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Pre-release information
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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: |
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Classic & Modern Versions Comparison
Missing Normals |
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Missing Command Normals |
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Shortcut-Only Specials |
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Assist Combos |
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Miscellaneous Changes |
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Ken | |
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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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 3 | 7 | Chn Sp SA | 300 | LH | +4 | -1 |
Standard 4 Frame jab.
5MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 4 | 14 | Sp SA TC | 600 | LH | +4 | -2 |
5HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 5 | 17 | Sp SA | 800 | LH | +3 | -2 |
5LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 2 | 12 | Sp SA | 300 | LH | 0 | -2 |
5MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 20 | TC | 600 | LH | +3 | -5 |
5HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 2 | 23(25) | - | 800 | LH | +1 | -5 |
Crouching Normals
2LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
4 | 2 | 9 | Chn Sp SA | 300 | LH | +5 | -1 |
2MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 14 | Sp SA | 700 | LH | +3 | 0 |
2HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 24 | Sp SA | 800 | LH | +3 | -10 |
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Chn | 200 | L | +1 | -3 |
2MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 19 | Sp SA | 500 | L | -2 | -6 |
2HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 3 | 24(27) | - | 900 | L | HKD +31 | -10 |
Jumping Normals
j.LP
No results
j.MP
No results
j.HP
No results
j.LK
No results
j.MK
No results
j.HK
No results
j.HK
No results
Command Normals
Ken has no Command Normals
Target Combos
MP>HP
No results
MK>MK
No results
MK>MK>HK
No results
Universal Mechanics
Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +20 | - |
Back Throw
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 23 | - | 1200 (2040) | T | KD +6 | - |
Drive Impact
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.
Drive Reversal
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
20 | 3 | 26(31) | - | 500 recoverable | LH | KD +23 | -6 |
See Drive Reversal.
Drive Rush
No results
See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.
Drive Parry
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
1 | 12 or until released | 33(1)(11) | - | - | - | - | - |
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.
Special Moves
236LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | - | 33 | SA3 | 600 | LH | -1 | -7 |
236MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | - | 35 | SA3 | 600 | LH | -3 | -9 |
236HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 37 | SA3 | 600 | LH | -5 | -11 |
236PP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | - | 28 | SA2 SA3 | 400x2 | LH | +2 | -2 |
623LP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 10 | 21+12 land | SA3 | 1100(800) | LH | KD +33 | -23 |
623MP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10 | 28+12 land | SA3 | 700,600 (1300) | LH | KD +33 | -28 |
623HP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 10 | 35+15 land | SA3 | 800,300x2 (1400) | LH | KD +25 | -36(-38) |
623PP
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 10(14)10 | 35+15 land | - | 200x5,600 (1600) | LH | KD +22 | -40 |
214LK
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 |
214MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
14 | 2(13)2 | 11+20 land | - | 450x2 (900) | LH | KD +44(+32) | -12 |
214HK
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) |
214KK
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 |
j.214LK
No results
j.214MK
No results
j.214HK
No results
j.214KK
No results
623LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18(21) | 6 | 4+17 land | - | 1000(950) | LH | +2 | -4 |
623MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
23(25) | 5 | 5+20 land | - | 1100 | LH | +3(+4) | -8(-7) |
623HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
28(30) | 5 | 5+16 land | - | 1200 | LH | +3(+4) | +1(+2) |
623KK
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) |
236LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
12 | 3 | 28 | SA3 | 500 | LH | +1 | -11 |
236MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
16 | 3 | 24 | SA3 | 600 | LH | +2 | -7 |
236HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
25 | 3 | 19 | SA3 | 700 | LH | KD +42 | -2 |
236K>6LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 4 | 19 | SA3 | 500 | L | +3 | -5 |
236K>6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
236K>6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 3 | 25 | SA3 | 800 | LH | KD +33(+38) | -3 |
236KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
13 | 2 | 25 | SA2 SA3 | 600 | LH | -4 | -7 |
236KK>6LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
6 | 3 | 20 | SA2 SA3 | 500 | L | +3 | -5 |
236KK>6MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
17 | 3 | 24 | SA2 SA3 | 1000 | H | -3 | -7 |
236KK>6HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
10 | 4 | 20 | SA2 SA3 | 800 | LH | KD +37 | -4 (-18) |
236KK>6LK>6K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 29 | SA2 SA3 | 500(400) | LH | KD +31 | -12 |
236KK>6MK>6K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11 | 3 | 29 | SA2 SA3 | 500(400) | LH | KD +34 | -12 |
236KK>6HK>6K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
15 | 3 | 37 | SA2 SA3 | 500(400) | LH | KD +42 | -20 |
KK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11(45) | - | - | - | - | - | - | - |
KK>LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11~ | - | 16 | - | - | - | - | - |
KK>MK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+18 | 3 | 20 | SA3 | 1000 | H | +3 | -3 |
KK>HK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11+10 | 4 | 20 | SA | 800 | LH | +3 | -4 |
KK>623P
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) |
KK>214K
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 |
KK>623K
Super Arts
214214K
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
7 | 3 | 41 | - | 2000 | LH | KD +9 | -24 |
236236K
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 |
236236P
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) |
Does extra damage and has extra knockdown advantage on the CA version.