Street Fighter 6/Ken/Introduction: Difference between revisions

From SuperCombo Wiki
(→‎Introduction: removing a con about combo consistency. ken doesn't struggle with ranged confirms, you just have to know different routes, so it's not really a con. i'm adding a new one about how he has no plus buttons and has generally unsafe stuff, along with one about his slow fireball)
 
(20 intermediate revisions by 10 users not shown)
Line 2: Line 2:
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.


The original [https://glossary.infil.net/?t=Shoto shotoclone], Ken is very similar to his old training partner Ryu. Both characters have very 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.
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.


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.  
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.  
Line 12: Line 12:
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.  
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.  


{{ ProConTable
 
| pros=
{{ ReasonsToPick
* '''Corner Carry King''': Thanks to his easily comboable Tatsu and Run moves, Ken has many versatile routes to force the opponent into the corner. Back Throw also 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.
| pick=
* '''Anti-Airs''': With an invincible Shoryuken, a long range Run~Shoryuken, a long Drive Rush, a powerful Lv.3 Super, and a consistent 2HP, Ken has no shortage of rewarding anti-air options at any range.
* Versatile, stylish, and damaging conversions with sideswaps on demand
* '''Layered Pressure''': Ken's heavy normals have good range, speed, and pushback to pressure opponents at mid-range. When he wants to press the attack, he can use his many special cancels into Jinrai Kicks and Dragon Lash to deal considerable Drive gauge damage and force opponents into potent strike/throw scenarios.
* A classic and effective shoto playstyle that emphasizes highly layered pressure
* '''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 are very damaging, especially when he has the corner and resources to spend.
* Solid neutral buttons with high reward on Punish Counter
| cons=
* Multiple strong ways to start pressure at almost any range, such as with Dragonlash Kick and his incredible Drive Rush
* '''Very Minus''': Ken does not have a single normal that is plus on block, and many of his special moves have to choose between being either punishable or interruptible. His moves tend to have long recovery in general, which also makes them susceptible to Drive Impact. This often forces Ken to play safely and reactively against players who know how to punish his moves.
* The best and easiest corner carry in the game
* '''Slow Fireball''': Ken's Hadouken has high recovery and is much harder to make safe than other fireballs. OD Hadouken is often his only safe special move to cancel into, forcing him to use resources just to avoid being punished.
| 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


}}
}}
<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}}
|}


<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

SF6 Navigation

General
FAQ
HUD
Characters
A.K.I.
Akuma
Blanka
Cammy
Chun-Li
Dee Jay
Dhalsim
Ed
E. Honda
Guile
Jamie
JP
Juri
Ken
Kimberly
Lily
Luke
M. Bison
Manon
Marisa
Rashid
Ryu
Zangief
Data
Akuma
Cammy
Ed
Guile
Jamie
JP
Juri
Ken
Lily
Luke
Manon
Ryu