< Street Fighter 6 | Ken
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 |
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.
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