Street Fighter 6/Ken/Strategy

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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 (+7 oB, +11 oH) 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)
+22 (OD)
+25 (after Run)
?
214K
(Tatsumaki Senpu-kyaku)
+46/38 (LK 1st/2nd)
+44/32 (MK 1st/2nd)
+36 (HK)
+28 (OD)
+? (Juggle after Run)
After 214LK (2 hit), Ken can 2LK > KK > MK (-2 oB, +4 oH) or 2LK > KK > LK for high/low/throw mix
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)
+9 ?
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
Drive Rush Cancel - Blockstring Gaps
5LP/2LP 5LK/2LK/5MP 2MP 2MK 5MK/2HP/2HK 5HP 5HK
5LP~DRC 5 6 7 8 9 11 13
5MP~DRC 0 0 0 1 2 4 6
5HP~DRC 0 0 0 0 0 0 2
5LK~DRC 3 4 5 6 7 9 11
2LP~DRC 6 7 8 9 10 12 14
2MP~DRC 0 0 0 0 1 3 5
2HP~DRC 0 0 0 0 0 2 4
2MK~DRC 0 1 2 3 4 6 8
5MP~HP~DRC 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.

Drive Rush Cancel - Combo Routes
Starter Hit Adv. Combo Route
5LK~DRC +3 No combo without Counterhit or Punish Counter
5LP~DRC +4 2LP, 2HP ...
2LP~DRC
2MK~DRC +8 2HP > KK~LK, 5MP~HP ...
2MP~DRC +10 ?
5MP~DRC +12 ?
5HP~DRC +15 ?
2HP~DRC +21 ?
5MP~HP~DRC Free Juggle 2MP > KK~anything


Defense

Reversals

  • OD Shoryuken (623PP) - Fully invincible with fast startup and good horizontal range. Can break 1-hit armor like Zangief's 5HP or Marisa's Gladius.
  • SA1 (214214K) - Fast with strike/throw invincibility. Switches sides, making it a great reversal when cornered, especially during Burnout.
  • SA3/CA (236236P) - Fully invincible, but an expensive gamble in situations where the extra damage can secure a win.


Anti-Airs

  • Shoryuken (623P) - Fast, consistent, and lots of air invincibility. Your ideal anti-air of choice in most circumstances. The LP version has the most invincibility, and is ideal for close jumps and cross-cuts. HP/OD have significantly more range, making them useful against characters that can stop their jump momentum early.
  • 2HP - Has a decent vertical hitbox for mid range jumps. The slight forward movement can cause it to whiff at some close ranges.
  • j.MP - Air-to-air that causes a knockdown. Cancelable into Air Tatsu for extra guaranteed damage.
  • SA3/CA (236236P) - Used like a Shoryuken against mid-range jumps. If performed too early, the non-cinematic version will play out for reduced damage, though it allows a juggle follow-up.


Anti-Projectile

  • Hadoken (236P) - Controlling the screen with your own fireball is the best way to avoid the opponent's projectile game. OD Hadoken will blow through any meterless fireball, scoring a Punish Counter that usually lets Ken follow up with a Drive Rush button and a full combo.
  • Run~Shoryuken (KK~623P) - Threatening with a Run~Stop in neutral at long ranges also allows you to react with a running Shoryuken if the opponent throws a fireball. The forward movement and Run startup makes this difficult to use as a pure reaction counter, however.
  • HP/OD Shoryuken (623P) - With good reactions and proper spacing, these can be used to clip the opponent's extended hurtbox when throwing a fireball. Largely matchup-dependent.


Fighting vs. Ken


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