Street Fighter 6/Ken/Introduction: Difference between revisions

From SuperCombo Wiki
 
(20 intermediate revisions by 10 users not shown)
Line 11: Line 11:


Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn ''Street Fighter'' with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.  
Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn ''Street Fighter'' with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.  


{{ ReasonsToPick
{{ ReasonsToPick
| pick=
| pick=
* '''Corner Carry King''': Thanks to his easily comboable Tatsu and Run moves, Ken has many versatile routes to force the opponent into the corner. Back Throw also has massive corner carry after the side switch, instantly cornering the opponent from midscreen. He can also swap sides with Lv.1 Super or juggles into OD/Run Dragonlash, making him a threat even when cornered.
* '''What if the Jack had a flaming uppercut...:''' The classic shoto kit shifted to be more rushdown oriented
* '''Anti-Airs''': With an invincible Shoryuken, a long range Run~Shoryuken, a long Drive Rush, a powerful Lv.3 Super, and a consistent 2HP, Ken has no shortage of rewarding anti-air options at any range.
* '''Coast to Coast:''' Easy access to superb corner carry and oki
* '''Layered Pressure''': Ken's heavy normals have good range, speed, and pushback to pressure opponents at mid-range. When he wants to press the attack, he can use his many special cancels into Jinrai Kicks and Dragon Lash to deal considerable Drive gauge damage and force opponents into potent strike/throw scenarios.
* '''Potent Neutral:''' Neutral that is hard to contest due to many long range and rewarding buttons, especially on PC
* '''Punish Game''': Ken has an above average ability to convert Punish Counters into high damage, while also having great normals to start these punishes. His Supers have good range, allowing for consistent punishes that other characters struggle to achieve. Ken's optimal combos are very damaging, especially when he has the corner and resources to spend.
* '''Inflammatory Pressure:''' Pressure that keeps you guessing even off small interactions with Jinrai being a large source of this
| avoid=
| avoid=
* '''Very Minus''': Ken does not have a single normal that is plus on block, and many of his special moves have to choose between being either punishable or interruptible. His moves tend to have long recovery in general, which also makes them susceptible to Drive Impact. This often forces Ken to play safely and reactively against players who know how to punish his moves.
* '''...but his fireball was worse:''' A long range presence that needs Drive to shine
* '''Slow Fireball''': Ken's Hadouken has high recovery and is much harder to make safe than other fireballs. OD Hadouken is often his only safe special move to cancel into, forcing him to use resources just to avoid being punished.
* '''Average Damage:''' Thriving on looped situations rather than huge damage
 
* '''Safe but not plus:''' Lots of good pokes but only one naturally plus move that is pretty slow in Dragonlash
}}
}}
<br>


===Classic & Modern Versions Comparison===
===Classic & Modern Versions Comparison===


Here is the list of differences when playing Modern Ken:
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Ken
|-
! style="text-align:left;" | Missing Normals
|
* Crouching Medium Punch {{clr|M|(2MP)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Punch {{clr|M|(j.MP)}}
* Jumping Heavy Kick {{clr|H|(j.HK)}}
* Neutral Jumping Heavy Kick {{clr|H|(8j.HK)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* N/A
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Hadoken {{clr|DR|(5S)}}
** {{clr|H|Heavy}}/{{clr|OD|OD}} Only
* Dragonlash Kick {{clr|DR|(4S)}}
** {{clr|H|Heavy}}/{{clr|OD|OD}} Only
|-
! style="text-align:left;" | Assist Combos
|
* A[{{clr|L|L}}~{{clr|L|L}}~{{clr|L|L}}]: {{clr|L|5LK}} ~ {{clr|L|L Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}}
** Any {{clr|L|Jinrai Kick}} followup can be manually input with {{clr|DR|6X}}, even with the Auto button held
** Entire combo will execute on block, leaving Ken at {{sf6-adv|VM|-5}} with two interruptible blockstring gaps
* A[{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}]: Chin Buster ({{clr|M|5MP}}~{{clr|H|HP}}) ~ {{clr|OD|Quick Dash~Dragonlash Kick}} ~ {{clr|SA|SA2}}
** Any {{clr|OD|Quick Dash}} follow-up can be manually input (must let go of Auto for {{clr|M|Thunder Kick}})
** No {{clr|SA|SA2}}: {{clr|M|5MP}}~{{clr|H|HP}} ~ {{clr|OD|Quick Dash~Dragonlash Kick}} ~ {{clr|H|H Shoryuken}}
** On Block: stops at {{clr|M|5MP}}~{{clr|H|HP}}
* A[{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}]: {{clr|H|5HP}} ~ {{clr|OD|OD Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}} ~ {{clr|L|Kasai Thrust Kick}} ~ {{clr|SA|SA3}}
** Any {{clr|OD|OD Jinrai Kick}} follow-up can be manually input with {{clr|DR|6X}} (must let go of Auto for {{clr|H|Senka Snap Kick}})
** Burnout: {{clr|H|5HP}} ~ {{clr|M|M Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}}
** On Block: stops at {{clr|L|Kazekama Shin Kick}} (true blockstring, leaves Ken at {{sf6-adv|VM|-5}})
|-
! style="text-align:left;" | Miscellaneous Changes
|
* {{clr|L|2L}} is {{clr|L|2LK}} but switches to {{clr|L|2LP}} if chained into
** {{clr|L|2LP}} is unavailable outside of chains
* {{clr|DR|2S}} is {{clr|M|MK Jinrai Kick}} but changes to {{clr|OD|Run Tatsumaki Senpu-kyaku}} during {{clr|OD|Quick Dash}} (with 20% shortcut scaling)
* Chin Buster ({{clr|M|5MP}}~{{clr|H|HP}}) changed to A[{{clr|M|M}} ~ {{clr|M|M}}]
* Triple Flash Kicks ({{clr|M|5MK}}~{{clr|M|MK}}~{{clr|H|HK}}) changed to {{clr|M|5M}}~{{clr|M|M}}~{{clr|M|M}}
|}


Missing Normals
*Crouching Medium Punch
*Jumping Light Punch
*Jumping Medium Punch
*Jumping Heavy Kick
Missing Command Normals
*Ken retains all Command Normals in Modern
Shortcut-Only Specials
*Hadouken '''[5S]''' (Heavy / OD Only)
*Dragonlash Kick '''[4S]''' (Heavy / OD Only)
Miscellaneous Changes


<noinclude>
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]]
[[Category:Ken]]
{{Navbox-SF6}}
{{Navbox-SF6}}
</noinclude>
</noinclude>

Latest revision as of 12:16, 20 March 2025

Introduction

Former US National Fighting Champ, and ex-VP of the Masters Foundation. Accusations of orchestrating a criminal plot have forced Ken to abandon his family and business and go into hiding.

The original shotoclone, Ken is very similar to his old training partner Ryu. Both characters have fairly similar movesets, but Ken carves out a path all his own. With emphasis on aggression and close-range combat, Ken acts as a more offense focused alternative to the Shoto playstyle.

Ken shares the iconic Hadoken and Shoryuken with Ryu, but there's about where their kits begin to diverge. Ken's signature special is his command sprint Quick Dash, which can be used both as a pressure tool and to empower his other specials. If certain specials are used out of Quick Dash, they gain enhanced properties rivalling that of Overdrive moves. In particular, while his normal Tatsumaki is a decent combo ender, Dash Tatsumaki gives incredible corner carry off of any clean hit. Each of these enhanced specials act as different combo enders or extenders, and each one gives something valuable to Ken's kit, whether that be corner carry, strong okizeme, or even sideswapping mid-combo.

Excellent corner carry is a running theme in Ken's kit. While he pokes with 5MK, 2MK and 5HP, Ken looks for a clean hit to Drive Rush. After a confirm, Ken can carry you all the way to the corner and set you up for some truly nasty corner pressure. Any successful hit leads into powerful corner combos that deal great damage and give good okizeme, allowing him to loop pressure continuously. The Jinrai Series of kicks acts as great rekka pressure options in this scenario, and even come with built-in mixup tools. All of this adds up to Ken being a neutral and offense monster, capable of easily tagging the opponent and dragging them into the corner off of any successful opening.

While Ken may seem like an offensive rushdown monster at first, what keeps him in check is the considerably bad block advantage on many of his moves. Each version of Jinrai Kicks and Dragon Lash are either punishable on block or interruptible, causing his offense to be based on making the opponent unsure of when to press. Smart players will quickly learn not to press until something punishable comes out, which can force Ken to play reactively and wait for the opponent to give him an opening.

Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn Street Fighter with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.


Pick if you like: Avoid if you dislike:
  • What if the Jack had a flaming uppercut...: The classic shoto kit shifted to be more rushdown oriented
  • Coast to Coast: Easy access to superb corner carry and oki
  • Potent Neutral: Neutral that is hard to contest due to many long range and rewarding buttons, especially on PC
  • Inflammatory Pressure: Pressure that keeps you guessing even off small interactions with Jinrai being a large source of this
  • ...but his fireball was worse: A long range presence that needs Drive to shine
  • Average Damage: Thriving on looped situations rather than huge damage
  • Safe but not plus: Lots of good pokes but only one naturally plus move that is pretty slow in Dragonlash


Classic & Modern Versions Comparison

List of differences with Modern Ken
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK)
  • Neutral Jumping Heavy Kick (8j.HK)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hadoken (5S)
    • Heavy/OD Only
  • Dragonlash Kick (4S)
    • Heavy/OD Only
Assist Combos
  • A[L~L~L]: 5LK ~ L Jinrai Kick ~ Kazekama Shin Kick
    • Any Jinrai Kick followup can be manually input with 6X, even with the Auto button held
    • Entire combo will execute on block, leaving Ken at -5 with two interruptible blockstring gaps
  • A[M~M~M~M~M]: Chin Buster (5MP~HP) ~ Quick Dash~Dragonlash Kick ~ SA2
    • Any Quick Dash follow-up can be manually input (must let go of Auto for Thunder Kick)
    • No SA2: 5MP~HP ~ Quick Dash~Dragonlash Kick ~ H Shoryuken
    • On Block: stops at 5MP~HP
  • A[H~H~H~H~H]: 5HP ~ OD Jinrai Kick ~ Kazekama Shin Kick ~ Kasai Thrust Kick ~ SA3
    • Any OD Jinrai Kick follow-up can be manually input with 6X (must let go of Auto for Senka Snap Kick)
    • Burnout: 5HP ~ M Jinrai Kick ~ Kazekama Shin Kick
    • On Block: stops at Kazekama Shin Kick (true blockstring, leaves Ken at -5)
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • 2S is MK Jinrai Kick but changes to Run Tatsumaki Senpu-kyaku during Quick Dash (with 20% shortcut scaling)
  • Chin Buster (5MP~HP) changed to A[M ~ M]
  • Triple Flash Kicks (5MK~MK~HK) changed to 5M~M~M

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Mai
Manon
Marisa
Rashid
Ryu
Terry
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Mai
Manon
Ryu
Terry