< Street Fighter 6 | Ken
m (→Drive Rush) |
m (→Drive Rush) |
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| {{clr|H|2HP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+21}} || ? | | {{clr|H|2HP}}~DR || style="text-align: center;" | {{sf6-adv|VP|+21}} || ? | ||
|- | |- | ||
| {{clr|M|5MP}}~{{clr|H|HP}}~DR || style="text-align: center;" | {{sf6-adv|VP|Free Juggle}} || {{clr|M|2MP}} > {{clr|10|KK}} | | {{clr|M|5MP}}~{{clr|H|HP}}~DR || style="text-align: center;" | {{sf6-adv|VP|Free Juggle}} || {{clr|M|2MP}} > {{clr|10|KK~anything}} | ||
|} | |} | ||
Revision as of 07:10, 22 April 2024
Neutral
TO-DO
Offense
Frame Traps
Light Chains -
Okizeme and Mixups
Knockdown Advantage: all scenarios assume that opponent will Back Rise midscreen when possible, unless otherwise stated
Knockdown | KD Adv. | Oki/Notes |
---|---|---|
Forward Throw | +20 | Forward Dash leaves Ken at only +1, which allows the opponent's light normals to beat a throw. Ken can still walk forward for a throw loop, with a 3f timing window against standard width characters. Can also use a meaty OD Hadoken for strong frame advantage with no risk of losing to reversal SA1. |
Back Throw | +6 | No follow-up oki when throwing opponent back into the corner |
Drive Impact (No Crumple) |
+35 | ? |
Drive Reversal | +23 | ? |
2HK | HKD +31 HKD +47 (CH/PC) |
? |
5HK (Punish) | +56 | ? |
5MP~HP (Chin Buster 2nd) |
+36 | ? |
5MK~MK~HK (Triple Flash Kicks) |
+28 (2 hits) +32 (3 hits) |
? |
623P (Shoryuken) |
+33/33/25 (L/M/H) +29 (OD) +22 (after Run) |
? |
214K (Tatsumaki Senpu-kyaku) |
+46/38 (LK 1st/2nd) +44/32 (MK 1st/2nd) +36 (HK) +28 (OD) +? (Juggle after Run) |
? |
j.214K (Aerial Tatsu) |
+42~46 (meterless) | ? |
623K (Juggle) (Dragonlash Kick) |
? | ? |
236K~6HK (Senka Snap Kick) |
+33 +37 (OD) |
? |
236KK~6K~6K (Kasai Thrust Kick) |
+31/34/42 (LK/MK/HK) |
The strength of the first 6K determines which ender comes out |
SA1 - 214214K (Dragonlash Flame) |
+35 | ? |
SA2 - 236236K (Shippu Jinrai-kyaku) |
+36 | ? |
SA3/CA - 236236P (Shinryu Reppa) |
HKD +15 (SA3) HKD +21 (CA) |
? |
Corner Frame Kills:
Ender | Frame Kill | On hit | On block |
---|---|---|---|
KK xx 623P | 2LK , 5MP | +5 | -1 |
623LP | 2LK , 5LP , 5MP | +7 | +1 |
5MP > 5HP xx KK xx 214K | 5LP , KK xx 5MK | +5 | -1 |
5MP > 5HP xx KK xx 623K | 5LP , KK xx 5MK | +4 | -2 |
236HK~6LK > 236LK~6LK | 2LP , KK xx 5MK | +5 | -1 |
236MK~6HK > 623HP | 2LP , 5HP | +7 | +2 |
623PP | 2LK , 5HP | +6 | +1 |
5MK > 5MK > 5HK | 66 , 5HP | +7 | +2 |
236236K | 2LP , 5LP , 5HP | +7 | +2 |
5MP > 5HP xx KK xx 623K , 623MP | 623HK | +5 | +3 |
vs. Burnout
Drive Rush
When canceling a normal into Drive Rush on block and following it up with another normal, there may be an interruptible gap in the blockstring. The following table lists these blockstring gaps when performed at the fastest possible timing.
Gap Value | Meaning |
---|---|
0 | True Blockstring (no gap) if input with fastest button timing; can still lose to Drive Reversal |
1 to 4 | Small blockstring gap; opponent can interrupt with an invincible reversal; a 4f gap can trade with 4f normal attack |
5+ | Large blockstring gap; opponent can interrupt without an invincible attack |
5LP/2LP | 5LK/2LK/5MP | 2MP | 2MK | 5MK/2HP/2HK | 5HP | 5HK | |
---|---|---|---|---|---|---|---|
5LP~DR | 5 | 6 | 7 | 8 | 9 | 11 | 13 |
5MP~DR | 0 | 0 | 0 | 1 | 2 | 4 | 6 |
5HP~DR | 0 | 0 | 0 | 0 | 0 | 0 | 2 |
5LK~DR | 3 | 4 | 5 | 6 | 7 | 9 | 11 |
2LP~DR | 6 | 7 | 8 | 9 | 10 | 12 | 14 |
2MP~DR | 0 | 0 | 0 | 0 | 1 | 3 | 5 |
2HP~DR | 0 | 0 | 0 | 0 | 0 | 2 | 4 |
2MK~DR | 0 | 1 | 2 | 3 | 4 | 6 | 8 |
5MP~HP~DR | 0 | 0 | 0 | 1 | 2 | 4 | 6 |
The following table lists the general BnB combo routes when canceling a button into Drive Rush on hit.
Starter | Hit Adv. | Combo Route |
---|---|---|
5LK~DR | +3 | No combo without Counterhit or Punish Counter |
5LP~DR | +4 | 2LP, 2HP ... |
2LP~DR | ||
2MK~DR | +8 | 2HP > KK~LK, 5MP~HP ... |
2MP~DR | +10 | ? |
5MP~DR | +12 | ? |
5HP~DR | +15 | ? |
2HP~DR | +21 | ? |
5MP~HP~DR | Free Juggle | 2MP > KK~anything |
Defense
Reversals
Anti-Airs
Anti-Projectile
Fighting vs. Ken