< Street Fighter 6 | Ken
No edit summary |
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19 | | notes = Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Run~Stop cancel: -6/-12 | | notes = Easily hitconfirmable into Target Combo; Run~Stop cancel: -6/-12 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Run~Stop cancel: -3/-8 | | notes = Great poke in neutral; large number of active frames make it a great meaty; when used out of Drive Rush, links into 2MK on hit or gives pressure on block; Run~Stop cancel: -3/-8 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Run~Stop cancel: -14/-16 | | notes = Incredible range for a light normal and a great whiff punish; Run~Stop cancel: -14/-16; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Has good forward movement; Target Combo followup makes it strong in neutral; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | | notes = Has good forward movement; whiffs on crouching opponents at farther ranges; hitconfirmable Target Combo followup makes it strong in neutral; front leg hurtbox is raised on frames 4-15, allowing it to dodge some low attacks; applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Run~Stop cancel: -8/-11 | | notes = Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Forces stand; decent anti-air; only first 2 active frames are cancelable; Run~Stop cancel: +3/-10 | | notes = Forces stand; decent anti-air (cannot hit crossups); only first 2 active frames are cancelable; Run~Stop cancel: +3/-10 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Chains into 5LP/2LP/2LK | | notes = Chains into 5LP/2LP/2LK; applies a 10% damage scaling penalty to the next hit when used as a combo starter (100/90/80...) | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100 | | notes = Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...); Run~Stop cancel: -8/-12; Range: 1.46 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Has juggle potential; 1 extra recovery frame on block | | notes = Has juggle potential (not a Hard Knockdown when juggled into); 1 extra recovery frame on block | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Puts airborne opponents into limited juggle state; cancels to | | notes = Puts airborne opponents into limited juggle state; cancels to j.214K with a long cancel window | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = Spike Knockdown on Counterhit/Punish Counter vs. airborne opponents | | notes = Spike Knockdown on Counterhit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Great horizontal range for a jump-in | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = | | notes = Strong and fast air-to-air; must be timed very late to hit grounded opponents | ||
}} | }} | ||
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| selfSuperOH = 2000 [4000] | | selfSuperOH = 2000 [4000] | ||
| oppSuperOH = 1400 [2800] | | oppSuperOH = 1400 [2800] | ||
| notes = | | notes = Can walk forward for a strong corner throw loop (only +1 after forward dash) | ||
}} | }} | ||
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| selfSuperOH = 2000 [4000] | | selfSuperOH = 2000 [4000] | ||
| oppSuperOH = 1400 [2800] | | oppSuperOH = 1400 [2800] | ||
| notes = Side switches, has great corner carry; | | notes = Side switches, has great corner carry; does not allow throw/strike oki after back throwing opponent into corner | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.06 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.07 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 1-hit projectile | | notes = 1-hit projectile; Projectile Speed: 0.08 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 2-hit projectile | | notes = 2-hit OD projectile with extremely fast recovery; Projectile Speed: 0.095 | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 5-28f airborne (Forced Knockdown state); puts opponent into limited juggle state if 1st hit connects; if the first hit whiffs the second hit will always do 700 damage, but has worse KD Adv. | | notes = 5-28f airborne (Forced Knockdown state); puts opponent into limited juggle state if 1st hit connects; if the first hit whiffs the second hit will always do 700 damage, but has worse KD Adv.; both hits connect on crouching opponents | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 8-41f airborne (Forced Knockdown state); better KD Adv. if first hit connects | | notes = 8-41f airborne (Forced Knockdown state); better KD Adv. if first hit connects; both hits connect on crouching opponents | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents; same knockdown advantage regardless of which hit initially connects | | notes = 10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects | ||
}} | }} | ||
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| jugIncrease = | | jugIncrease = | ||
| jugLimit = | | jugLimit = | ||
| notes = 10-77f airborne (Forced Knockdown state); great range and speed, useful in whiff punishes | | notes = 10-77f airborne (Forced Knockdown state); great range and speed, useful in whiff punishes and juggles | ||
}} | }} | ||
Revision as of 09:58, 14 September 2023
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 | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
26 | 2 | 35 | - | - | 34 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
5000 | 10000 [15000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | 0 | 1 | 0 |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-35 | - | - | - | - | |
Punish Advantage | 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
|
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
500 recoverable | 125 recoverable | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
20 | 3 | 26 | - | - | 21 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-22 full | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +23 | -8 | |||
Notes | |||||
Armor Break; 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 |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
1 | 8 or until released | 29(1)(11) | - | - | - |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
- | - | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
6f (after Perfect Parry) | - | - | - | - | - |
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
- | - | - | - | - | |
Punish 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. |
66
Ken
ken_66
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66 Drive Rush
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Damage | Chip Dmg | Dmg Scaling | Guard | Cancel | Hitconfirm Window |
- | - | - | - | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
9(11) | 45(46) | 24(23) | - | - | - |
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 | |||||
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.745 (min/throw), 2.449 (min/block), 3.590 (max/final DR frame) |
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 | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
14 | - | 35 | - | 31 | 26 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2500 | [2000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-25 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | -5 | -10 | |||
Notes | |||||
1-hit projectile; Projectile Speed: 0.07 |
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 | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
12 | - | 37 | - | 31 | 26 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2500 | [2000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-27 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | -7 | -12 | |||
Notes | |||||
1-hit projectile; Projectile Speed: 0.08 |
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) | - | LH | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
6 | 10 | 28+12 land | - | - | 22 total |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x2 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-8 Air | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-48 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +33 | -28 | |||
Notes | |||||
Good anti-air; 8-43f airborne (Forced Knockdown state); 30% damage scaling penalty if raw canceled into Lv.3 Super |
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,x2 (1400) | 200,75x2 (350) | - | LH | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
7 | 10 | 35+15 land | - | - | 24 total (22 crouch) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
1400x3 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-9 Air, 5-11 projectile | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-58 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +25 | -36(-38) | |||
Notes | |||||
Good anti-air; 9-51f airborne (Forced Knockdown state); 30% damage scaling penalty if raw canceled into Lv.3 Super; 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 | Total | Hitstun | Blockstun |
14 | 2(13)2 | 11+20 land | - | - | 36 total (21) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2500x2 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-31 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +44(+32) | -12 | |||
Notes | |||||
8-41f airborne (Forced Knockdown state); better KD Adv. if first hit connects; both hits connect on crouching opponents |
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 | Total | Hitstun | Blockstun |
16 | 2(13)2(13)2 | 14+17 land | - | - | 51 total (36/21) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
2000x3 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-31 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +36 (-38 cr) | -12 (-42 cr) | |||
Notes | |||||
10-61f airborne (Forced Knockdown state); 2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects |
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) | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
11 | 2(1)2(2)2(2)2(3)2 | 14 land | - | 25 (front), 20 (back) | 16 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-17(13) | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | +5 (+10) Front 0 (+5) Back |
-4(1) | |||
Notes | |||||
Forward jump only, can hit twice vs. airborne opponents; can crossup (5f less hitstun, 200 less damage on crossup); Forced Knockdown state; the last 11f of recovery puts Ken in a crouching state |
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 | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
23(25) | 5 | 5+20 land | - | 31 | 20 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-2 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | +3(+4) | -8(-7) | |||
Notes | |||||
14-32f airborne (Forced Knockdown state); can dodge lows until frame 37; first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents |
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 | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
28(30) | 5 | 5+16 land | - | 27 | 25 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-21 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | +3(+4) | +1(+2) | |||
Notes | |||||
19-37f airborne (Forced Knockdown state); can dodge lows until frame 40; first 2 active frames only hit airborne, causing spiked knockdown (or OTG bounce on Punish Counter); 1f better hit/block advantage vs. crouching opponents |
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 | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
16 | 3 | 24 | - | 29 | 20 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-25 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | +2 | -7 | |||
Notes | |||||
Followup 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 followup |
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 | su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
25 | 3 | 19 | - | - | 20 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-20 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +42 | -2 | |||
Notes | |||||
Followup can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities) |
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 | su2 su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
13 | 2 | 25 | - | 24 | 21 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-26 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | -4 | -7 | |||
Notes | |||||
Followup can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities) |
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 | su2 su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
6 | 3 | 20 | - | 26 | 18 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
3000 | [5000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-21 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | +3 | -5 | |||
Notes | |||||
Followup 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 | su2 su3 | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
10 | 4 | 20 | - | - | 20 |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
7000 | [7000] | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
- | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-22 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | KD +37 | -4 | |||
Notes | |||||
Followup 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) | - | LH | - | - |
Startup | Active | Recovery | Total | Hitstun | Blockstun |
7 | 3(1)6(16)13 | 30+15 land | - | - | 54 total (51 crouch) |
DriveDmg Blk | DriveDmg Hit [PC] | Drive Gain | Super Gain Hit | Super Gain Blk | Projectile Speed |
4000,1000x4 | 20000(1000x7,10000) | - | - | - | - |
Invuln | Armor | Airborne | Juggle Start | Juggle Increase | Juggle Limit |
1-18 full | - | - | |||
Perfect Parry Advantage | After DR Hit | After DR Blk | DR Cancel Hit | DR Cancel Blk | |
-56 | - | - | - | - | |
Punish Advantage | Hit Advantage | Block Advantage | |||
- | HKD +21 | -30(-33) | |||
Notes | |||||
Armor Break; 10-27f + 35-75f airborne; 1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a followup juggle); applies 30% damage scaling penalty if canceled from raw 623P; final 2 hits whiff on crouch block (reduced chip, slightly worse advantage); 50% minimum damage scaling; available at 25% HP or below |
Taunts
5PPPKKK
6PPPKKK
4PPPKKK