< Street Fighter 6 | Ken
No edit summary |
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| hitstun = 26 | | hitstun = 26 | ||
| blockstun = 18 | | blockstun = 18 | ||
| notes = | | notes = Has good forward movement; Target Combo followup makes it strong in neutral | ||
}} | }} | ||
===== 5HK ===== | ===== 5HK ===== | ||
Line 161: | Line 161: | ||
| hitstun = 28 | | hitstun = 28 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = | | notes = Even at max range, can convert Punish Counter spinning juggle state into OD Dragonslash Kick ground bounce | ||
}} | }} | ||
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| hitstun = 31 | | hitstun = 31 | ||
| blockstun = 18 | | blockstun = 18 | ||
| notes = Run~Stop cancel: +3/-10 | | notes = Forces stand; decent anti-air; Run~Stop cancel: +3/-10 | ||
}} | }} | ||
===== 2LK ===== | ===== 2LK ===== | ||
Line 278: | Line 278: | ||
| hitstun = 20 | | hitstun = 20 | ||
| blockstun = 16 | | blockstun = 16 | ||
| notes = Run~Stop cancel: -8/-12 | | notes = 20% damage scaling penalty if used as combo starter; Run~Stop cancel: -8/-12 | ||
}} | }} | ||
===== 2HK ===== | ===== 2HK ===== | ||
Line 492: | Line 492: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 15 | | blockstun = 15 | ||
| notes = Run~Stop cancel: KD+30/-13; applies an extra | | notes = Puts opponent into limited juggle state; Run~Stop cancel: KD+30/-13; applies an extra 10% damage scaling to any followup hits (100/100/70...) | ||
}} | }} | ||
===== MK>MK ===== | ===== MK>MK ===== | ||
Line 515: | Line 515: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 17 | | blockstun = 17 | ||
| notes = | | notes = Great forward movement, will combo even if 5MK hits an extended limb hurtbox | ||
}} | }} | ||
===== MK>MK>HK ===== | ===== MK>MK>HK ===== | ||
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| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 23 | ||
| invuln = - | | invuln = - | ||
| hitAdv = KD +24 | | hitAdv = KD +24 | ||
Line 564: | Line 564: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = - | | blockstun = - | ||
| notes = | | notes = Allows for strong corner throw loops (+5 after Forward Dash) | ||
}} | }} | ||
===== 4LPLK ===== | ===== 4LPLK ===== | ||
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| startup = 5 | | startup = 5 | ||
| active = 3 | | active = 3 | ||
| recovery = | | recovery = 23 | ||
| invuln = - | | invuln = - | ||
| hitAdv = KD +6 | | hitAdv = KD +6 | ||
Line 587: | Line 587: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = - | | blockstun = - | ||
| notes = | | notes = Has great corner carry after the side switch | ||
}} | }} | ||
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| hitstun = 31 | | hitstun = 31 | ||
| blockstun = 26 | | blockstun = 26 | ||
| notes = | | notes = 1-hit projectile; 10% damage scaling penalty if Super cancelled | ||
}} | }} | ||
===== 236MP ===== | ===== 236MP ===== | ||
Line 801: | Line 801: | ||
| hitstun = 31 | | hitstun = 31 | ||
| blockstun = 26 | | blockstun = 26 | ||
| notes = | | notes = 1-hit projectile; 10% damage scaling penalty if Super cancelled | ||
}} | }} | ||
===== 236HP ===== | ===== 236HP ===== | ||
Line 824: | Line 824: | ||
| hitstun = 31 | | hitstun = 31 | ||
| blockstun = 26 | | blockstun = 26 | ||
| notes = | | notes = 1-hit projectile; 10% damage scaling penalty if Super cancelled | ||
}} | }} | ||
===== 236PP ===== | ===== 236PP ===== | ||
Line 847: | Line 847: | ||
| hitstun = 31 total | | hitstun = 31 total | ||
| blockstun = 27 total | | blockstun = 27 total | ||
| notes = 2 | | notes = 2-hit projectile; 10% damage scaling penalty if cancelled to Lv.3 Super | ||
}} | }} | ||
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| hitstun = - | | hitstun = - | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = | | notes = Good anti-air; 30% damage scaling penalty if raw cancelled into Lv.3 Super (20% penalty if Shoryuken is performed mid-combo) | ||
}} | }} | ||
===== 623MP ===== | ===== 623MP ===== | ||
Line 895: | Line 895: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 22 total | | blockstun = 22 total | ||
| notes = | | notes = Good anti-air; 30% damage scaling penalty if raw cancelled into Lv.3 Super (20% penalty if Shoryuken is performed mid-combo) | ||
}} | }} | ||
===== 623HP ===== | ===== 623HP ===== | ||
Line 918: | Line 918: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 24 total (22 crouch) | | blockstun = 24 total (22 crouch) | ||
| notes = 3rd hit whiffs vs. crouch block (200*75 chip vs. Burnout) | | notes = Good anti-air; 30% damage scaling penalty if raw cancelled into Lv.3 Super (20% penalty if Shoryuken is performed mid-combo); 3rd hit whiffs vs. crouch block (200*75 chip vs. Burnout) | ||
}} | }} | ||
===== 623PP ===== | ===== 623PP ===== | ||
Line 941: | Line 941: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 47 total | | blockstun = 47 total | ||
| notes = All hits are a true blockstring | | notes = All hits are a true blockstring; Ken's best reversal option | ||
}} | }} | ||
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| hitstun = - | | hitstun = - | ||
| blockstun = 29 total (21) | | blockstun = 29 total (21) | ||
| notes = Puts opponent into limited juggle state; if the first hit whiffs the second hit will always do 700 damage. | | 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. | ||
}} | }} | ||
===== 214MK ===== | ===== 214MK ===== | ||
Line 989: | Line 989: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 36 total (21) | | blockstun = 36 total (21) | ||
| notes = | | notes = Better KD Adv. if first hit connects | ||
}} | }} | ||
===== 214HK ===== | ===== 214HK ===== | ||
Line 1,035: | Line 1,035: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 21 | | blockstun = 21 | ||
| notes = | | notes = Great range and speed, useful in whiff punishes | ||
}} | }} | ||
Line 1,060: | Line 1,060: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 16 | | blockstun = 16 | ||
| notes = Forward jump only; can crossup; puts opponent into limited juggle state | | notes = Forward jump only; can crossup; puts opponent into limited juggle state; can crossup | ||
}} | }} | ||
===== j.214MK ===== | ===== j.214MK ===== | ||
Line 1,083: | Line 1,083: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 16 | | blockstun = 16 | ||
| notes = Forward jump only; can crossup; puts opponent into limited juggle state | | notes = Forward jump only; can crossup; puts opponent into limited juggle state; can crossup | ||
}} | }} | ||
===== j.214HK ===== | ===== j.214HK ===== | ||
Line 1,106: | Line 1,106: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 16 | | blockstun = 16 | ||
| notes = Forward jump only; can crossup; puts opponent into limited juggle state | | notes = Forward jump only; can crossup; puts opponent into limited juggle state; can crossup | ||
}} | }} | ||
===== j.214KK ===== | ===== j.214KK ===== | ||
Line 1,143: | Line 1,143: | ||
| chip = 250 | | chip = 250 | ||
| driveDamage = | | driveDamage = | ||
| startup = 18 | | startup = 18(20) | ||
| active = 6 | | active = 6 | ||
| recovery = 22 | | recovery = 22 | ||
Line 1,154: | Line 1,154: | ||
| hitstun = 27 | | hitstun = 27 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = | | notes = First 2 active frames only hit airborne, causing spiked knockdown; 1f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
===== 623MK ===== | ===== 623MK ===== | ||
Line 1,166: | Line 1,166: | ||
| chip = 275 | | chip = 275 | ||
| driveDamage = | | driveDamage = | ||
| startup = 18 | | startup = 18(20) | ||
| active = 5 | | active = 5 | ||
| recovery = 25 | | recovery = 25 | ||
Line 1,177: | Line 1,177: | ||
| hitstun = 31 | | hitstun = 31 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = | | notes = First 2 active frames only hit airborne, causing spiked knockdown; 1f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
===== 623HK ===== | ===== 623HK ===== | ||
Line 1,189: | Line 1,189: | ||
| chip = 300 | | chip = 300 | ||
| driveDamage = | | driveDamage = | ||
| startup = 28 | | startup = 28(30) | ||
| active = 5 | | active = 5 | ||
| recovery = 21 | | recovery = 21 | ||
Line 1,200: | Line 1,200: | ||
| hitstun = 27 | | hitstun = 27 | ||
| blockstun = 25 | | blockstun = 25 | ||
| notes = | | notes = First 2 active frames only hit airborne, causing spiked knockdown; 1f better hit/block advantage vs. crouching opponents; powerful approach tool, but can be countered on reaction by Drive Impact | ||
}} | }} | ||
===== 623KK ===== | ===== 623KK ===== | ||
Line 1,212: | Line 1,212: | ||
| chip = 175 | | chip = 175 | ||
| driveDamage = | | driveDamage = | ||
| startup = 9 | | startup = 9(20) | ||
| active = 2(7)6 | | active = 2(7)6 | ||
| recovery = 24 | | recovery = 24 | ||
Line 1,223: | Line 1,223: | ||
| hitstun = 30 | | hitstun = 30 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = | | notes = Only hits airborne up until the 2nd active frame of the 2nd hit (juggle causes OTG ground bounce and side switch); 2f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
Line 1,248: | Line 1,248: | ||
| hitstun = 32 | | hitstun = 32 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = Followup can be delayed up to 3f if input as late as possible | | notes = Followup can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236MK ===== | ===== 236MK ===== | ||
Line 1,271: | Line 1,271: | ||
| hitstun = 29 | | hitstun = 29 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = Followup can be delayed up to 2f if input as late as possible | | notes = Followup can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236HK ===== | ===== 236HK ===== | ||
Line 1,294: | Line 1,294: | ||
| hitstun = - | | hitstun = - | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = Followup can be delayed up to 5f if input as late as possible | | notes = Followup can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236K>6LK ===== | ===== 236K>6LK ===== | ||
Line 1,340: | Line 1,340: | ||
| hitstun = 26 | | hitstun = 26 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = Followup can be input on hit/block/whiff | | notes = Followup can be input on hit/block/whiff; due to its slow startup, opponent can easily switch from low block to high block to cover both mixup options | ||
}} | }} | ||
===== 236K>6HK ===== | ===== 236K>6HK ===== | ||
Line 1,388: | Line 1,388: | ||
| hitstun = 24 | | hitstun = 24 | ||
| blockstun = 21 | | blockstun = 21 | ||
| notes = Followup can be delayed up to 6f if input as late as possible | | notes = Followup can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236KK>6LK ===== | ===== 236KK>6LK ===== | ||
Line 1,597: | Line 1,597: | ||
| hitstun = 26 | | hitstun = 26 | ||
| blockstun = 20 | | blockstun = 20 | ||
| notes = Ken's only overhead outside of Jinrai Kick followups, notably can't benefit from Drive Rush like other overheads | | notes = Ken's only overhead outside of Jinrai Kick followups, notably can't benefit from Drive Rush like other overheads; applies 10% damage scaling penalty when cancelled to Lv.3 Super | ||
}} | }} | ||
===== KK>HK ===== | ===== KK>HK ===== | ||
Line 1,620: | Line 1,620: | ||
| hitstun = 27 | | hitstun = 27 | ||
| blockstun = 19 | | blockstun = 19 | ||
| notes = Acts like a | | notes = Acts like a Normal Attack for Super cancelling (including no extra damage scaling when cancelled to Lv.3 Super); puts airborne opponents into limited juggle state | ||
}} | }} | ||
===== KK>623P ===== | ===== KK>623P ===== | ||
Line 1,635: | Line 1,635: | ||
| active = 11 | | active = 11 | ||
| recovery = 48 | | recovery = 48 | ||
| invuln = 3-? projectile | | invuln = 3-8? projectile | ||
| hitAdv = KD +22 | | hitAdv = KD +22 | ||
| blockAdv = {{sf6-adv|VM|-35}} | | blockAdv = {{sf6-adv|VM|-35}} |
Revision as of 01:27, 31 December 2022
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
MP>HP
Ken
ken_mp_hp
|
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MP>HP Chin Buster 2nd
|
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![]() File:SF6 Ken mp hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600*400 (1000) | - | - | LH*LH | sp su | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5+11 | 4*3 | 19 | - | 15 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +36 | -7 | ||||
Notes | |||||
Puts opponent into limited juggle state; Run~Stop cancel: KD+30/-13; applies an extra 10% damage scaling to any followup hits (100/100/70...) |
MK>MK
Ken
ken_mk_mk
|
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MK>MK Triple Flash Kicks 1
|
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![]() File:SF6 Ken mk mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600*360 (960) | - | - | LH*LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8+11 | 3*2 | 27 | - | 17 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +28 | -12 | ||||
Notes | |||||
Great forward movement, will combo even if 5MK hits an extended limb hurtbox |
MK>MK>HK
Ken
ken_mk_mk_hk
|
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MK>MK>HK Triple Flash Kicks 2
|
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![]() File:SF6 Ken mk mk hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600*360*490 (1450) | - | - | LH*LH*LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
8+11+13 | 3*2*3 | 28 | - | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +32 | -11 | ||||
Notes | |||||
1f gap between final 2 hits on block |
Universal Mechanics
Throws
LPLK
4LPLK
Ken
ken_4lplk
|
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4LPLK Hell Wheel
|
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![]() File:SF6 Ken 4lplk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 (2040) | - | - | T | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
5 | 3 | 23 | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +6 | - | ||||
Notes | |||||
Has great corner carry after the side switch |
Drive Moves
HPHK
Ken
ken_hphk
|
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HPHK Drive Impact
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +35/+65 | -3 / HKD +72 | ||||
Notes | |||||
See Drive Impact. |
6HPHK
Ken
ken_6hphk
|
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---|---|---|---|---|---|
6HPHK Drive Reversal
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26 | - | 21 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | - | - | - |
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 | ||||
KD +23 | -8 | ||||
Notes | |||||
Armor Break; See Drive Reversal. |
MPMK
Ken
ken_mpmk
|
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MPMK Drive Parry
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 8 or until released | 29(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (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. |
66
Ken
ken_66
|
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66 Drive Rush
|
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![]() ![]() |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9(11) | 45(46) | 24(23) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK
Special Moves
Hadoken
236LP
236MP
Ken
ken_236mp
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236MP Hadoken
|
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File:SF6 Ken 236mp.png File:SF6 Ken 236mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 35 | 31 | 26 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
-5 | -10 | ||||
Notes | |||||
1-hit projectile; 10% damage scaling penalty if Super cancelled |
236HP
Ken
ken_236hp
|
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---|---|---|---|---|---|
236HP Hadoken
|
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File:SF6 Ken 236hp.png File:SF6 Ken 236hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 37 | 31 | 26 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
-7 | -12 | ||||
Notes | |||||
1-hit projectile; 10% damage scaling penalty if Super cancelled |
236PP
Shoryuken
623LP
623MP
Ken
ken_623mp
|
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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) | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 10 | 40 | - | 22 total | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-? Air | - | - | - | - | - |
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 | ||||
KD +33 | -28 | ||||
Notes | |||||
Good anti-air; 30% damage scaling penalty if raw cancelled into Lv.3 Super (20% penalty if Shoryuken is performed mid-combo) |
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*300*300 (1400) | 200*75*75 (350) | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 10 | 50 | - | 24 total (22 crouch) | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-? Air, 5-? projectile | - | - | - | - | - |
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 | ||||
KD +25 | -36 | ||||
Notes | |||||
Good anti-air; 30% damage scaling penalty if raw cancelled into Lv.3 Super (20% penalty if Shoryuken is performed mid-combo); 3rd hit whiffs vs. crouch block (200*75 chip vs. Burnout) |
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 |
450*450 (900) | 112*112 (224) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(13)2 | 31 | - | 36 total (21) | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +44/+32 | -12 | ||||
Notes | |||||
Better KD Adv. if first hit connects |
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 |
300*300*400 (1000) | 75*75*100 (250) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(13)2(13)2 | 31 | - | 51 total (36/21) | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +36 | -12 | ||||
Notes | |||||
214KK
Air Tatsumaki Senpukyaku
j.214LK
j.214MK
Ken
ken_j214mk
|
|||||
---|---|---|---|---|---|
j.214MK Aerial Tatsumaki Senpu-kyaku
|
|||||
File:SF6 Ken j214mk.png File:SF6 Ken j214mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(5)2(6)2 | 14 land | - | 16 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +42/+46 | -4(0) | ||||
Notes | |||||
Forward jump only; can crossup; puts opponent into limited juggle state; can crossup |
j.214HK
Ken
ken_j214hk
|
|||||
---|---|---|---|---|---|
j.214HK Aerial Tatsumaki Senpu-kyaku
|
|||||
File:SF6 Ken j214hk.png File:SF6 Ken j214hk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(5)2(6)2 | 14 land | - | 16 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +42/+46 | -4(0) | ||||
Notes | |||||
Forward jump only; can crossup; puts opponent into limited juggle state; can crossup |
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) | 225(175) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(1)2(2)2(2)2(3)2 | 14 land | 25 (front), 20 (back) | 16 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+5 (+10) Front 0 (+5) Back |
-4(1) | ||||
Notes | |||||
Forward jump only; can crossup (5f less hitstun, 200 less damage on crossup) |
Dragonslash 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 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18(20) | 5 | 25 | 31 | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+3(+4) | -8 (-7) | ||||
Notes | |||||
First 2 active frames only hit airborne, causing spiked knockdown; 1f better hit/block advantage vs. crouching opponents |
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 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(30) | 5 | 21 | 27 | 25 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+3(+4) | +1 (+2) | ||||
Notes | |||||
First 2 active frames only hit airborne, causing spiked knockdown; 1f better hit/block advantage vs. crouching opponents; powerful approach tool, but can be countered on reaction by Drive Impact |
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 | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 3 | 24 | 29 | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+2 | -7 | ||||
Notes | |||||
Followup can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities) |
236HK
Ken
ken_236hk
|
|||||
---|---|---|---|---|---|
236HK Jinrai Kick
|
|||||
File:SF6 Ken 236hk.png![]() |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25 | 3 | 19 | - | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +42 | -2 | ||||
Notes | |||||
Followup can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities) |
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 | su2 su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 2 | 25 | 24 | 21 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
-4 | -7 | ||||
Notes | |||||
Followup can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities) |
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 | su2 su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 3 | 20 | 26 | 18 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+3 | -5 | ||||
Notes | |||||
Followup 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 | su2 su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 4 | 20 | - | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
KD +37 | -4 | ||||
Notes | |||||
Followup 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 |
236KK>6LK>6K
236KK>6MK>6K
236KK>6HK>6K
Quick Dash
KK
KK>LK
KK>MK
KK>HK
KK>623P
KK>214K
KK>623K
Ken
ken_kk_623k
|
|||||
---|---|---|---|---|---|
KK>623K Run>Dragonlash Kick
|
|||||
![]() File:SF6 Ken kk 623k hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700 | 175 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11+9 | 4(5)6 | 24 | 30 | 20 | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
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 | ||||
+2+4 | -8 (-6) | ||||
Notes | |||||
Meterless only, does not vary by button strength |
Super Arts
214214K
236236K
236236P
236236P(CA)
Ken
ken_236236p(ca)
|
|||||
---|---|---|---|---|---|
236236P Shinryu Reppa (Critical Art)
|
|||||
![]() File:SF6 Ken 236236p(ca) hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
100*250x3*200x10*1350*300 (4500) | 420*415*415(*415*415) (1250~2080) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3(1)6(16)13 | 45 | - | 54 total (51 crouch) | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-18 full | - | - | - | - | - |
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 | ||||
HKD +21 | -30 | ||||
Notes | |||||
Armor Break; 1st hit leads to cinematic, otherwise juggles for 2000-2600 damage; can followup after non-cinematic juggle; all hits are true blockstring; 2 hits whiff vs. crouch block (reduced chip damage); 70% damage scaling if cancelled from raw Shoryuken |