Street Fighter 6/Ken: Difference between revisions

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{{AttackDataCargo-SF6/Query|ken_2hp}}
{{AttackDataCargo-SF6/Query|ken_2hp}}
* Only the first 2 active frames are cancellable
* '''Cancel reaction window:''' 16f
* '''Cancel reaction window:''' 16f
* '''Run~Stop Adv:''' +3/-10
* '''Run~Stop Adv:''' +3/-10
<br>
<br>
A decent anti-air with a bit of forward movement built-in. If it connects deep enough, Ken can cancel into Run~Stop to maintain pressure afterward, but the later active frames are not cancellable. Can combo into HK Jinrai naturally, the only move of Ken's that can do so.
A decent anti-air that moves Ken forward slightly. If it connects deep enough, Ken can cancel into Run~Stop to maintain pressure afterward. Can combo into HK Jinrai naturally, the only move of Ken's that can do so.
}}
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Revision as of 03:11, 20 February 2023


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 Punish Counter
  • 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)
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
  • 5/2L~A[2L~L~L~L]: 5LP/2LK ~ 2LK ~ 5LP ~ L Jinrai Kick ~ Kazekama Shin Kick
    • Variant ender that lets Ken get a Light Assist Combo from a chained starter; much better overall, as it gives time to hitconfirm
  • 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


Ken
SF6 Ken Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.322
Backward Dash Distance 0.923
Drive Rush Min. Distance (Throw) 0.745
Drive Rush Min. Distance (Block) 2.449
Drive Rush Max Distance 3.590
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
Standing Light Punch
5LP
SF6 Ken 5LP.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: 13f
  • Run~Stop Adv: -14/-19

5MP
Standing Medium Punch
5MP
SF6 Ken 5mp.png
The Chin buster

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 14 Sp SA TC 600 LH +4 -2
  • Cancel reaction window: 16f (21f TC)
  • Run~Stop Adv: -6/-12

5HP
Standing Heavy Punch
5HP
SF6 Ken 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 17 Sp SA 800 LH +3 -2
  • Great poke that is fairly easy to hitconfirm
  • Cancel reaction window: 19f
  • Run~Stop Adv: -3/-8

5LK
Standing Light Kick
5LK
SF6 Ken 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH 0 -2
  • Great range for a light, making it a useful -5 punish tool
  • Cancel reaction window: 12f
  • Run~Stop Adv: -14/-16

5MK
Standing Medium Kick
5MK
SF6 Ken 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 TC 600 LH +3 -5
  • Moves forward, whiffs on crouchers at farther ranges
  • Cancel reaction window: 19f (TC)

5HK
Standing Heavy Kick
5HK
SF6 Ken 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23(25) - 800 LH +1 -5
  • Punish Counter cause Spinning juggle state (KD +56)
    • Can convert this at any range into OD Dragonlash for a ground bounce juggle


Crouching Normals

2LP
Crouching Light Punch
2LP
SF6 Ken 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +5 -1
  • Can link into 5MP~HP Target Combo for a powerful Light conversion
  • Chains into 5LP/2LP/2LK
  • Cancel reaction window: 12f
  • Run~Stop Adv: -12/-18

2MP
Crouching Medium Punch
2MP
SF6 Ken 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 Sp SA 700 LH +3 0
  • Cancel reaction window: 15f
  • Run~Stop Adv: -8/-11

2HP
Crouching Heavy Punch
2HP
SF6 Ken 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 24 Sp SA 800 LH +3 -10
  • Only the first 2 active frames are cancellable
  • Cancel reaction window: 16f
  • Run~Stop Adv: +3/-10


A decent anti-air that moves Ken forward slightly. If it connects deep enough, Ken can cancel into Run~Stop to maintain pressure afterward. Can combo into HK Jinrai naturally, the only move of Ken's that can do so.

2LK
Crouching Light Kick
2LK
SF6 Ken 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Chn 200 L +1 -3
  • Chains into 5LP/2LP/2LK

2MK
Crouching Medium Kick
2MK
SF6 Ken 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 Sp SA 500 L -2 -6
  • Cancel reaction window: 13f
  • Run~Stop Adv: -8/-12
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)

2HK
Crouching Heavy Kick
2HK
SF6 Ken 2hk.png

2HK
Low Spinning Sweep
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24(27) - 900 L KD +40 -10
  • Counterhit/Punish Counter: +47 HKD


Jumping Normals

j.LP
Jumping Light Punch
j.LP
SF6 Ken jlp.png

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H +9 +5

j.MP
Jumping Medium Punch
j.MP
SF6 Ken jmp.png

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land Sp 700 H +9(+11) +5(+7)
  • Puts airborne opponents into limited juggle state
  • Cancellable into into Air Tatsu

j.HP
Jumping Heavy Punch
j.HP
SF6 Ken jhp.png

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H +7(+15) +3(+11)
  • Causes a Spiked knockdown on Counterhit/Punish Counter vs. airborne opponents
  • Hits extremely deep

j.LK
Jumping Light Kick
j.LK
SF6 Ken jlk.png

j.LK
Jumping Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H +5(+10) +1(+6)
  • Can hit Crossup

j.MK
Jumping Medium Kick
j.MK
SF6 Ken jmk.png

j.mK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H +9(+13) +5(+9)
  • Can hit Crossup

j.HK
Jumping Heavy Kick
j.HK
SF6 Ken jhk.png

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H +11(+15) +7(+11)
  • Good horizontal range

8j.HK
Neutral Jumping Heavy Kick
8j.HK
SF6 Ken 8jhk.png

8HK
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 900 H +13(+15) +9(+11)


Command Normals

Ken has no Command Normals


Target Combos

5MP~HP
Chin Buster 2nd
5MP~HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

             No results
  • Puts opponent into limited juggle state; can be converted into all of his Run specials
  • Slightly delaying the blockstring can create a frame trap on block
  • Applies an extra 10% scaling on the followup juggle (100/100/70...)
  • Cancel reaction window: 43~47f
  • Run~Stop Adv: KD+30/-13

5MK~MK~HK
Triple Flash Kicks
5MK~MK~HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

             No results
  • Strong buffer in neutral from far ranges, great forward movement
  • Cancel reaction window: 46f (TC)

No results

  • Last hit whiffs on crouch blocking opponents (much more unsafe)


Universal Mechanics

Throws

Forward Throw (LPLK)
Forward Throw
LPLK
SF6 Ken lplk.png

LPLK
Knee Strikes
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -
  • Allows for strong corner throw loops (+5 after Forward Dash), but cannot do a walking throw loop
  • Punish Counter: +24 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
SF6 Ken 4lplk.png
You're going to the corner

4LPLK
Hell Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +6 -
  • Side switches and has great corner carry
  • Punish Counter: +6 HKD

Drive Moves

Drive Impact (HPHK)
Drive Impact
HPHK
SF6 Ken hphk.png

HPHK
Flame Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • 5HP: 7f (3f Burnout)
    • 2HP: 9f (5f Burnout)
    • 2MP: 10f (6f Burnout)
    • 5MP, 2MK: 11f (7f Burnout)
    • 5MP~HP: 12f (8f Burnout)

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
SF6 Ken 6hphk.png

6HPHK
Lightning Crack (Block)
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

Drive Parry (MPMK)
Drive Parry
MPMK
SF6 Ken mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
66
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

             No results

See Drive Rush

  • Frame data shown in (parentheses) refers to the version used after Parry


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
SF6 Ken 5pppkkk.png
"Bring it!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
96 (total) - - - - - - -

Forward Taunt (6PPPKKK)
Forward Taunt
6PPPKKK
SF6 Ken 6pppkkk.png
"Having second thoughts?"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

Back Taunt (4PPPKKK)
Back Taunt
4PPPKKK
SF6 Ken 4pppkkk.png
"Now's not the time for jokes."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
215 (total) - - - - - - -


Special Moves

Hadoken (236P)
Hadoken
236P
SF6 Ken 236lp.png

SF6 Ken 236pp.png

236LP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 33 SA3 600 LH -1 -7
  • 1-hit projectile, slow speed
  • Cancel reaction window: 17f (Super)
236MP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
  • 1-hit projectile, medium speed
  • Cancel reaction window: 11f (Super)
236HP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 37 SA3 600 LH -5 -11
  • 1-hit projectile, fast speed
  • Cancel reaction window: 10f (Super)
236PP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 28 SA2 SA3 400x2 LH +2 -2
  • 2-hit projectile, fast speed
  • Cancel reaction window: 10f (Super)


The standard Shoto projectile. A bit worse than Ryu's fireball due to longer recovery and worse hit/block advantage, but still useful. The OD version doesn't knock down, but can lead to corner juggles when used after 5MP~HP Target Combo.

Shoryuken (623P)
Shoryuken
623P
SF6 Ken 623lp.png

SF6 Ken 623pp.png

623LP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1100(800) LH KD +33 -23
  • Anti-Air Invuln: 1-?f; Airborne 7-35f (Forced Knockdown state)
  • Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
  • Cancel reaction window: 18f (Super)
623MP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 28+12 land SA3 700,600 (1300) LH KD +33 -28
  • Anti-Air Invuln: 1-?f; Airborne 8-43f (Forced Knockdown state)
  • Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
  • Cancel reaction window: 18f (Super)
623HP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 10 35+15 land SA3 800,300x2 (1400) LH KD +25 -36(-38)
  • Anti-Air Invuln: 1-?f; Projectile Invuln: 5-11f; Airborne 9-51f (Forced Knockdown state)
  • Applies a 30% damage scaling penalty when starting a combo cancelled into Lv.3 Super
  • 3rd hit whiffs vs. crouch block
  • Cancel reaction window: 14f (Super)
623PP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10(14)10 35+15 land - 200x5,600 (1600) LH KD +22 -40
  • Full Invuln: 1-10f; Airborne 9-24f + 33-74f (Forced Knockdown state)
  • Primary reversal option; all hits form a true blockstring

Tatsumaki Senpu-kyaku (214K)
Tatsumaki Senpu-kyaku
214K
SF6 Ken 214lk.png

SF6 Ken 214kk.png

214LK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2(6)3 14+18 land - 300,400 (700) LH KD +46(+38) -14
  • Airborne: 5-28f (Forced Knockdown state)
  • Puts opponent into limited juggle state if 1st hit connects
  • If only 2nd hit connects, still does 700 damage but has worse KD Adv.
214MK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(13)2 11+20 land - 450x2 (900) LH KD +44(+32) -12
  • Airborne: 8-41f (Forced Knockdown state)
  • Better KD Adv. if 1st hit connects
214HK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(13)2(13)2 14+17 land - 300x2,400 (1000) LH KD +36 (-38 cr) -12 (-42 cr)
  • Airborne: 10-61f (Forced Knockdown state)
  • 2nd and 3rd hits whiff on crouching opponents
  • Same KD Adv. regardless of which hit initially connects
214KK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4(5)3(6)3(6)3(15)3 21+13 land - 300,200x3,800 (1700) LH KD +28 -61
  • Airborne: 10-77f (Forced Knockdown state)
  • Great range and speed, useful in whiff punishes

Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
j.214K
SF6 Ken 214lk.png

SF6 Ken 214kk.png

j.214K
Aerial Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(5)2(6)2 14 land - 900 LH KD +42(+46) -4(0)
  • Forward jump only, can crossup (Forced Knockdown state)
  • Puts opponents into limited juggle state
  • The last 11f of landing recovery puts Ken in a crouching state
j.214KK
Aerial Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(1)2(2)2(2)2(3)2 14(21) land - 900(700) each LH +5 (+10) Front
0 (+5) Back
-5(0)
  • Forward jump only, can crossup (Forced Knockdown state)
    • Crossup version has 5f less hitstun, 200 less damage; followup combo not always possible
  • The last 11f of landing recovery puts Ken in a crouching state
  • When done early in jump, travels far making it a good corner escape

Dragonlash Kick (623K)
Dragonlash Kick
623K
SF6 Ken 623lk.png

SF6 Ken 623kk.png

623LK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18(21) 6 4+17 land - 1000(950) LH +2 -4
  • Airborne 9-32f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
  • 3rd active frame whiffs on crouching opponents (1f better advantage vs. crouch)
623MK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(25) 5 5+20 land - 1100 LH +3(+4) -8(-7)
  • Airborne 14-37f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
  • 3rd active frame whiffs on crouching opponents (1f better advantage vs. crouch)
623HK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(30) 5 5+16 land - 1200 LH +3(+4) +1(+2)
  • Airborne 19-40f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
  • 3rd active frame whiffs on crouching opponents (1f better advantage vs. crouch)
  • Powerful approach tool, but can be countered on reaction by Drive Impact
623KK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(19) 2(7)6 3+21 land - 500,700 LH +1(+4) -9(-6)
  • Airborne 10-32f (Forced Knockdown state)
  • Active frames 2(7)2 only hit airborne opponents; causes OTG bounce and side switch in juggles
  • The next 2 active frames whiff on crouching opponents (2f better advantage vs. crouch)
    • This makes the startup effectively 20f vs. stand, 22f vs. crouch
    • 5HP xx 623KK is +4 on hit vs. crouch, allowing a link into 2LP

Jinrai Kick (236K)
Jinrai Kick
236K
SF6 Ken 236lk.png

SF6 Ken 236kk.png

236LK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 28 SA3 500 LH +1 -11
  • Followup can be delayed up to 3f (affecting frame trap and juggle opportunities)
  • Cancel reaction window: 14f (Super)
236MK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 24 SA3 600 LH +2 -7
  • Followup can be delayed up to 2f (affecting frame trap and juggle opportunities)
    • Best version to use before 6LK on block for a frame trap
  • Cancel reaction window: 14f (Super)
236HK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 19 SA3 700 LH KD +42 -2
  • Followup can be delayed up to 5f (affecting frame trap and juggle opportunities)
  • Puts opponent into limited juggle state
    • Following up with 6LK on the last 2 possible frames allows for a Jinrai loop juggle
  • Cancel reaction window: 14f (Super)
236KK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 25 SA2 SA3 600 LH -4 -7
  • Followup can be delayed up to 6f (affecting frame trap and juggle opportunities)
  • Cancel reaction window: 17f (Super)

Kazekama Shin Kick (236K~6LK)
Kazekama Shin Kick
236K~6LK
SF6 Ken 236k 6lk.png

SF6 Ken 236kk 6lk.png

236K~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 19 SA3 500 L +3 -5
  • Frame traps from 236MK starter; can link 5LP or 5LK on Counterhit
  • Cancel reaction window: 15f (Super - single hit only)
    • Full sequence: 50-53f (236LK~6LK), 46-48f (236MK~6LK)
236KK~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 20 SA2 SA3 500 L +3 -5
  • Always a true blockstring, even if delayed
  • Cancel reaction window: 14f (Super - single hit only)
    • Full sequence: 37-43f (236KK~6LK)


A low followup that can be input on hit, block, or whiff. Slightly punishable, but depending on the spacing the opponent may have a hard time reaching Ken.

Gorai Axe Kick (236K~6MK)
Gorai Axe Kick
236K~6MK
SF6 Ken 236k 6mk.png

SF6 Ken 236kk 6mk.png

236K~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 20 SA3 1000 H +3 -3
  • Long interruptible gap on hit/block (even during Burnout)
  • Cancel reaction window: 16f (Super - single hit only)
236KK~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 24 SA2 SA3 1000 H -3 -7
  • 4f gap on block, allowing for trade combos (up to 10f gap if delayed)
  • Causes OTG Bounce vs. airborne opponents (like after MP~HP Target Combo)
  • Cancel reaction window: 16f (Super - single hit only)


An overhead followup that can be input on hit, block, or whiff. Unfortunately it is fairly reactable since it requires the Jinrai Kick starter, and opponents can simply switch from crouch to stand block to cover the high/low mixup. The overhead kick does not combo on hit, so there is always some risk that the opponent could Drive Impact or Perfect Parry.

Senka Snap Kick (236K~6HK)
Senka Snap Kick
236K~6HK
SF6 Ken 236k 6hk.png

SF6 Ken 236kk 6hk.png

236K~6HK
Senka Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 25 SA3 800 LH KD +33(+38) -3
  • Whiffs on crouching opponents
  • Puts opponent into limited juggle state (requires 236HK starter to juggle anything besides Super cancel)
  • Cancel reaction window: 19f (Super - single hit only)
    • Full sequence: 56-60f (236LK~6HK), 52-56f (236MK~6HK), 47-54f (236HK~6HK)
236KK~6HK
Senka Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 20 SA2 SA3 800 LH KD +37 -4 (-18)
  • Whiffs on crouching opponents
  • True blockstring vs. standing opponents (up to 3f gap if delayed)
  • Cancel reaction window: 22f (Super - single hit only)
    • Full sequence: 47-55f (236KK~6HK)


A knockdown followup that can be input on hit, block, or whiff. If you confirm the opponent is standing, this is the best ender for damage and positioning.

Kasai Thrust Kick (236KK~6K~6K)
Kasai Thrust Kick
236KK~6K~6K
SF6 Ken 236kk 6lk 6k.png

SF6 Ken 236kk 6mk 6k.png

SF6 Ken 236kk 6hk 6k.png

236KK~6LK~6K
Kasai Thrust Kick (LK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 29 SA2 SA3 500(400) LH KD +31 -12
  • 2f gap before final hit on block
  • Cancel reaction window: 14f (Super - single hit only)
    • Full sequence: 68-74f (236KK~6LK~6K)
236KK~6MK~6K
Kasai Thrust Kick (MK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 29 SA2 SA3 500(400) LH KD +34 -12
  • True blockstring into final hit
  • Cancel reaction window: 16f (Super - single hit only)
    • Partial sequence: 45f (236KK~6MK~6K, starting from 6MK overhead)
236KK~6HK~6K
Kasai Thrust Kick (HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 37 SA2 SA3 500(400) LH KD +42 -20
  • 7f gap before final hit on stand block (20f gap if 2nd hit whiffs on crouching)
  • Cancel reaction window: 22f (Super - single hit only)
    • Full sequence: 80-88f (236KK~6HK~6K)


A knockdown ender that can only be done after an OD Jinrai Kick followup. Can be input on hit, block, or whiff. The animation changes depending on the strength of the middle Jinrai followup, but functionally they are mostly the same.

KK
Quick Dash
KK
SF6 Ken kk.png

KK
Quick Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) - - - - - - -
  • Followups can be input from 11-31f; 45f total animation if no followup is input
  • Followups will not reverse direction if Ken crosses under the opponent


A command run similar to Ken's V-Skill 1 from SFV. Can be stopped short or cancelled into one of several followup attacks. Cannot be holding crouch while inputting KK (for example, 2MK xx Quick Dash requires letting go of the down input).

Run Normal Followups (KK~K)
Run Normal Followups
KK~K
SF6 Ken kk lk.png

SF6 Ken kk mk.png

SF6 Ken kk hk.png

KK~LK
Emergency Stop
Startup Active Recovery Cancel Damage Guard On Hit On Block
11~ - 16 - - - - -
  • Fastest Run~Stop time is 27f
KK~MK
Thunder Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+18 3 20 SA3 1000 H +3 -3
  • Can't benefit from Drive Rush like other overheads; can only link afterward after meaty or Counterhit
  • Cancellable into Level 3 Super
  • Cancel reaction window: 16f (Super)
KK~HK
Forward Step Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+10 4 20 SA 800 LH +3 -4
  • Puts airborne opponents into limited juggle state (e.g. after MP~HP Target Combo)
  • Cancellable into any Super
    • Acts as a Normal move with no additional damage scaling when cancelled to Lv.3 Super
  • Cancel reaction window: 15f (Super)

Run Special Followups (KK~Special)
Run Special Followups
KK~Special
SF6 Ken kk 623p.png

SF6 Ken kk 214k.png

SF6 Ken kk 623k.png

KK~623P
Run~Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+8 11 33+15 land SA3 500,450,250x3 (1700) LH KD +25 -35(-36)
  • Projectile Invuln: 3-12f; Airborne 12-52f (Forced Knockdown state)
    • Forward momentum helps pass through fireballs
  • First 3 hits are cancellable into Level 3 Super; final hit whiffs vs. crouch block
  • Cancel reaction window: 27f (Super)
KK~214K
Run~Tatsumaki Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+13 [2(2)3(2)]x4,2(5)3 3+17 land - 200x4,400 (1200) LH +3
(KD +43)
-9
  • Airborne 10-61f (Forced Knockdown state)
  • Backwards hitbox can Crossup if dashing under opponent (-9 on Hit)
    • Pulls opponent toward Ken when this happens, allowing for multiple hits
KK~623K
Run~Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+9(20) 4(5)6 9+15 land - 500,700 LH +2(+4) -8(-6)
  • Airborne 10-32f (Forced Knockdown state)
  • Properties are essentially the same as OD Dragonlash Kick, but with a shorter ground bounce
    • 1st hit only connects vs. airborne, 2f better advantage vs. crouching, side switch after juggle
  • Functional startup is 11+20f vs. standing, 11+22f vs. crouching


The special move Run followups do not have an OD version, and do not vary based on button strength.

Super Arts

Level 1 Super (214214K)
Dragonlash Flame
Level 1 Super Art
214214K
SF6 Ken 214214k.png

214214K
Dragonlash Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 41 - 2000 LH KD +9 -24
  • Strike/Throw Invuln: 1-10f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


Switches sides with the opponent after a successful hit, so Ken will lose any advantageous screen positioning he had. The knockdown advantage is high enough that he can dash up to force a mixup between strike or back throw, however, so it's not useless in the corner. The attack itself is 1 hit that transitions to a longer animation when successful. It has juggle potential, but the speed and range limits the number of situations where it can actually work (e.g. OD Dragonlash, corner 5MP~HP xx OD Hadoken). The full damage distribution is: 500*300*300*900.

Level 2 Super (236236K)
Shippu Jinrai-kyaku
Level 2 Super Art
236236K
SF6 Ken 236236k.png

236236K
Shippu Jinrai-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(10)3(10)3(12)3(11)2 32 - 2800 LH KD +36 -19
  • Full Invuln: 1f (until freeze); Armor Break
  • Depletes 1 Drive bar from opponent on hit


Ken's infamous SA3 from Third Strike, a flurry of 5 kicks followed up by a Tatsumaki ender on hit. While relatively fast for a Super, it does not grant Ken many new punish opportunities. It is best used to add damage when fishing for safe OD Special confirms. Works well in juggles. The full damage distribution is: 300x4*200x5*500.

Level 3 Super (236236P)
Shinryu Reppa
Level 3 Super Art
236236P
SF6 Ken 236236p.png

SF6 Ken 236236p(ca).png
Critical Art adds 500 more damage and has +6 additional KD advantage

236236P
Shinryu Reppa
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3(1)6(16)13 30+15 land - 4000 (1800~2400) LH HKD +15 -30(-33)
  • Full Invuln: 1-18f; Airborne 10-27f + 35-75f (Forced Knockdown state); Armor Break
  • Depletes 1.5 Drive bars from opponent on hit (1 Drive bar for non-cinematic)
236236P
Shinryu Reppa (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3(1)6(16)13 30+15 land - 4500 (2000~2600) LH HKD +21 -30(-33)
  • Full Invuln: 1-18f; Airborne 10-27f + 35-75f (Forced Knockdown state); Armor Break
  • Depletes 2 Drive bars from opponent on hit (1.7 Drive bars for non-cinematic)


Uppercut Super that looks like a mix between his classic Shinryuken and Shoryureppa. The first hit leads to a cinematic that does more damage and drains more Drive meter from the opponent. In juggles where the first hit whiffs, the non-cinematic version does less damage but can be followed up with HP Shoryuken or OD Tatsu. All hits of the Super are a true blockstring, so the opponent can't interrupt between the two uppercuts if you attempt a chip KO; however, if the opponent crouch blocks, the final 2 hits whiff, causing a reduction in total chip damage.

If cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied. It is also much more likely to result in a non-cinematic juggle.


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