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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 |
- Chains into 5LP/2LP/2LK
- Cancel reaction window: 13f
- Run~Stop Adv: -14/-19
5MP
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
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
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
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
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
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
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
8 | 4 | 24 | Sp SA | 800 | LH | +3 | -10 |
- Good anti air, moves ken forward and can cancel to Run~Stop to maintain pressure
- Only move that combos into 236HK on regular hit
- Cancel reaction window: 16f
- Run~Stop Adv: +3/-10
2LK
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 3 | 10 | Chn | 200 | L | +1 | -3 |
- Chains into 5LP/2LP/2LK
2MK
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
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
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
5 | 7 | 3 land | - | 300 | H | +9 | +5 |
j.MP
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
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
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
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
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
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
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
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)
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)
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)
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)
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)
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)
Taunts
Neutral Taunt (5PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
96 (total) | - | - | - | - | - | - | - |
Forward Taunt (6PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
205 (total) | - | - | - | - | - | - | - |
Back Taunt (4PPPKKK)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
215 (total) | - | - | - | - | - | - | - |
Special Moves
Hadoken (236P)
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)
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)
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)
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)
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)
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)
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)
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)
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.
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
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
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)
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
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)
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)
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)
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
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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)
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
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)
Startup | Active | Recovery | Cancel | Damage | Guard | On Hit | On Block |
---|---|---|---|---|---|---|---|
11~ | - | 16 | - | - | - | - | - |
- Fastest Run~Stop time is 27f
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)
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)
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)
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
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)
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)
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)
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)
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.