Street Fighter 6/Ken/Introduction: Difference between revisions

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{{ ProConTable
{{ ProConTable
| pros=
| pros=
* '''Corner Carry''': Ken has an incredible amount of options to take corner with his back throw, his side switching OD Dragon Lash Kick and Run Dragon Lash Kick, OD Tatsu and Run Tatsu no matter where you are on screen he's taking you to the corner.
* '''Corner Carry''': Ken has many options to push the opponent to the corner, like OD Tatsu or Run Tatsu. He can also swap sides with Back Throw, OD Dragonlash Kick and Run Dragonlash Kick juggles, or Level 1 Super, making him a threat even when cornered.


* '''Drive Gauge Damage''': Kens Heavies both have great range, great start up and great pushback. And with his ability to cancel his Stand HP into '''Jinrai Kicks''' this allows him to remove 1 drive gauge per Heavy Punch reducing your opponents options.
* '''Drive Gauge Damage''': Ken's Heavies have great range, startup, and pushback. And with his ability to cancel his Stand HP into '''Jinrai Kicks''', he can remove 1 Drive bar from blocking opponents to reduce their options.


* ''' Punish Game''': Kens has an above average ability to convert punish counters into high damage while also having great normals to punish with. His supers have great range allowing for punishes other characters can only dream of.
* '''Punish Game''': Ken has an above average ability to convert Punish Counters into high damage, while also having great normals to start these punishes. His Supers have good range, allowing for punishes that other characters struggle to achieve.
 
* ''' Anti Airs ''': Access to Dragon Lash Kicks, Shoryuken, Run Shoryuken and a great Crouch HP makes jumping on Ken a big risk at any range.


* '''Anti Airs''': Access to Dragon Lash Kicks, Shoryuken, Run Shoryuken and a great Crouch HP makes jumping on Ken a big risk at any range.
| cons=
| cons=
* ''' Drive Impact Susceptibility''': Kens better pokes such as Stand MK, Stand HK and his fireballs have long recovery making them susceptible to drive impact. His Light Jinrai kicks, overhead from any Jinrai kicks and Dragon Lash kicks all have long recovery leaving his open to a drive impact.
* ''' Drive Impact Susceptibility''': Ken's better pokes such as Stand MK, Stand HK and his fireballs have long recovery making them susceptible to drive impact. His Light Jinrai kicks, overhead from any Jinrai kicks and Dragonlash Kicks all have long recovery leaving his open to a drive impact.


* ''' Awareness ''': In order for Ken to get his high damage he needs to be paying attention to Crouching or Standing states. Failure to recognise can not only lead to loss of damage but also a loss of a knockdown.
* '''Awareness ''': In order for Ken to get his highest damage, he needs to consistently confirm whether the opponent is standing or crouching. Ken can lose damage or knockdowns if he uses the wrong combo route for the situation.


'''
* '''High/Low Conversions''': Ken lacks an Overhead that can be performed out of Drive Rush, so an opponent holding downback won't be punished very hard for doing so. His high/low mixup out of Jinrai Kick is also fairly easy to counter with a little practice.
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Revision as of 22:42, 7 January 2023

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.

Players to watch: TBW

Strengths Weaknesses
  • Corner Carry: Ken has many options to push the opponent to the corner, like OD Tatsu or Run Tatsu. He can also swap sides with Back Throw, OD Dragonlash Kick and Run Dragonlash Kick juggles, or Level 1 Super, making him a threat even when cornered.
  • Drive Gauge Damage: Ken's Heavies have great range, startup, and pushback. And with his ability to cancel his Stand HP into Jinrai Kicks, he can remove 1 Drive bar from blocking opponents to reduce their options.
  • Punish Game: Ken has an above average ability to convert Punish Counters into high damage, while also having great normals to start these punishes. His Supers have good range, allowing for punishes that other characters struggle to achieve.
  • Anti Airs: Access to Dragon Lash Kicks, Shoryuken, Run Shoryuken and a great Crouch HP makes jumping on Ken a big risk at any range.
  • Drive Impact Susceptibility: Ken's better pokes such as Stand MK, Stand HK and his fireballs have long recovery making them susceptible to drive impact. His Light Jinrai kicks, overhead from any Jinrai kicks and Dragonlash Kicks all have long recovery leaving his open to a drive impact.
  • Awareness : In order for Ken to get his highest damage, he needs to consistently confirm whether the opponent is standing or crouching. Ken can lose damage or knockdowns if he uses the wrong combo route for the situation.
  • High/Low Conversions: Ken lacks an Overhead that can be performed out of Drive Rush, so an opponent holding downback won't be punished very hard for doing so. His high/low mixup out of Jinrai Kick is also fairly easy to counter with a little practice.

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