< Street Fighter 6 | Ken
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| throwRange = | | throwRange = | ||
}} | }} | ||
<!--- | |||
All possible move variables | |||
Can delete row if not applicable, EXCEPT input / name / images / startup / active / recovery / cancel / damage / guard / hitAdv / blockAdv (that appears on main page) | |||
| input = (move input in Numpad notation) | |||
| name = (Official move name) | |||
| images = (PNG filename of move image) | |||
| hitboxes = (PNG filename of hitbox image) | |||
| cost = (Drive or Super meter cost in simple terms) | |||
| damage = (Attack's damage value for each hit) | |||
| chip = (Attack's chip damage value vs. opponents in Burnout for each hit) | |||
| startup = (Startup frames, including the first active frame) | |||
| active = (Total number of active frames, separated per hit, also includes gaps in parentheses) | |||
| recovery = (Recovery frames after active frames end) | |||
| invuln = (Which frames are invincible and what type of invuln [Full, Air, Projectile, Throw, etc]) | |||
| hitAdv = (Frame advantage on hit, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template) | |||
| blockAdv = (Frame advantage on block, use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better) | |||
| punish = (Frame advantage on Punish Counter + effect (Spin, Tumble, Crumple etc), use sf6-adv template; VM -4 or worse, M -3~-1, E 0, P +1~+3, VP +4 or better; Knockdown does not use color template) | |||
| DRcancelHit = (Frame advantage of a move on hit cancelled into Drive Rush at the moment a followup attack is possible) | |||
| DRcancelBlk = (Frame advantage of a move on block cancelled into Drive Rush at the moment a followup attack is possible) | |||
| perfParryAdv = (Frame advantage of a move that is Perfect Parried on the first active frame) | |||
| guard = (Direction a move must be blocked; L = low, H = high/overhead, LH = block either direction, T = throw) | |||
| cancel = (Move's cancel ability; ch = chain, tc = target combo, sp = special, su = any super, su(N) = super art N) | |||
| react = (Hitconfirm reaction window when cancelling into specials, supers, target combos, etc; from first hit frame until final cancel frame) | |||
| hitstun = (Number of frames the defender is stuck in hitstun from attack; for multi-hit moves, separate by hit if possible or list as "x total"; leave blank for Knockdowns) | |||
| blockstun = (Number of frames the defender is stuck in blockstun from attack; for multi-hit moves, separate by hit if possible or list as "x total") | |||
| hitstop = (Number of frames the attacker and defender are frozen when the attack connects, indicated by Frame Meter not advancing for either character) | |||
| driveDamage = (Amount of Drive Meter drained from opponent; usually on block, but Punish Counter and Super also drain on hit, e.g. 2000 [PC 5000]) | |||
| selfDriveOH = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max) | |||
| selfDriveOB = (Amount of Drive Meter built by attacker when attack connects on hit; 10000 = 1 bar, 60000 = max) | |||
| selfSuperOH = (Amount of Super Meter built by attacker when attack connects on hit; 10000 = 1 bar, 30000 = max) | |||
| selfSuperOB = (Amount of Super Meter built by attacker when attack connects on block; 10000 = 1 bar, 30000 = max) | |||
| oppSuperOH = (Amount of Super Meter built by defender when attack connects on hit; 10000 = 1 bar, 30000 = max) | |||
| oppSuperOB = (Amount of Super Meter built by defender when attack connects on block; 10000 = 1 bar, 30000 = max) | |||
| notes = (Additional details about the move; keep it brief, as it will break the frame data template if too many characters are used in this field) | |||
---> | |||
== Normals == | == Normals == | ||
Line 55: | Line 92: | ||
| notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19 | | notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19 | ||
}} | }} | ||
===== 5MP ===== | ===== 5MP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_5mp | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_5mp | moveType = ground_normal | ||
Line 85: | Line 123: | ||
| notes = Run~Stop cancel: -6/-12 | | notes = Run~Stop cancel: -6/-12 | ||
}} | }} | ||
===== 5HP ===== | ===== 5HP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_5hp | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_5hp | moveType = ground_normal | ||
Line 115: | Line 154: | ||
| notes = Run~Stop cancel: -3/-8 | | notes = Run~Stop cancel: -3/-8 | ||
}} | }} | ||
===== 5LK ===== | ===== 5LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_5lk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_5lk | moveType = ground_normal | ||
Line 145: | Line 185: | ||
| notes = Run~Stop cancel: -14/-16 | | notes = Run~Stop cancel: -14/-16 | ||
}} | }} | ||
===== 5MK ===== | ===== 5MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_5mk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_5mk | moveType = ground_normal | ||
Line 175: | Line 216: | ||
| notes = Has good forward movement; Target Combo followup makes it strong in neutral | | notes = Has good forward movement; Target Combo followup makes it strong in neutral | ||
}} | }} | ||
===== 5HK ===== | ===== 5HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_5hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_5hk | moveType = ground_normal | ||
Line 205: | Line 247: | ||
| notes = Even at max range, can convert Punish Counter spinning juggle state into OD Dragonlash Kick ground bounce | | notes = Even at max range, can convert Punish Counter spinning juggle state into OD Dragonlash Kick ground bounce | ||
}} | }} | ||
=== Crouching Normals === | === Crouching Normals === | ||
Line 237: | Line 280: | ||
| notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18 | | notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18 | ||
}} | }} | ||
===== 2MP ===== | ===== 2MP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_2mp | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_2mp | moveType = ground_normal | ||
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| notes = Run~Stop cancel: -8/-11 | | notes = Run~Stop cancel: -8/-11 | ||
}} | }} | ||
===== 2HP ===== | ===== 2HP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_2hp | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_2hp | moveType = ground_normal | ||
Line 297: | Line 342: | ||
| notes = Forces stand; decent anti-air; only first 2 active frames are cancellable; Run~Stop cancel: +3/-10 | | notes = Forces stand; decent anti-air; only first 2 active frames are cancellable; Run~Stop cancel: +3/-10 | ||
}} | }} | ||
===== 2LK ===== | ===== 2LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_2lk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_2lk | moveType = ground_normal | ||
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| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK | ||
}} | }} | ||
===== 2MK ===== | ===== 2MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_2mk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_2mk | moveType = ground_normal | ||
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| notes = 20% damage scaling penalty if used as combo starter; Run~Stop cancel: -8/-12 | | notes = 20% damage scaling penalty if used as combo starter; Run~Stop cancel: -8/-12 | ||
}} | }} | ||
===== 2HK ===== | ===== 2HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_2hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_2hk | moveType = ground_normal | ||
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| notes = Has juggle potential | | notes = Has juggle potential | ||
}} | }} | ||
=== Jumping Normals === | === Jumping Normals === | ||
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| notes = | | notes = | ||
}} | }} | ||
===== j.MP ===== | ===== j.MP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_jmp | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_jmp | moveType = air_normal | ||
Line 449: | Line 499: | ||
| notes = Puts airborne opponents into limited juggle state; cancels to Air Tatsu | | notes = Puts airborne opponents into limited juggle state; cancels to Air Tatsu | ||
}} | }} | ||
===== j.HP ===== | ===== j.HP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_jhp | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_jhp | moveType = air_normal | ||
Line 479: | Line 530: | ||
| notes = Spike Knockdown on Counterhit/Punish Counter vs. airborne opponents | | notes = Spike Knockdown on Counterhit/Punish Counter vs. airborne opponents | ||
}} | }} | ||
===== j.LK ===== | ===== j.LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_jlk | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_jlk | moveType = air_normal | ||
Line 509: | Line 561: | ||
| notes = Crossup | | notes = Crossup | ||
}} | }} | ||
===== j.MK ===== | ===== j.MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_jmk | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_jmk | moveType = air_normal | ||
Line 539: | Line 592: | ||
| notes = Crossup | | notes = Crossup | ||
}} | }} | ||
===== j.HK ===== | ===== j.HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_jhk | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_jhk | moveType = air_normal | ||
Line 569: | Line 623: | ||
| notes = | | notes = | ||
}} | }} | ||
===== nj.HK ===== | ===== nj.HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_8jhk | moveType = air_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_8jhk | moveType = air_normal | ||
Line 599: | Line 654: | ||
| notes = | | notes = | ||
}} | }} | ||
== Command Normals == | == Command Normals == | ||
Ken has no command normals. | Ken has no command normals. | ||
== Target Combos == | == Target Combos == | ||
Line 665: | Line 722: | ||
| notes = Great forward movement, will combo even if 5MK hits an extended limb hurtbox | | notes = Great forward movement, will combo even if 5MK hits an extended limb hurtbox | ||
}} | }} | ||
====== 5MK~MK~HK ====== | ====== 5MK~MK~HK ====== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_mk_mk_hk | moveType = ground_normal | {{FrameData-SF6 | chara = Ken | moveId = ken_mk_mk_hk | moveType = ground_normal | ||
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| notes = 2f gap between final 2 hits on block; whiffs on crouch blocking opponents (much more unsafe) | | notes = 2f gap between final 2 hits on block; whiffs on crouch blocking opponents (much more unsafe) | ||
}} | }} | ||
== Universal Mechanics == | == Universal Mechanics == | ||
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| notes = Side switches, has great corner carry; no throw/strike oki after back throwing opponent into corner | | notes = Side switches, has great corner carry; no throw/strike oki after back throwing opponent into corner | ||
}} | }} | ||
===Drive Moves=== | ===Drive Moves=== | ||
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| notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. | | notes = See [[Street_Fighter_6/Gauges#Drive_Impact|Drive Impact]]. | ||
}} | }} | ||
===== 6HPHK ===== | ===== 6HPHK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_6hphk | moveType = drive | {{FrameData-SF6 | chara = Ken | moveId = ken_6hphk | moveType = drive | ||
Line 821: | Line 882: | ||
| notes = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | | notes = Armor Break; See [[Street_Fighter_6/Gauges#Drive_Reversal|Drive Reversal]]. | ||
}} | }} | ||
===== MPMK ===== | ===== MPMK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_mpmk | moveType = drive | {{FrameData-SF6 | chara = Ken | moveId = ken_mpmk | moveType = drive | ||
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| notes = See [[Street_Fighter_6/Gauges#Drive_Parry|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. | | notes = See [[Street_Fighter_6/Gauges#Drive_Parry|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 ===== | ===== 66 ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_66 | moveType = drive | {{FrameData-SF6 | chara = Ken | moveId = ken_66 | moveType = drive | ||
Line 881: | Line 944: | ||
| notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. | | notes = See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]. Framedata shown in parentheses refers to the Drive Rush version used from a Parry. | ||
}} | }} | ||
=== Taunts === | === Taunts === | ||
Line 913: | Line 977: | ||
| notes = "Bring it!" | | notes = "Bring it!" | ||
}} | }} | ||
===== 6PPPKKK ===== | ===== 6PPPKKK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = Ken_6pppkkk | moveType = taunt | {{FrameData-SF6 | chara = Ken | moveId = Ken_6pppkkk | moveType = taunt | ||
Line 943: | Line 1,008: | ||
| notes = "What's up, having second thoughts?" | | notes = "What's up, having second thoughts?" | ||
}} | }} | ||
===== 4PPPKKK ===== | ===== 4PPPKKK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = Ken_4pppkkk | moveType = taunt | {{FrameData-SF6 | chara = Ken | moveId = Ken_4pppkkk | moveType = taunt | ||
Line 973: | Line 1,039: | ||
| notes = "Now's not the time for jokes." | | notes = "Now's not the time for jokes." | ||
}} | }} | ||
== Special Moves == | == Special Moves == | ||
Line 1,006: | Line 1,073: | ||
| notes = 1-hit projectile | | notes = 1-hit projectile | ||
}} | }} | ||
===== 236MP ===== | ===== 236MP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236mp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236mp | moveType = special | ||
Line 1,036: | Line 1,104: | ||
| notes = 1-hit projectile | | notes = 1-hit projectile | ||
}} | }} | ||
===== 236HP ===== | ===== 236HP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236hp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236hp | moveType = special | ||
Line 1,066: | Line 1,135: | ||
| notes = 1-hit projectile | | notes = 1-hit projectile | ||
}} | }} | ||
===== 236PP ===== | ===== 236PP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236pp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236pp | moveType = special | ||
Line 1,096: | Line 1,166: | ||
| notes = 2-hit projectile | | notes = 2-hit projectile | ||
}} | }} | ||
=== Shoryuken === | === Shoryuken === | ||
Line 1,128: | Line 1,199: | ||
| notes = Good anti-air; 7-35f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super | | notes = Good anti-air; 7-35f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super | ||
}} | }} | ||
===== 623MP ===== | ===== 623MP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623mp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623mp | moveType = special | ||
Line 1,158: | Line 1,230: | ||
| notes = Good anti-air; 8-43f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super | | notes = Good anti-air; 8-43f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super | ||
}} | }} | ||
===== 623HP ===== | ===== 623HP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623hp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623hp | moveType = special | ||
Line 1,188: | Line 1,261: | ||
| notes = Good anti-air; 9-51f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super; 3rd hit whiffs vs. crouch block (200*75 chip vs. Burnout) | | notes = Good anti-air; 9-51f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super; 3rd hit whiffs vs. crouch block (200*75 chip vs. Burnout) | ||
}} | }} | ||
===== 623PP ===== | ===== 623PP ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623pp | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623pp | moveType = special | ||
Line 1,218: | Line 1,292: | ||
| notes = All hits are a true blockstring; Ken's best reversal option; 9-24f + 33-74f airborne (Forced Knockdown state) | | notes = All hits are a true blockstring; Ken's best reversal option; 9-24f + 33-74f airborne (Forced Knockdown state) | ||
}} | }} | ||
=== Tatsumaki Senpukyaku === | === Tatsumaki Senpukyaku === | ||
Line 1,250: | Line 1,325: | ||
| notes = 5-28f airborne (Forced Knockdown state); 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. | | notes = 5-28f airborne (Forced Knockdown state); 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 ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_214mk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_214mk | moveType = special | ||
Line 1,280: | Line 1,356: | ||
| notes = 8-41f airborne (Forced Knockdown state); better KD Adv. if first hit connects | | notes = 8-41f airborne (Forced Knockdown state); better KD Adv. if first hit connects | ||
}} | }} | ||
===== 214HK ===== | ===== 214HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_214hk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_214hk | moveType = special | ||
Line 1,310: | Line 1,387: | ||
| notes = 10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents; same knockdown advantage regardless of which hit initially connects | | notes = 10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents; same knockdown advantage regardless of which hit initially connects | ||
}} | }} | ||
===== 214KK ===== | ===== 214KK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_214kk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_214kk | moveType = special | ||
Line 1,340: | Line 1,418: | ||
| notes = 10-77f airborne (Forced Knockdown state); great range and speed, useful in whiff punishes | | notes = 10-77f airborne (Forced Knockdown state); great range and speed, useful in whiff punishes | ||
}} | }} | ||
=== Air Tatsumaki Senpukyaku === | === Air Tatsumaki Senpukyaku === | ||
Line 1,372: | Line 1,451: | ||
| notes = Forward jump only, can crossup; puts opponent into limited juggle state; Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state | | notes = Forward jump only, can crossup; puts opponent into limited juggle state; Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state | ||
}} | }} | ||
===== j.214KK ===== | ===== j.214KK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_j214kk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_j214kk | moveType = special | ||
Line 1,402: | Line 1,482: | ||
| notes = Forward jump only, can crossup (5f less hitstun, 200 less damage on crossup); Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state | | notes = Forward jump only, can crossup (5f less hitstun, 200 less damage on crossup); Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state | ||
}} | }} | ||
=== Dragonlash Kick === | === Dragonlash Kick === | ||
Line 1,434: | Line 1,515: | ||
| notes = 9-32f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | | notes = 9-32f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
===== 623MK ===== | ===== 623MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623mk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623mk | moveType = special | ||
Line 1,464: | Line 1,546: | ||
| notes = 14-37f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | | notes = 14-37f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
===== 623HK ===== | ===== 623HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623hk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623hk | moveType = special | ||
Line 1,494: | Line 1,577: | ||
| notes = 19-40f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | | notes = 19-40f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents | ||
}} | }} | ||
===== 623KK ===== | ===== 623KK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_623kk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_623kk | moveType = special | ||
Line 1,524: | Line 1,608: | ||
| notes = 10-32f airborne (Forced Knockdown state); active frames 2(7)2 only hit airborne for an OTG bounce + side switch; next 2 active frames whiff vs. crouching (2f better hit/block advantage vs. crouch); +4 vs. crouch, allowing link into 2LP | | notes = 10-32f airborne (Forced Knockdown state); active frames 2(7)2 only hit airborne for an OTG bounce + side switch; next 2 active frames whiff vs. crouching (2f better hit/block advantage vs. crouch); +4 vs. crouch, allowing link into 2LP | ||
}} | }} | ||
=== Jinrai Kick === | === Jinrai Kick === | ||
Line 1,556: | Line 1,641: | ||
| notes = Followup can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities) | | notes = Followup can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236MK ===== | ===== 236MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236mk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236mk | moveType = special | ||
Line 1,586: | Line 1,672: | ||
| notes = Followup 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 followup | | notes = Followup 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 followup | ||
}} | }} | ||
===== 236HK ===== | ===== 236HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236hk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236hk | moveType = special | ||
Line 1,616: | Line 1,703: | ||
| notes = Followup can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities) | | notes = Followup can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236K~6LK ===== | ===== 236K~6LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236k_6lk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236k_6lk | moveType = special | ||
Line 1,646: | Line 1,734: | ||
| notes = Followup can be input on hit/block/whiff; using 236MK~6LK will counterhit any opponent button (+5, links into 5LP or 5LK) | | notes = Followup can be input on hit/block/whiff; using 236MK~6LK will counterhit any opponent button (+5, links into 5LP or 5LK) | ||
}} | }} | ||
===== 236K~6MK ===== | ===== 236K~6MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236k_6mk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236k_6mk | moveType = special | ||
Line 1,676: | Line 1,765: | ||
| 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 | | 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 ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236k_6hk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236k_6hk | moveType = special | ||
Line 1,706: | Line 1,796: | ||
| notes = Followup can be input on hit/block/whiff; whiffs on crouching opponents | | notes = Followup can be input on hit/block/whiff; whiffs on crouching opponents | ||
}} | }} | ||
=== OD Jinrai Kick === | === OD Jinrai Kick === | ||
Line 1,738: | Line 1,829: | ||
| notes = Followup can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities) | | notes = Followup can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities) | ||
}} | }} | ||
===== 236KK~6LK ===== | ===== 236KK~6LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6lk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6lk | moveType = special | ||
Line 1,768: | Line 1,860: | ||
| 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 | | 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~6MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6mk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6mk | moveType = special | ||
Line 1,798: | Line 1,891: | ||
| notes = Followup 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 | | notes = Followup 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 | ||
}} | }} | ||
===== 236KK~6HK ===== | ===== 236KK~6HK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6hk | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6hk | moveType = special | ||
Line 1,828: | Line 1,922: | ||
| 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 | | 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~6LK~6K ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6lk_6k | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6lk_6k | moveType = special | ||
Line 1,858: | Line 1,953: | ||
| notes = Followup can be input on hit/block/whiff; 2f gap between final 2 hits on block | | notes = Followup can be input on hit/block/whiff; 2f gap between final 2 hits on block | ||
}} | }} | ||
===== 236KK~6MK~6K ===== | ===== 236KK~6MK~6K ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6mk_6k | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6mk_6k | moveType = special | ||
Line 1,888: | Line 1,984: | ||
| notes = Followup can be input on hit/block/whiff; final 2 hits are a true blockstring | | notes = Followup can be input on hit/block/whiff; final 2 hits are a true blockstring | ||
}} | }} | ||
===== 236KK~6HK~6K ===== | ===== 236KK~6HK~6K ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6hk_6k | moveType = special | {{FrameData-SF6 | chara = Ken | moveId = ken_236kk_6hk_6k | moveType = special | ||
Line 1,918: | Line 2,015: | ||
| notes = Followup can be input on hit/block/whiff; 7f gap between final 2 hits on stand block (20f if 2nd hit whiffs vs. crouching) | | notes = Followup can be input on hit/block/whiff; 7f gap between final 2 hits on stand block (20f if 2nd hit whiffs vs. crouching) | ||
}} | }} | ||
=== Quick Dash === | === Quick Dash === | ||
Line 1,950: | Line 2,048: | ||
| notes = Can input followups from 11-31f; 45f total animation if no followup is input; followups will not reverse direction if crossing under opponent; Ken is in Counterhit state for entire duration | | notes = Can input followups from 11-31f; 45f total animation if no followup is input; followups will not reverse direction if crossing under opponent; Ken is in Counterhit state for entire duration | ||
}} | }} | ||
===== KK~LK ===== | ===== KK~LK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_lk | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_lk | moveType = Special | ||
Line 1,980: | Line 2,079: | ||
| notes = 27f is fastest total Run~Stop time | | notes = 27f is fastest total Run~Stop time | ||
}} | }} | ||
===== KK~MK ===== | ===== KK~MK ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_mk | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_mk | moveType = Special | ||
Line 2,010: | Line 2,110: | ||
| 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 | | 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 ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_hk | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_hk | moveType = Special | ||
Line 2,040: | Line 2,141: | ||
| 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 | | 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 ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_623p | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_623p | moveType = Special | ||
Line 2,070: | Line 2,172: | ||
| notes = 12-52f airborne (Forced Knockdown state); meterless only, does not vary by button strength; final hit whiffs vs. crouch block | | notes = 12-52f airborne (Forced Knockdown state); meterless only, does not vary by button strength; final hit whiffs vs. crouch block | ||
}} | }} | ||
===== KK~214K ===== | ===== KK~214K ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_214k | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_214k | moveType = Special | ||
Line 2,100: | Line 2,203: | ||
| notes = 10-61f airborne (Forced Knockdown state); meterless only, does not vary by button strength; backwards hitbox can pull opponent towards Ken to connect multiple hits, such as after anti-air 2HP xx Run into crossup Tatsu | | notes = 10-61f airborne (Forced Knockdown state); meterless only, does not vary by button strength; backwards hitbox can pull opponent towards Ken to connect multiple hits, such as after anti-air 2HP xx Run into crossup Tatsu | ||
}} | }} | ||
===== KK~623K ===== | ===== KK~623K ===== | ||
{{FrameData-SF6 | chara = Ken | moveId = ken_kk_623k | moveType = Special | {{FrameData-SF6 | chara = Ken | moveId = ken_kk_623k | moveType = Special | ||
Line 2,130: | Line 2,234: | ||
| notes = 10-32f airborne (Forced Knockdown state); meterless only, does not vary by button strength; properties similar to 623KK (startup, juggle, side switch, Frame Adv. vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f | | notes = 10-32f airborne (Forced Knockdown state); meterless only, does not vary by button strength; properties similar to 623KK (startup, juggle, side switch, Frame Adv. vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f | ||
}} | }} | ||
== Super Arts == | == Super Arts == |
Revision as of 08:50, 3 March 2023
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
Ken
ken_mp_hp
|
|||||
---|---|---|---|---|---|
5MP~HP Chin Buster 2nd
|
|||||
![]() File:SF6 Ken mp hp hitbox.png |
|||||
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; can delay blockstring to create gap up to 4f; applies an extra 10% damage scaling to any followup hits (100/100/70...) |
5MK~MK
Ken
ken_mk_mk
|
|||||
---|---|---|---|---|---|
5MK~MK Triple Flash Kicks 1
|
|||||
![]() File:SF6 Ken mk mk hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600*360 (960) | - | - | LH*LH | tc | - |
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 |
5MK~MK~HK
Ken
ken_mk_mk_hk
|
|||||
---|---|---|---|---|---|
5MK~MK~HK Triple Flash Kicks 2
|
|||||
![]() File:SF6 Ken mk mk hk hitbox.png |
|||||
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(-32) | ||||
Notes | |||||
2f gap between final 2 hits on block; whiffs on crouch blocking opponents (much more unsafe) |
Universal Mechanics
Throws
LPLK
4LPLK
Ken
ken_4lplk
|
|||||
---|---|---|---|---|---|
4LPLK Hell Wheel
|
|||||
![]() File:SF6 Ken 4lplk hitbox.png |
|||||
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 | |||||
Side switches, has great corner carry; no throw/strike oki after back throwing opponent into corner |
Drive Moves
HPHK
Ken
ken_hphk
|
|||||
---|---|---|---|---|---|
HPHK Flame Strike
|
|||||
![]() ![]() |
|||||
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 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. |
6HPHK
Ken
ken_6hphk
|
|||||
---|---|---|---|---|---|
6HPHK Lightning Crack
|
|||||
![]() ![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
MPMK Drive Parry
|
|||||
![]() ![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
66 Drive Rush
|
|||||
![]() ![]() |
|||||
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
|
|||||
---|---|---|---|---|---|
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 | 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 |
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 | 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 |
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) | - | LH | su3 | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 10 | 28+12 land | - | 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; 8-43f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super |
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 | 35+15 land | - | 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; 9-51f airborne (Forced Knockdown state); 30% damage scaling penalty if raw cancelled into Lv.3 Super; 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 | 11+20 land | - | 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 | |||||
8-41f airborne (Forced Knockdown state); 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 | 14+17 land | - | 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 | |||||
10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents; same knockdown advantage regardless of which hit initially connects |
214KK
Air Tatsumaki Senpukyaku
j.214K
j.214KK
Ken
ken_j214kk
|
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---|---|---|---|---|---|
j.214KK Aerial Tatsumaki Senpu-kyaku
|
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![]() File:SF6 Ken j214kk hitbox.png |
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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); Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state |
Dragonlash Kick
623LK
623MK
Ken
ken_623mk
|
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---|---|---|---|---|---|
623MK Dragonlash Kick
|
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File:SF6 Ken 623mk.png File:SF6 Ken 623mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1100 | 275 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18(20) | 5 | 10+15 land | 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 | |||||
14-37f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents |
623HK
Ken
ken_623hk
|
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---|---|---|---|---|---|
623HK Dragonlash Kick
|
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File:SF6 Ken 623hk.png File:SF6 Ken 623hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
1200 | 300 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(30) | 5 | 8+13 land | 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 | |||||
19-40f airborne (Forced Knockdown state); first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents |
623KK
Jinrai Kick
236LK
236MK
Ken
ken_236mk
|
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---|---|---|---|---|---|
236MK Jinrai Kick
|
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File:SF6 Ken 236mk.png File:SF6 Ken 236mk 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 |
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); best starter for frame trapping into 6LK followup |
236HK
Ken
ken_236hk
|
|||||
---|---|---|---|---|---|
236HK Jinrai Kick
|
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File:SF6 Ken 236hk.png![]() |
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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
|
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---|---|---|---|---|---|
236KK Jinrai Kick
|
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![]() File:SF6 Ken 236kk hitbox.png |
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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
|
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![]() 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(20) | 4(5)6 | 9+15 land | 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 | |||||
10-32f airborne (Forced Knockdown state); meterless only, does not vary by button strength; properties similar to 623KK (startup, juggle, side switch, Frame Adv. vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f |
Super Arts
214214K
236236K
236236P
236236P(CA)
Ken
ken_236236p(ca)
|
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---|---|---|---|---|---|
236236P Shinryu Reppa (Critical Art)
|
|||||
![]() File:SF6 Ken 236236p(ca) hitbox.png |
|||||
Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (2000~2600) | 420*415x4 | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3(1)6(16)13 | 30+15 land | - | 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; 10-27f + 35-75f airborne; 1st hit leads to full animation (non-cinematic damage varies based on juggle height, can follow up); applies 30% scaling penalty if cancelled from raw 623P; final 2 hits of chip damage whiff on crouch block |