vs. airborne opponents; lifts Ken's leg hurtbox on frames 5-18, allowing it to dodge some low attacks | ||
}} | }} | ||
Line 1,930: | Line 1,985: | ||
| hitconfirm = 22 | | hitconfirm = 22 | ||
| hitAdv = KD +37 | | hitAdv = KD +37 | ||
| blockAdv = {{sf6-adv|VM|-4}} | | blockAdv = {{sf6-adv|VM|-4 (-18)}} | ||
| punishAdv = KD +37 | | punishAdv = KD +37 | ||
| perfParryAdv = {{sf6-adv|VM|-22}} | | perfParryAdv = {{sf6-adv|VM|-22}} | ||
Line 1,942: | Line 1,997: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 6 | | jugLimit = 6 | ||
| notes = Follow-up can be input on hit/block/whiff; whiffs on crouching opponents; true blockstring vs. stand block, can be delayed to create up to 3f gap | | atkRange = 1.31 | ||
| notes = Follow-up can be input on hit/block/whiff; whiffs on crouching opponents (-18 vs. crouch block); true blockstring vs. stand block, can be delayed to create up to 3f gap | |||
}} | }} | ||
Line 1,974: | Line 2,030: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 1.20 | |||
| notes = Follow-up can be input on hit/block/whiff; 2f gap between final 2 hits on block; (refers to scaled damage) | | notes = Follow-up can be input on hit/block/whiff; 2f gap between final 2 hits on block; (refers to scaled damage) | ||
}} | }} | ||
Line 2,006: | Line 2,063: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| atkRange = 1.20 | |||
| notes = Follow-up can be input on hit/block/whiff; final 2 hits are a true blockstring; (refers to scaled damage) | | notes = Follow-up can be input on hit/block/whiff; final 2 hits are a true blockstring; (refers to scaled damage) | ||
}} | }} | ||
Line 2,037: | Line 2,095: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = Follow-up can be input on hit/block/whiff; whiffs on | | atkRange = 1.20 | ||
| notes = Follow-up can be input on hit/block/whiff; only combos on standing opponents because the 6HK whiffs on crouchers; 7f gap between final 2 hits on stand block (20f if 2nd hit whiffs vs. crouching); (refers to scaled damage) | |||
}} | }} | ||
=== Quick Dash === | === Quick Dash === | ||
Line 2,107: | Line 2,165: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 5 | | jugLimit = 5 | ||
| atkRange = 1.90 (+Run) | |||
| notes = Ken's only overhead outside of Jinrai Kick follow-ups; notably can't benefit from Drive Rush like other overheads, but can be used in meaty setups (+4) to link afterwards; lifts Ken's leg hurtbox on frames 10-20, allowing it to dodge some low attacks | | notes = Ken's only overhead outside of Jinrai Kick follow-ups; notably can't benefit from Drive Rush like other overheads, but can be used in meaty setups (+4) to link afterwards; lifts Ken's leg hurtbox on frames 10-20, allowing it to dodge some low attacks | ||
}} | }} | ||
Line 2,117: | Line 2,176: | ||
| hitboxes = SF6_Ken_kk_hk_hitbox.png | | hitboxes = SF6_Ken_kk_hk_hitbox.png | ||
| damage = 800 | | damage = 800 | ||
| dmgScaling = 20% Starter | |||
| startup = 11+10 | | startup = 11+10 | ||
| active = 4 | | active = 4 | ||
Line 2,133: | Line 2,193: | ||
| driveDmgBlk = 5000 | | driveDmgBlk = 5000 | ||
| driveDmgHit = [7000] | | driveDmgHit = [7000] | ||
| driveGain = | | driveGain = 3000 | ||
| superGainHit = 1000 (700) | | superGainHit = 1000 (700) | ||
| superGainBlk = 500 (250) | | superGainBlk = 500 (250) | ||
Line 2,139: | Line 2,199: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 10 | | jugLimit = 10 | ||
| notes = Acts like a Normal Attack for Super canceling (including no extra damage scaling when canceled to SA3); puts airborne opponents into limited juggle state; can be spaced safely in neutral, or used as a frame trap out of 5HP~Run (allowing a link on counter-hit) | | atkRange = 1.83 (+Run) | ||
| notes = Acts like a Normal Attack for Super canceling (including no extra damage scaling when canceled to SA3); puts airborne opponents into limited juggle state; can be spaced safely in neutral, or used as a frame trap out of 5HP~Run (allowing a link on counter-hit); extends a forward hurtbox during recovery | |||
}} | }} | ||
Line 2,173: | Line 2,234: | ||
| jugIncrease = 1,1,0x3 | | jugIncrease = 1,1,0x3 | ||
| jugLimit = 6,6,8x3 | | jugLimit = 6,6,8x3 | ||
| notes = Meterless only, does not vary by button strength; final hit whiffs vs. crouch block (1f worse advantage, 75 less chip dmg) | | atkRange = 1.75 (+Run, 1st) | ||
| notes = Meterless only, does not vary by button strength; final hit whiffs vs. crouch block (1f worse advantage, 75 less chip dmg); cannot hit cross-up | |||
}} | }} | ||
Line 2,191: | Line 2,253: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = {{sf6-adv|P|+3}} | | hitAdv = {{sf6-adv|P|+3}}<br>(KD +43) | ||
| blockAdv = {{sf6-adv|VM|-9}} | | blockAdv = {{sf6-adv|VM|-9}} | ||
| punishAdv = {{sf6-adv|VP|+7}} | | punishAdv = {{sf6-adv|VP|+7}} | ||
Line 2,207: | Line 2,269: | ||
| jugIncrease = 0x4,2 | | jugIncrease = 0x4,2 | ||
| jugLimit = 1x5 | | jugLimit = 1x5 | ||
| notes = Meterless only, does not vary by button strength; alternates between forward/backward hits; backwards hitbox can pull opponent towards Ken from behind; CH/PC advantage carries through all hits, making it a great punish starter against very unsafe moves; leaves Ken at close range for a strike/throw mixup on grounded hits | | atkRange = 2.04 (+Run, 1st) | ||
| notes = Meterless only, does not vary by button strength; alternates between forward/backward hits; backwards hitbox can pull opponent towards Ken from behind; CH/PC advantage carries through all hits, making it a great punish starter against very unsafe moves; leaves Ken at close range for a strike/throw mixup on grounded hits; () refers to knockdown advantage when canceled from 5MP~HP | |||
}} | }} | ||
Line 2,241: | Line 2,304: | ||
| jugIncrease = 1,2 | | jugIncrease = 1,2 | ||
| jugLimit = 3,10 | | jugLimit = 3,10 | ||
| atkRange = 3.25 (+Run, 1st grounded) | |||
| notes = Meterless only, does not vary by button strength; properties similar to 623KK (startup, hits twice in juggles, side switch, 2f better advantage vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f | | notes = Meterless only, does not vary by button strength; properties similar to 623KK (startup, hits twice in juggles, side switch, 2f better advantage vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f | ||
}} | }} | ||
Line 2,260: | Line 2,324: | ||
| guard = LH | | guard = LH | ||
| cancel = - | | cancel = - | ||
| hitAdv = KD + | | hitAdv = KD +9 | ||
| blockAdv = {{sf6-adv|VM|-24}} | | blockAdv = {{sf6-adv|VM|-24}} | ||
| punishAdv = KD + | | punishAdv = KD +9 | ||
| perfParryAdv = {{sf6-adv|VM|-42}} | | perfParryAdv = {{sf6-adv|VM|-42}} | ||
| blockstun = 20 | | blockstun = 20 | ||
Line 2,275: | Line 2,339: | ||
| jugIncrease = 30 | | jugIncrease = 30 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 1.587 | |||
| notes = Switches sides with opponent on hit; Full Dmg distribution: 500,300x2,900 | | notes = Switches sides with opponent on hit; Full Dmg distribution: 500,300x2,900 | ||
}} | }} | ||
Line 2,307: | Line 2,372: | ||
| jugIncrease = 1 | | jugIncrease = 1 | ||
| jugLimit = 99 | | jugLimit = 99 | ||
| atkRange = 3.631 (1.979) | |||
| notes = Fast startup and good range, making it good for punishes and juggle combos; Full Dmg distribution: 300x4,200x5,600 | | notes = Fast startup and good range, making it good for punishes and juggle combos; Full Dmg distribution: 300x4,200x5,600 | ||
}} | }} | ||
Line 2,341: | Line 2,407: | ||
| jugIncrease = [0] | | jugIncrease = [0] | ||
| jugLimit = 99 [99] | | jugLimit = 99 [99] | ||
| atkRange = 1.131 (1st) | |||
| notes = 1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); cinematic time regenerates ~2 Drive bars for Ken | | notes = 1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); cinematic time regenerates ~2 Drive bars for Ken | ||
}} | }} | ||
Line 2,375: | Line 2,442: | ||
| jugIncrease = [0] | | jugIncrease = [0] | ||
| jugLimit = 99 [99] | | jugLimit = 99 [99] | ||
| atkRange = 1.131 (1st) | |||
| notes = 1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Ken | | notes = 1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Ken | ||
}} | }} |
Latest revision as of 19:02, 22 March 2025
Character Vitals
Normals
Standing Normals
5LP
5MP
5HP
5LK
5MK
5HK
Crouching Normals
2LP
2MP
2HP
2LK
2MK
2HK
Jumping Normals
j.LP
j.MP
j.HP
j.LK
j.MK
j.HK
nj.HK
Command Normals
Ken has no command normals.
Target Combos
5MP~HP
5MK~MK
5MK~MK~HK
Throws
LPLK
4LPLK
Drive Moves
HPHK
Ken
ken_hphk
|
|||||
---|---|---|---|---|---|
HPHK Flame Strike
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.470 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Ken
ken_6hphk
|
|||||
---|---|---|---|---|---|
6HPHK Lightning Crack (Block)
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.578 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Ken
ken_6hphk_recovery
|
|||||
---|---|---|---|---|---|
6HPHK Lightning Crack (Recovery)
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.578 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Ken
ken_mpmk
|
|||||
---|---|---|---|---|---|
MPMK Drive Parry
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (after Perfect Parry) | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Ken
ken_mpmk_66_pdr
|
|||||
---|---|---|---|---|---|
MPMK~66 Parry Drive Rush
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.745 (min/throw), 2.449 (min/block), 3.721 (max/final DR frame) |
Ken
ken_mpmk_66_drc
|
|||||
---|---|---|---|---|---|
MPMK or 66 Drive Rush Cancel
|
|||||
![]() ![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | - | - | - |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
- | - | ||||
Hit Advantage | Block Advantage | ||||
- | - | ||||
Notes | |||||
See Drive Rush; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Hadoken
236LP
236MP
Ken
ken_236mp
|
|||||
---|---|---|---|---|---|
236MP Hadoken
|
|||||
File:SF6 Ken 236mp.png File:SF6 Ken 236mp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 35 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -25 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -9 | ||||
Notes | |||||
1-hit projectile; puts airborne opponents into limited juggle state |
236HP
Ken
ken_236hp
|
|||||
---|---|---|---|---|---|
236HP Hadoken
|
|||||
File:SF6 Ken 236hp.png File:SF6 Ken 236hp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 4 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 37 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.08 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
-1 | -27 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -11 | ||||
Notes | |||||
1-hit projectile; puts airborne opponents into limited juggle state |
236PP
Shoryuken
623LP
623MP
Ken
ken_623mp
|
|||||
---|---|---|---|---|---|
623MP Shoryuken
|
|||||
File:SF6 Ken 623mp.png File:SF6 Ken 623mp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700,600 (1300) | 175,150 (325) | 20% Starter | LH | SA3 | 18 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 10 | 28+12 land | - | 22 total | 10,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | 2000x2 | [5000] | 2000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Air | - | 8-43 (FKD) | 1 | 1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 0.93 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +33 | -48 | ||||
Hit Advantage | Block Advantage | ||||
KD +33 | -28 | ||||
Notes | |||||
Good anti-air; cannot hit cross-up |
623HP
Ken
ken_623hp
|
|||||
---|---|---|---|---|---|
623HP Shoryuken
|
|||||
File:SF6 Ken 623hp.png File:SF6 Ken 623hp hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800,300x2 (1400) | 200,75x2 (350) | 20% Starter | LH | SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 10 | 35+15 land | - | 24 total (22 crouch) | 12,6,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
66 | 1400x3 | [5000] | 2000,1000x2 | 400x3 (280x3) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Air, 5-11 Projectile | - | 9-51 (FKD) | 1x3 | 1,0,0 | 6,8,8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.326 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +25 | -58 | ||||
Hit Advantage | Block Advantage | ||||
KD +25 | -36(-38) | ||||
Notes | |||||
Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg); cannot hit cross-up |
623PP
Tatsumaki Senpukyaku
214LK
214MK
Ken
ken_214mk
|
|||||
---|---|---|---|---|---|
214MK Tatsumaki Senpu-kyaku
|
|||||
File:SF6 Ken 214mk.png File:SF6 Ken 214mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450x2 (900) | 112x2 (224) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(13)2 | 11+20 land | - | 36 total (21) | 10,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 8-41 (FKD) | 1,1 | 1,1 | 1,1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.98 (1.94) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +44(+32) | -31 | ||||
Hit Advantage | Block Advantage | ||||
KD +44(+32) | -12 | ||||
Notes | |||||
Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up |
214HK
Ken
ken_214hk
|
|||||
---|---|---|---|---|---|
214HK Tatsumaki Senpu-kyaku
|
|||||
File:SF6 Ken 214hk.png File:SF6 Ken 214hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,400 (1000) | 75x2,100 (250) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(13)2(13)2 | 14+17 land | - | 51 total (36/21) | 8,8,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
78 | 2000x3 | [1700x2,1600] | 1000x2,2000 | 300x2,600 (210x2,420) | 150x2,300 (75x2,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 10-61 (FKD) | 0,0,2 | 0,0,2 | 1,1,1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 4.935 (2.30) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36 (-34 cr) | -31 | ||||
Hit Advantage | Block Advantage | ||||
KD +36 (-38 cr) | -12 (-42 cr) | ||||
Notes | |||||
2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects; cannot hit cross-up |
214KK
Air Tatsumaki Senpukyaku
j.214K
j.214KK
Ken
ken_j214kk
|
|||||
---|---|---|---|---|---|
j.214KK Aerial Tatsumaki Senpu-kyaku
|
|||||
![]() File:SF6 Ken j214kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
900(700) each | 225(175) | 30% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(1)2(2)2(2)2(3)2 | 14(21) land | 25 front / 20 back | 15 | 9 front / 8 back |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 3000 | [5000] | -20000 | 1000[600] (700[420]) | 500[300] (250[150]) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1,1 | 1,1 | 15,15 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.10 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+9(+14) | -18(13) | ||||
Hit Advantage | Block Advantage | ||||
+5 (+10) Front 0 (+5) Back |
-5(0) | ||||
Notes | |||||
Forward jump only; 7f extra landing recovery on whiff; can hit twice vs. airborne opponents; can hit cross-up (deals 5f less hitstun, 200 less damage); Ken is in a crouching state from 4th landing recovery frame onward |
Dragonlash Kick
623LK
623MK
Ken
ken_623mk
|
|||||
---|---|---|---|---|---|
623MK Dragonlash Kick
|
|||||
File:SF6 Ken 623mk.png File:SF6 Ken 623mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1100 | 275 | 30% Starter; Combo (3 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23(25) | 5 | 5+20 land | 31 | 20 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 3000 | [5000] | 3000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 14-32 (FKD) | 3 | 1 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.092 (3.24) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -26 | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | -8(-7) | ||||
Notes | |||||
Can dodge lows until frame 37; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up |
623HK
Ken
ken_623hk
|
|||||
---|---|---|---|---|---|
623HK Dragonlash Kick
|
|||||
File:SF6 Ken 623hk.png File:SF6 Ken 623hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | 30% Starter; Combo (3 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(30) | 5 | 5+16 land | 27 | 25 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 3000 | [5000] | 2000 | 800 (560) | 400 (200) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 19-37 (FKD) | 3 | 1 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 3.254 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -22 | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | +1(+2) | ||||
Notes | |||||
Can dodge lows until frame 40; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up |
623KK
Jinrai Kick
236LK
236MK
Ken
ken_236mk
|
|||||
---|---|---|---|---|---|
236MK Jinrai Kick
|
|||||
File:SF6 Ken 236mk.png File:SF6 Ken 236mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 14 SA / 29 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 3 | 24 | 29 | 20 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 3000 | [5000] | 2000 | 550 (385) | 275 (137) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | 1 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.851 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6 | -25 | ||||
Hit Advantage | Block Advantage | ||||
+2 | -7 | ||||
Notes | |||||
Follow-up can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities); best starter for frame trapping into 6LK follow-up; follow-ups can also be input on whiff |
236HK
Ken
ken_236hk
|
|||||
---|---|---|---|---|---|
236HK Jinrai Kick
|
|||||
File:SF6 Ken 236hk.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | SA3 | 14 SA / 27 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25 | 3 | 19 | - | 20 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46 | 4000 | [5000] | 3000 | 550 (385) | 275 (137) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 2.221 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -2 | ||||
Notes | |||||
Puts opponents into limited juggle state; follow-up can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff; good approach tool that doesn't extend a hurtbox until active |
236K~6LK
236K~6MK
236K~6HK
OD Jinrai Kick
236KK
Ken
ken_236kk
|
|||||
---|---|---|---|---|---|
236KK Jinrai Kick
|
|||||
![]() File:SF6 Ken 236kk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA2 SA3 | 17 SA / 25 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 2 | 25 | 24 | 21 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | 3000 | [5000] | -20000 | 400 (280) | 200 (100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.851 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
0 | -26 | ||||
Hit Advantage | Block Advantage | ||||
-4 | -7 | ||||
Notes | |||||
Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff |
236KK~6LK
Ken
ken_236kk_6lk
|
|||||
---|---|---|---|---|---|
236KK~6LK Kazekama Shin Kick
|
|||||
![]() File:SF6 Ken 236kk 6lk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | L | SA2 SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 3 | 20 | 26 | 18 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
28 | 3000 | [5000] | - | 400 (280) | 200 (100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.08 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -21 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -5 | ||||
Notes | |||||
Follow-up can be input on hit/block/whiff; +7 Punish Counter only possible if first hit whiffs; always a true blockstring even if delayed |
236KK~6MK
236KK~6HK
Ken
ken_236kk_6hk
|
|||||
---|---|---|---|---|---|
236KK~6HK Senka Snap Kick
|
|||||
![]() File:SF6 Ken 236kk 6hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | SA2 SA3 | 22 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 4 | 20 | - | 20 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
33 | 7000 | [7000] | - | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.31 | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37 | -22 | ||||
Hit Advantage | Block Advantage | ||||
KD +37 | -4 (-18) | ||||
Notes | |||||
Follow-up can be input on hit/block/whiff; whiffs on crouching opponents (-18 vs. crouch block); true blockstring vs. stand block, can be delayed to create up to 3f gap |
236KK~6LK~6K
236KK~6MK~6K
236KK~6HK~6K
Quick Dash
KK
KK~LK
KK~MK
KK~HK
KK~623P
KK~214K
KK~623K
Super Arts
214214K
236236K
236236P
236236P (CA)
Ken
ken_236236p(ca)
|
|||||
---|---|---|---|---|---|
236236P Shinryu Reppa (CA)
|
|||||
![]() File:SF6 Ken 236236p(ca) hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (2000~2600) | 1450(1250) | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3(1)6(16)13 | 30+15 land | - | 54 total (51 crouch) | 2,5x4 / 5x7,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
90 | 4000,3000x4 | 20000(1000x7,10000) | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-18 Full | Break | 10-27, 35-75 (FKD) | [1] | [0] | 99 [99] |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | 1.131 (1st) | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +21 | -56 | ||||
Hit Advantage | Block Advantage | ||||
HKD +21 | -30(-33) | ||||
Notes | |||||
1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Ken |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK