Street Fighter 6/Ken/Introduction: Difference between revisions

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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.
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:
The original [https://glossary.infil.net/?t=Shoto shotoclone], Ken is very similar to his old training partner Ryu. Both characters have fairly similar movesets, but Ken carves out a path all his own. With emphasis on '''aggression and close-range combat''', Ken acts as a more '''offense focused''' alternative to the Shoto playstyle.
'''TBW'''


{{ ProConTable
Ken shares the iconic Hadoken and Shoryuken with Ryu, but there's about where their kits begin to diverge. Ken's signature special is his command sprint '''Quick Dash''', which can be used both as a pressure tool and to empower his other specials. If certain specials are used out of Quick Dash, they gain enhanced properties rivalling that of Overdrive moves. In particular, while his normal Tatsumaki is a decent combo ender, Dash Tatsumaki gives incredible corner carry off of any clean hit. Each of these enhanced specials act as different combo enders or extenders, and each one gives something valuable to Ken's kit, whether that be corner carry, strong okizeme, or even sideswapping mid-combo.  
| pros=
* '''Corner Carry''': Ken has many options to push the opponent to the corner, like OD Tatsu or Run Tatsu. Back Throw has massive corner carry after the side switch, instantly cornering the opponent from midscreen. He can also swap sides with Lv.1 Super or juggles into OD/Run Dragonlash, making him a threat even when cornered.


* '''Anti Airs''': With an invincible Shoryuken, a long range Run~Shoryuken, a powerful Lv.3 Super, and a consistent 2HP, Ken has no shortage of anti-air options at any range.
Excellent corner carry is a running theme in Ken's kit. While he pokes with 5MK, 2MK and 5HP, Ken looks for a clean hit to Drive Rush. After a confirm, Ken can carry you all the way to the corner and set you up for some truly nasty corner pressure. Any successful hit leads into powerful corner combos that deal great damage and give good okizeme, allowing him to loop pressure continuously. The '''Jinrai Series''' of kicks acts as great rekka pressure options in this scenario, and even come with built-in mixup tools. All of this adds up to Ken being a neutral and offense monster, capable of easily tagging the opponent and dragging them into the corner off of any successful opening.


* '''Drive Gauge Depletion''': Ken's heavy normals have good range, speed, and pushback. And with his ability to cancel 5HP into Jinrai Kicks, he can remove 1 Drive bar from blocking opponents to limit their resources.
While Ken may seem like an offensive rushdown monster at first, what keeps him in check is the considerably bad block advantage on many of his moves. Each version of Jinrai Kicks and Dragon Lash are either punishable on block or interruptible, causing his offense to be based on making the opponent unsure of when to press. Smart players will quickly learn not to press until something punishable comes out, which can force Ken to play reactively and wait for the opponent to give him an opening.


* '''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 consistent punishes that other characters struggle to achieve. Ken's optimal combos hit like a truck, especially when he has the corner and resources to spend.
Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn ''Street Fighter'' with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.  
| cons=
* ''' Drive Impact Susceptibility''': Ken's better pokes such as 5MK, 5HK and Hadoken have long recovery, making them susceptible to Drive Impact. This weakness also applies to moves like LK Jinrai, any Jinrai Overhead followup, or Dragonlash Kick.


* '''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. Drive Rush into 2MK does not allow a followup link, and the hitconfirm on the single hit is very difficult. Jinrai Kick's built-in high/low mixup is also fairly easy to counter with a little practice.


* '''Combo Consistency''': Ken's 5MP is one of his most important combo tools, as it links from 2LP and chains into his Target Combo. The range is very limited, however, and is liable to whiff in some circumstances. 2MP does not allow followup links on a normal connect. This leaves Ken a bit more reliant on single-hit confirms or light normal strings.
{{ ReasonsToPick
| pick=
* Versatile, stylish, and damaging conversions with sideswaps on demand
* A classic and effective shoto playstyle that emphasizes highly layered pressure
* Solid neutral buttons with high reward on Punish Counter
* Multiple strong ways to start pressure at almost any range, such as with Dragonlash Kick and his incredible Drive Rush
* The best and easiest corner carry in the game
| avoid=
* Having no plus on block normals, making your pressure more reliant on Drive Rush and special moves
* A slower than average fireball that only really shines with Drive
* High execution optimals utilizing Quick Dash and Jinrai loops


* '''Execution''': Ken's Jinrai Loop, while fun and highly damaging, requires a very strict timing that is not made easier by SF6's buffer system. Dropping this juggle leaves a ton of damage on the table.
}}
<br>
 
===Classic & Modern Versions Comparison===
 
{| class="wikitable" style="margin-left: auto; margin-right: auto;"
|+ style="text-align:center;" | List of differences with Modern Ken
|-
! style="text-align:left;" | Missing Normals
|
* Crouching Medium Punch {{clr|M|(2MP)}}
* Jumping Light Punch {{clr|L|(j.LP)}}
* Jumping Medium Punch {{clr|M|(j.MP)}}
* Jumping Heavy Kick {{clr|H|(j.HK)}} and Neutral Jumping Heavy Kick {{clr|H|(j.8HK)}}
|-
! style="text-align:left;" | Missing Command Normals
|
* N/A
|-
! style="text-align:left;" | Shortcut-Only Specials
|
* Hadoken {{clr|4|(5S)}}
** Heavy/OD Only
* Dragonlash Kick {{clr|4|(4S)}}
** Heavy/OD Only
|-
! style="text-align:left;" | Assist Combos
|
* A[{{clr|L|L}}~{{clr|L|L}}]: {{clr|L|5LK}} ~ {{clr|L|LK Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}}
** Any {{clr|L|Jinrai Kick}} followup can be manually input, even with the Assist button held
** Entire combo will execute on block, potentially leaving Ken {{clr|3|-11}} or {{clr|3|-5}}
* A[{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}~{{clr|M|M}}]: {{clr|4|Chin Buster}} ({{clr|M|5MP}}~{{clr|H|HP}}) ~ {{clr|10|Quick Dash}} ~ {{clr|10|Run Dragonlash Kick}} ~ {{clr|10|Level 2 Super}}
** Any {{clr|10|Quick Dash}} followup can be manually input, even with the Assist button held (except {{clr|M|Thunder Kick}})
** {{clr|10|Quick Dash}} will not execute if {{clr|4|Chin Buster}} is blocked
* A[{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}~{{clr|H|H}}]: {{clr|H|5HP}} ~ {{clr|10|OD Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}} ~ {{clr|L|Kasai Thrust Kick}} ~ {{clr|10|Level 3 Super}}
** Any {{clr|10|OD Jinrai Kick}} followup can be manually input, even with the Assist button held (except {{clr|H|Senka Snap Kick}})
** {{clr|10|OD Jinrai Kick}} ~ {{clr|L|Kazekama Shin Kick}} will execute on block, creating a true blockstring and leaving Ken {{clr|3|-7}} or {{clr|3|-5}}
** {{clr|L|Kasai Thrust Kick}} will not execute if {{clr|L|Kazekama Shin Kick}} is blocked
|-
! style="text-align:left;" | Miscellaneous Changes
|
* {{clr|L|2L}} is {{clr|L|2LK}} but switches to {{clr|L|2LP}} if chained into
** {{clr|L|2LP}} is unavailable outside of chains
* {{clr|4|2S}} is {{clr|M|MK Jinrai Kick}} but changes to {{clr|10|Run Tatsumaki Senpu-kyaku}} during {{clr|10|Quick Dash}} (with 20% shortcut scaling)
* Chin Buster (5MP~HP) changed to A[{{clr|M|M}} ~ {{clr|M|M}}]
* Triple Flash Kicks (5MK~MK~HK) changed to {{clr|M|5M}} ~ {{clr|M|M}} ~ {{clr|M|M}}
|}


* '''Awareness''': Ken has some combo routes that require confirming whether the opponent is standing or crouching. Failure to react properly can result in lost damage/knockdowns or being punished.
}}


<noinclude>
<noinclude>
[[Category:Street Fighter 6]]
[[Category:Street Fighter 6]]
[[Category:Ken]]
{{Navbox-SF6}}
{{Navbox-SF6}}
</noinclude>
</noinclude>

Latest revision as of 01:30, 17 May 2024

Introduction

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.

The original shotoclone, Ken is very similar to his old training partner Ryu. Both characters have fairly similar movesets, but Ken carves out a path all his own. With emphasis on aggression and close-range combat, Ken acts as a more offense focused alternative to the Shoto playstyle.

Ken shares the iconic Hadoken and Shoryuken with Ryu, but there's about where their kits begin to diverge. Ken's signature special is his command sprint Quick Dash, which can be used both as a pressure tool and to empower his other specials. If certain specials are used out of Quick Dash, they gain enhanced properties rivalling that of Overdrive moves. In particular, while his normal Tatsumaki is a decent combo ender, Dash Tatsumaki gives incredible corner carry off of any clean hit. Each of these enhanced specials act as different combo enders or extenders, and each one gives something valuable to Ken's kit, whether that be corner carry, strong okizeme, or even sideswapping mid-combo.

Excellent corner carry is a running theme in Ken's kit. While he pokes with 5MK, 2MK and 5HP, Ken looks for a clean hit to Drive Rush. After a confirm, Ken can carry you all the way to the corner and set you up for some truly nasty corner pressure. Any successful hit leads into powerful corner combos that deal great damage and give good okizeme, allowing him to loop pressure continuously. The Jinrai Series of kicks acts as great rekka pressure options in this scenario, and even come with built-in mixup tools. All of this adds up to Ken being a neutral and offense monster, capable of easily tagging the opponent and dragging them into the corner off of any successful opening.

While Ken may seem like an offensive rushdown monster at first, what keeps him in check is the considerably bad block advantage on many of his moves. Each version of Jinrai Kicks and Dragon Lash are either punishable on block or interruptible, causing his offense to be based on making the opponent unsure of when to press. Smart players will quickly learn not to press until something punishable comes out, which can force Ken to play reactively and wait for the opponent to give him an opening.

Due to the stubby range of Ken's 5MP, he may sometimes struggle confirming into his important combos—but with smart use of Run and Drive Rush, he is able to get great confirms from very far away. Learning his Run combos to capitalize on openings can also be somewhat tricky. But overall, Ken is another great character to learn Street Fighter with. If you like aggression, strong confirms, combo expression, and enjoy kicking so hard you set things on fire, you really can't go wrong with Ken.


Pick if you like: Avoid if you dislike:
  • Versatile, stylish, and damaging conversions with sideswaps on demand
  • A classic and effective shoto playstyle that emphasizes highly layered pressure
  • Solid neutral buttons with high reward on Punish Counter
  • Multiple strong ways to start pressure at almost any range, such as with Dragonlash Kick and his incredible Drive Rush
  • The best and easiest corner carry in the game
  • Having no plus on block normals, making your pressure more reliant on Drive Rush and special moves
  • A slower than average fireball that only really shines with Drive
  • High execution optimals utilizing Quick Dash and Jinrai loops


Classic & Modern Versions Comparison

List of differences with Modern Ken
Missing Normals
  • Crouching Medium Punch (2MP)
  • Jumping Light Punch (j.LP)
  • Jumping Medium Punch (j.MP)
  • Jumping Heavy Kick (j.HK) and Neutral Jumping Heavy Kick (j.8HK)
Missing Command Normals
  • N/A
Shortcut-Only Specials
  • Hadoken (5S)
    • Heavy/OD Only
  • Dragonlash Kick (4S)
    • Heavy/OD Only
Assist Combos
  • A[L~L]: 5LK ~ LK Jinrai Kick ~ Kazekama Shin Kick
    • Any Jinrai Kick followup can be manually input, even with the Assist button held
    • Entire combo will execute on block, potentially leaving Ken -11 or -5
  • A[M~M~M~M~M]: Chin Buster (5MP~HP) ~ Quick Dash ~ Run Dragonlash Kick ~ Level 2 Super
    • Any Quick Dash followup can be manually input, even with the Assist button held (except Thunder Kick)
    • Quick Dash will not execute if Chin Buster is blocked
  • A[H~H~H~H~H]: 5HP ~ OD Jinrai Kick ~ Kazekama Shin Kick ~ Kasai Thrust Kick ~ Level 3 Super
    • Any OD Jinrai Kick followup can be manually input, even with the Assist button held (except Senka Snap Kick)
    • OD Jinrai Kick ~ Kazekama Shin Kick will execute on block, creating a true blockstring and leaving Ken -7 or -5
    • Kasai Thrust Kick will not execute if Kazekama Shin Kick is blocked
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • 2S is MK Jinrai Kick but changes to Run Tatsumaki Senpu-kyaku during Quick Dash (with 20% shortcut scaling)
  • Chin Buster (5MP~HP) changed to A[M ~ M]
  • Triple Flash Kicks (5MK~MK~HK) changed to 5M ~ M ~ M

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