Street Fighter 6/Ken/Data: Difference between revisions

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== Normals ==
=== Standing Normals ==
===== 5LP =====
===== 5LP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5lp | moveType = ground_normal
{{FrameData-SF6 | chara = Ken | moveId = ken_5lp | moveType = ground_normal
Line 46: Line 48:
| notes        =  
| notes        =  
}}
}}
===== 5MP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5mp | moveType = ground_normal
| input = 5MP
| name = Standing Medium Punch
| images = SF6_Ken_5mp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 5HP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5hp | moveType = ground_normal
| input = 5HP
| name = Standing Heavy Punch
| images = SF6_Ken_5hp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 5LK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5lk | moveType = ground_normal
| input = 5LK
| name = Standing Light Kick
| images = SF6_Ken_5lk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 5MK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5mk | moveType = ground_normal
| input = 5MK
| name = Standing Medium Kick
| images = SF6_Ken_5mk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 5HK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_5hk | moveType = ground_normal
| input = 5HK
| name = Standing Heavy Kick
| images = SF6_Ken_5hk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
=== Crouching Normals ===
===== 2LP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2lp | moveType = ground_normal
| input = 2LP
| name = Crouching Light Punch
| images = SF6_Ken_2lp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 2MP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2mp | moveType = ground_normal
| input = 2mP
| name = Crouching Medium Punch
| images = SF6_Ken_2mp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 2HP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2hp | moveType = ground_normal
| input = 2HP
| name = Crouching Heavy Punch
| images = SF6_Ken_2hp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 2LK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2lk | moveType = ground_normal
| input = 2LK
| name = Crouching Light Kick
| images = SF6_Ken_2lk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 2MK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2mk | moveType = ground_normal
| input = 2MK
| name = Crouching Medium Kick
| images = SF6_Ken_2mk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== 2HK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_2hk | moveType = ground_normal
| input = 2HK
| name = Crouching Heavy Kick
| images = SF6_Ken_2hk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
=== Jumping Normals ===
===== j.LP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.lp | moveType = ground_normal
| input = j.LP
| name = Jumping Light Punch
| images = SF6_Ken_j.lp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== j.LP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.mp | moveType = ground_normal
| input = j.MP
| name = Jumping Medium Punch
| images = SF6_Ken_j.mp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== j.HP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.hp | moveType = ground_normal
| input = j.HP
| name = Jumping Heavy Punch
| images = SF6_Ken_j.hp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== j.LK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.lk | moveType = ground_normal
| input = j.LK
| name = Jumping Heavy Kick
| images = SF6_Ken_j.lk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== j.MK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.mk | moveType = ground_normal
| input = j.mK
| name = Jumping Medium Kick
| images = SF6_Ken_j.mk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== j.HK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_j.hk | moveType = ground_normal
| input = 7HK or 9HK
| name = Jumping Heavy Kick
| images = SF6_Ken_j.hk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== Neutral Jump HK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_8hk | moveType = ground_normal
| input = 8HK
| name = Neutral Jumping Heavy Kick
| images = SF6_Ken_8hk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
== Command Normals ==
== Target Combos ==
===== MP>HP =====
{{FrameData-SF6 | chara = Ken | moveId = ken_mp_hp | moveType = ground_normal
| input = MP>HP
| name = Chin Buster 2nd
| images = SF6_Ken_mp_hp.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== MK>MK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_mk_mk | moveType = ground_normal
| input = MK>MK
| name = Triple Flash Kicks 1
| images = SF6_Ken_mk_mk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
===== MK>MK>HK =====
{{FrameData-SF6 | chara = Ken | moveId = ken_mk_mk_hk | moveType = ground_normal
| input = MK>MK>HK
| name = Triple Flash Kicks 2
| images = SF6_Ken_mk_mk_hk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
=====  =====
{{FrameData-SF6 | chara = Ken | moveId = ken_mk_mk | moveType = ground_normal
| input = MK>MK
| name = Triple Flash Kicks 1
| images = SF6_Ken_mk_mk.png
| hitboxes = Placeholder.png
| cost          =
| damage =
| chip          =
| driveDamage  =
| startup =
| active =
| recovery =
| invuln        =
| hitAdv        =
| blockAdv      =
| guard =
| cancel =
| punish        =
| hitstun      =
| blockstun    =
| notes        =
}}
== Universal Mechanics ==
=== Drive Moves ===
== Special Moves ==
== Super Arts ==


{{Navbox-SF6}}
{{Navbox-SF6}}
[[Category: Street Fighter 6]]
[[Category: Street Fighter 6]]

Revision as of 07:36, 8 October 2022


Character Vitals

Ken Masters
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Ken Portrait.png SF6 Ken Face.png 10000 ? / ?
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
? 19 ? ?
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
? 23 ? ?

Normals

= Standing Normals

5LP
Ken
ken_5lp

5LP

Standing Light Punch
SF6 Ken 5LP.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - LH Yes -
Startup Active Recovery Total Hitstun Blockstun
4 3 7 - 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- +4 -1
Notes
5MP
Ken
ken_5mp

5MP

Standing Medium Punch
SF6 Ken 5mp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5HP
Ken
ken_5hp

5HP

Standing Heavy Punch
SF6 Ken 5hp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5LK
Ken
ken_5lk

5LK

Standing Light Kick
SF6 Ken 5lk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5MK
Ken
ken_5mk

5MK

Standing Medium Kick
SF6 Ken 5mk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
5HK
Ken
ken_5hk

5HK

Standing Heavy Kick
SF6 Ken 5hk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes

Crouching Normals

2LP
Ken
ken_2lp

2LP

Crouching Light Punch
SF6 Ken 2lp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes


2MP
Ken
ken_2mp

2mP

Crouching Medium Punch
SF6 Ken 2mp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes


2HP
Ken
ken_2hp

2HP

Crouching Heavy Punch
SF6 Ken 2hp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2LK
Ken
ken_2lk

2LK

Crouching Light Kick
SF6 Ken 2lk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2MK
Ken
ken_2mk

2MK

Crouching Medium Kick
SF6 Ken 2mk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
2HK
Ken
ken_2hk

2HK

Crouching Heavy Kick
SF6 Ken 2hk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes

Jumping Normals

j.LP
Ken
ken_j.lp

j.LP

Jumping Light Punch
SF6 Ken j.lp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
j.LP
Ken
ken_j.mp

j.MP

Jumping Medium Punch
SF6 Ken j.mp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
j.HP
Ken
ken_j.hp

j.HP

Jumping Heavy Punch
SF6 Ken j.hp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
j.LK
Ken
ken_j.lk

j.LK

Jumping Heavy Kick
SF6 Ken j.lk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
j.MK
Ken
ken_j.mk

j.mK

Jumping Medium Kick
SF6 Ken j.mk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
j.HK
Ken
ken_j.hk

7HK or 9HK

Jumping Heavy Kick
SF6 Ken j.hk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
Neutral Jump HK
Ken
ken_8hk

8HK

Neutral Jumping Heavy Kick
SF6 Ken 8hk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes

Command Normals

Target Combos

MP>HP
Ken
ken_mp_hp

MP>HP

Chin Buster 2nd
SF6 Ken mp hp.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
MK>MK
Ken
ken_mk_mk

MK>MK

Triple Flash Kicks 1
SF6 Ken mk mk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
MK>MK>HK
Ken
ken_mk_mk_hk

MK>MK>HK

Triple Flash Kicks 2
SF6 Ken mk mk hk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes
Ken
ken_mk_mk

MK>MK

Triple Flash Kicks 1
SF6 Ken mk mk.png
File:Placeholder.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- -
Startup Active Recovery Total Hitstun Blockstun
-
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
-
Notes

Universal Mechanics

Drive Moves

Special Moves

Super Arts

SF6 Navigation

General
FAQ
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