< Street Fighter 6 | Ken
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
5MK~MK
5MK~MK~HK
Throws
LPLK
4LPLK
Drive Moves
HPHK
Ken
ken_hphk
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HPHK Flame Strike
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | 20% Starter (Hit) 20% Multiplier (Block) |
LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
26 | 2 | 35 | - | 34 | 25 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
62 | 5000 | 10000 [15000] | -10000 | [3000(2100)] | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | 1-27 | - | 0 | 1 | 0 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
Crumple (Standing +21, Juggle +46, HKD +104) | -35 | ||||
Hit Advantage | Block Advantage | ||||
KD +35 / Wall Splat KD +65 | -3 / Wall Splat HKD +72 | ||||
Notes | |||||
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height. |
6HPHK
Ken
ken_6hphk
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6HPHK Lightning Crack (Block)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
20 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
48(53) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by inputting 6HPHK during blockstun; 5f extra recovery on hit; freezes the screen for 4f during startup; see Drive Reversal. |
Ken
ken_6hphk_recovery
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6HPHK Lightning Crack (Recovery)
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
18 | 3 | 26(31) | - | 23 | 20 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46(51) | - | - | -20000 | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-20 Full | Break | - | 200 | 100 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +23 | -27 | ||||
Hit Advantage | Block Advantage | ||||
KD +23 | -6 | ||||
Notes | |||||
Performed by holding 6HPHK on wakeup; 5f extra recovery on hit; does not have any screen freeze; see Drive Reversal. |
MPMK
Ken
ken_mpmk
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MPMK Drive Parry
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 50% Multiplier (Perfect) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
1 | 12 or until released | 33(1)(11) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
45(3) | - | - | -5000,250~ | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6 Full (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. After a Perfect Parry, all Super Gauge gain is reduced by 20% and Drive Gauge gain/damage is reduced by 50% for the entire punish combo. |
MPMK~66
Ken
ken_mpmk_66_pdr
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MPMK~66 Parry Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
3+8 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
26(48) | - | - | -10000 | - | - |
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; 1-bar version performed out of a Parry; startup refers to minimum time before an attack can cancel the Drive Rush animation (if performed immediately after a successful Parry, only 1+8 startup); the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties; Distance: 0.745 (min/throw), 2.449 (min/block), 3.721 (max/final DR frame) |
Ken
ken_mpmk_66_drc
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MPMK or 66 Drive Rush Cancel
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | 15% Multiplier (Mid-Combo) | - | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
9 | - | 15(37) | - | - | - |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
24(46) | - | - | -30000 | - | - |
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; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties |
Special Moves
Hadoken
236LP
236MP
Ken
ken_236mp
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236MP Hadoken
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File:SF6 Ken 236mp.png File:SF6 Ken 236mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 11 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | - | 35 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.07 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+1 | -25 | ||||
Hit Advantage | Block Advantage | ||||
-3 | -9 | ||||
Notes | |||||
1-hit projectile |
236HP
Ken
ken_236hp
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236HP Hadoken
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File:SF6 Ken 236hp.png File:SF6 Ken 236hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
600 | 150 | - | LH | SA3 | 10 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
12 | - | 37 | 33 | 27 | 8 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
49 | 2500 | [2000] | 1000 | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | 0.08 | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
-1 | -27 | ||||
Hit Advantage | Block Advantage | ||||
-5 | -11 | ||||
Notes | |||||
1-hit projectile |
236PP
Shoryuken
623LP
623MP
Ken
ken_623mp
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623MP Shoryuken
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File:SF6 Ken 623mp.png File:SF6 Ken 623mp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
700,600 (1300) | 175,150 (325) | 20% Starter | LH | SA3 | 18 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 10 | 28+12 land | - | 22 total | 10,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
55 | 2000x2 | [5000] | 2000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Air | - | 8-43 (FKD) | 1 | 1 | 3,4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +33 | -48 | ||||
Hit Advantage | Block Advantage | ||||
KD +33 | -28 | ||||
Notes | |||||
Good anti-air |
623HP
Ken
ken_623hp
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623HP Shoryuken
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File:SF6 Ken 623hp.png File:SF6 Ken 623hp hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800,300x2 (1400) | 200,75x2 (350) | 20% Starter | LH | SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 10 | 35+15 land | - | 24 total (22 crouch) | 12,6,6 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
66 | 1400x3 | [5000] | 2000,1000x2 | 400x3 (280x3) | 200x3 (100x3) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Air, 5-11 Projectile | - | 9-51 (FKD) | 1x3 | 1,0,0 | 6,8,8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +25 | -58 | ||||
Hit Advantage | Block Advantage | ||||
KD +25 | -36(-38) | ||||
Notes | |||||
Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg) |
623PP
Tatsumaki Senpukyaku
214LK
214MK
Ken
ken_214mk
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214MK Tatsumaki Senpu-kyaku
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File:SF6 Ken 214mk.png File:SF6 Ken 214mk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
450x2 (900) | 112x2 (224) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
14 | 2(13)2 | 11+20 land | - | 36 total (21) | 10,10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
61 | 2500x2 | [2500x2] | 1000x2 | 500x2 (350x2) | 250x2 (125x2) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 8-41 (FKD) | 1,1 | 1,1 | 1,1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +44(+32) | -31 | ||||
Hit Advantage | Block Advantage | ||||
KD +44(+32) | -12 | ||||
Notes | |||||
Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up |
214HK
Ken
ken_214hk
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214HK Tatsumaki Senpu-kyaku
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File:SF6 Ken 214hk.png File:SF6 Ken 214hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
300x2,400 (1000) | 75x2,100 (250) | - | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 2(13)2(13)2 | 14+17 land | - | 51 total (36/21) | 8,8,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
78 | 2000x3 | [1700x2,1600] | 1000x2,2000 | 300x2,600 (210x2,420) | 150x2,300 (75x2,150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 10-61 (FKD) | 0,0,2 | 0,0,2 | 1,1,1 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +36 (-34 cr) | -31 | ||||
Hit Advantage | Block Advantage | ||||
KD +36 (-38 cr) | -12 (-42 cr) | ||||
Notes | |||||
2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects; cannot hit cross-up |
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) each | 225(175) | 30% Starter | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
11 | 2(1)2(2)2(2)2(3)2 | 14(21) land | 25 front / 20 back | 15 | 9 front / 8 back |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
- | 3000 | [5000] | -20000 | 1000[600] (700[420]) | 500[300] (250[150]) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | Until Land (FKD) | 1,1 | 1,1 | 15,15 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+9(+14) | -18(13) | ||||
Hit Advantage | Block Advantage | ||||
+5 (+10) Front 0 (+5) Back |
-5(0) | ||||
Notes | |||||
Forward jump only; 7f extra landing recovery on whiff; can hit twice vs. airborne opponents; can hit cross-up (deals 5f less hitstun, 200 less damage); Ken is in a crouching state from 4th landing recovery frame onward |
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 | 30% Starter; Combo (3 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
23(25) | 5 | 5+20 land | 31 | 20 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
52 | 3000 | [5000] | 3000 | 1200 (840) | 600 (300) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 14-32 (FKD) | 3 | 1 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -26 | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | -8(-7) | ||||
Notes | |||||
Can dodge lows until frame 37; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up |
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 | 30% Starter; Combo (3 hits) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
28(30) | 5 | 5+16 land | 27 | 25 | 12 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
53 | 3000 | [5000] | 2000 | 800 (560) | 400 (200) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | 19-37 (FKD) | 3 | 1 | 8 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7(+8) | -22 | ||||
Hit Advantage | Block Advantage | ||||
+3(+4) | +1(+2) | ||||
Notes | |||||
Can dodge lows until frame 40; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up |
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 | SA3 | 14 SA / 29 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
16 | 3 | 24 | 29 | 20 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
42 | 3000 | [5000] | 2000 | 550 (385) | 275 (137) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 air | 1 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+6 | -25 | ||||
Hit Advantage | Block Advantage | ||||
+2 | -7 | ||||
Notes | |||||
Follow-up 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 follow-up; can also be input on whiff; cannot hit cross-up |
236HK
Ken
ken_236hk
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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 | SA3 | 14 SA / 27 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
25 | 3 | 19 | - | 20 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
46 | 4000 | [5000] | 2000 | 550 (385) | 275 (137) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 4 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +42 | -20 | ||||
Hit Advantage | Block Advantage | ||||
KD +42 | -2 | ||||
Notes | |||||
Puts opponents into limited juggle state; follow-up can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff; cannot hit cross-up; good approach tool that doesn't extend a hurtbox until active |
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 | SA2 SA3 | 17 SA / 25 follow-up |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
13 | 2 | 25 | 24 | 21 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
40 | 3000 | [5000] | -20000 | 400 (280) | 200 (100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 5 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
0 | -26 | ||||
Hit Advantage | Block Advantage | ||||
-4 | -7 | ||||
Notes | |||||
Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff; cannot hit cross-up |
236KK~6LK
Ken
ken_236kk_6lk
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236KK~6LK Kazekama Shin Kick
|
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![]() File:SF6 Ken 236kk 6lk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 | 125 | - | L | SA2 SA3 | 14 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
6 | 3 | 20 | 26 | 18 | 10 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
28 | 3000 | [5000] | - | 400 (280) | 200 (100) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
+7 | -21 | ||||
Hit Advantage | Block Advantage | ||||
+3 | -5 | ||||
Notes | |||||
Follow-up 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
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236KK~6HK Senka Snap Kick
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![]() File:SF6 Ken 236kk 6hk hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
800 | 200 | - | LH | SA2 SA3 | 22 |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
10 | 4 | 20 | - | 20 | 13 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
33 | 7000 | [7000] | - | 600 (420) | 300 (150) |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 1 | 1 | 6 |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
KD +37 | -22 | ||||
Hit Advantage | Block Advantage | ||||
KD +37 | -4 | ||||
Notes | |||||
Follow-up 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
Super Arts
214214K
236236K
236236P
236236P (CA)
Ken
ken_236236p(ca)
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236236P Shinryu Reppa (CA)
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![]() File:SF6 Ken 236236p(ca) hitbox.png |
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
4500 (2000~2600) | 1450(1250) | 50% Minimum; 10% Immediate (Sp) | LH | - | - |
Startup | Active | Recovery | Hitstun | Blockstun | Hitstop |
7 | 3(1)6(16)13 | 30+15 land | - | 54 total (51 crouch) | 2,5x4 / 5x7,15 |
Total | DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk |
90 | 4000,3000x4 | 20000(1000x7,10000) | - | -30000 | -30000 |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-18 Full | Break | 10-27, 35-75 (FKD) | [1] | [0] | 99 [99] |
After DR Hit | After DR Blk | Projectile Speed | Attack Range | DR Cancel Hit | DR Cancel Blk |
- | - | - | - | - | - |
Punish Advantage | Perfect Parry Advantage | ||||
HKD +21 | -56 | ||||
Hit Advantage | Block Advantage | ||||
HKD +21 | -30(-33) | ||||
Notes | |||||
1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Ken |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK