Street Fighter 6/Ken: Difference between revisions

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* All non-EX Versions on Punish Counter cause a ground bounce allowing for follow ups.
* All non-EX Versions on Punish Counter cause a ground bounce allowing for follow ups.
* First 2 active frames of all Dragon Lash Kicks whiff on non-airborne opponents
* 3rd active frame of all Dragon Lash Kicks whiff on crouching opponents increasing the advantage and allowing for Dragon Lash Loops
}}
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Revision as of 09:02, 23 December 2022


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


Ken
SF6 Ken Portrait.png
Vitals
Life Points 10000
Ground Movement
Forward Walk Speed 0.047
Backward Walk Speed 0.032
Forward Dash Speed 19
Backward Dash Speed 23
Forward Dash Distance 1.322
Backward Dash Distance 0.923
Drive Rush Min. Distance (Throw) 0.745
Drive Rush Min. Distance (Block) 2.449
Drive Rush Max Distance 3.590
Jumping
Jump Speed 4+38+3
Jump Apex 2.115
Forward Jump Distance 1.90
Backward Jump Distance 1.52
Throws
Throw Range 0.8
Throw Hurtbox 0.33

Normals

Standing Normals

5LP
5LP
Standing Light Punch
SF6 Ken 5LP.png

5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Standard 4 Frame jab.

5MP
5MP
Standing Medium Punch
SF6 Ken 5mp.png

5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 14 Sp SA TC 600 LH +4 -2

5HP
5HP
Standing Heavy Punch
SF6 Ken 5hp.png

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 17 Sp SA 800 LH +3 -2

5LK
5LK
Standing Light Kick
SF6 Ken 5lk.png

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH 0 -2

5MK
5MK
Standing Medium Kick
SF6 Ken 5mk.png

5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 TC 600 LH +3 -5

5HK
5HK
Standing Heavy Kick
SF6 Ken 5hk.png

5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23(25) - 800 LH +1 -5
  • Causes a Spinning State on Punish Counter allowing for follow ups.

Crouching Normals

2LP
2LP
Crouching Light Punch
SF6 Ken 2lp.png

2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +5 -1
  • Being +5 on hit allows Ken to link into his 5MP>HP Target Combo for a solid conversion.

2MP
2MP
Crouching Medium Punch
SF6 Ken 2mp.png

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 Sp SA 700 LH +3 0

2HP
2HP
Crouching Heavy Punch
SF6 Ken 2hp.png

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 24 Sp SA 800 LH +3 -10

2LK
2LK
Crouching Light Kick
SF6 Ken 2lk.png

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Chn 200 L +1 -3

2MK
2MK
Crouching Medium Kick
SF6 Ken 2mk.png

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 Sp SA 500 L -2 -6

2HK
2HK
Crouching Heavy Kick
SF6 Ken 2hk.png

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24(27) - 900 L HKD +31 -10
  • Causes a Hard Knockdown on regular hit
  • Causes a longer Hard Knockdown on Counter/Punish Counter

Jumping Normals

j.LP
j.LP
Jumping Light Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.MP
j.MP
Jumping Medium Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Ken's only jumping normal that grants hard knockdown when used as an air to air.
  • Ken's only cancellable jumping normal

j.HP
j.HP
Jumping Heavy Punch
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Causes a spiked knockdown on Counter/Punish Counter. Not a Hard Knockdown

j.LK
j.LK
Jumping Light Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.MK
j.MK
Jumping Medium Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.HK
j.HK
Forward or Back Jumping Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

j.HK
j.HK
Neutral Jumping Heavy Kick
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

Command Normals

Ken has no Command Normals

Target Combos

MP>HP
MP>HP
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

MK>MK
MK>MK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results

MK>MK>HK
MK>MK>HK
Lua error in Module:MoveDataParser at line 119: attempt to index field '?' (a nil value).

                  No results
  • Will whiff on crouching opponents.

Universal Mechanics

Throws

Throw
Throw
SF6 Ken lplk.png

LPLK
Knee Strikes
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -

Back Throw
Back Throw
SF6 Ken 4lplk.png
You're going to the corner

4LPLK
Hell Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +6 -

Drive Moves

Drive Impact
Drive Impact
SF6 Ken hphk.png

HPHK
Flame Strike
Startup Active Recovery Cancel Damage Guard On Hit On Block
26 2 35 - 800 LH KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72

See Drive Impact.

Drive Reversal
Drive Reversal
SF6 Ken 6hphk.png

6HPHK
Lightning Crack
Startup Active Recovery Cancel Damage Guard On Hit On Block
20(18) 3 26(31) - 500 recoverable LH KD +23 -6

See Drive Reversal.

Drive Rush
Drive Rush
SF6 Ken 66.png

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 38(39) 24(23) - - - - -

See Drive Rush. Framedata shown in parentheses refers to the Drive Rush version used from a Parry.

Drive Parry
Drive Parry
SF6 Ken mpmk.png

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 12 or until released 33(1)(11) - - - - -

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.

Taunts

5pppkkk
Neutral Taunt
5PPPKKK
SF6 Ken 5pppkkk.png
"Bring it!"

5PPPKKK
Neutral Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
96 (total) - - - - - - -

6pppkkk
Forward Taunt
6PPPKKK
SF6 Ken 6pppkkk.png
"Having second thoughts?"

6PPPKKK
Forward Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
205 (total) - - - - - - -

4pppkkk
Back Taunt
4PPPKKK
SF6 Ken 4pppkkk.png
"Now's not the time for jokes."

4PPPKKK
Back Taunt
Startup Active Recovery Cancel Damage Guard On Hit On Block
215 (total) - - - - - - -

Special Moves

236P
Hadoken
236P
SF6 Ken 236lp.png

SF6 Ken 236pp.png

236LP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 33 SA3 600 LH -1 -7
236MP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
236HP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 37 SA3 600 LH -5 -11
236PP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 28 SA2 SA3 400x2 LH +2 -2

623P
Shoryuken
623P
SF6 Ken 623lp.png

SF6 Ken 623pp.png

623LP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1100(800) LH KD +33 -23
623MP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10 28+12 land SA3 700,600 (1300) LH KD +33 -28
623HP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 10 35+15 land SA3 800,300x2 (1400) LH KD +25 -36(-38)
623PP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 10(14)10 35+15 land - 200x5,600 (1600) LH KD +29 -40

214K
Tatsumaki Senpu-kyaku
214K
SF6 Ken 214lk.png

SF6 Ken 214kk.png

214LK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2(6)3 14+18 land - 300,400 (700) LH KD +46(+38) -14
214MK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 2(13)2 11+20 land - 450x2 (900) LH KD +44(+32) -12
214HK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 2(13)2(13)2 14+17 land - 300x2,400 (1000) LH KD +36 (-38 cr) -12 (-42 cr)
214KK
Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 4(5)3(6)3(6)3(15)3 21+13 land - 300,200x3,800 (1700) LH KD +28 -61

j.214K
Aerial Tatsumaki Senpu-kyaku
j.214K
SF6 Ken 214lk.png

SF6 Ken 214kk.png

                  No results

No results No results No results

623K
Dragonlash Kick
623K
SF6 Ken 623lk.png

SF6 Ken 623kk.png

623LK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18(21) 6 4+17 land - 1000(950) LH +2 -4
623MK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
23(25) 5 5+20 land - 1100 LH +3(+4) -8(-7)
623HK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
28(30) 5 5+16 land - 1200 LH +3(+4) +1(+2)
623KK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(19) 2(7)6 3+21 land - 500,700 LH +1(+4) -9(-6)
  • All non-EX Versions on Punish Counter cause a ground bounce allowing for follow ups.
  • First 2 active frames of all Dragon Lash Kicks whiff on non-airborne opponents
  • 3rd active frame of all Dragon Lash Kicks whiff on crouching opponents increasing the advantage and allowing for Dragon Lash Loops

236K
Jinrai Kick
236K
SF6 Ken 236lk.png

SF6 Ken 236kk.png

236LK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 28 SA3 500 LH +1 -11
236MK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 24 SA3 600 LH +2 -7
236HK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 19 SA3 700 LH KD +42 -2
236KK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 25 SA2 SA3 600 LH -4 -7

236K>6LK
Kazekama Shin Kick
236K>6LK
SF6 Ken 236k 6lk.png

SF6 Ken 236kk 6lk.png

236K~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 19 SA3 500 L +3 -5
236KK~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 20 SA2 SA3 500 L +3 -5

236K>6MK
Gorai Axe Kick
236K>6MK
SF6 Ken 236k 6mk.png

SF6 Ken 236kk 6mk.png

236K~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 20 SA3 1000 H +3 -3
236KK~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 24 SA2 SA3 1000 H -3 -7

236K>6HK
Senka Snap Kick
236K>6HK
SF6 Ken 236k 6hk.png

SF6 Ken 236kk 6hk.png

236K~6HK
Senka Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 3 25 SA3 800 LH KD +33(+38) -3
236KK~6HK
Senka Snap Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 4 20 SA2 SA3 800 LH KD +37 -4

236KK>6LK>6K
Kasai Thrust Kick (LK)
236KK>6LK>6K
SF6 Ken 236kk 6lk 6k.png

236KK~6LK~6K
Kasai Thrust Kick (LK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 29 SA2 SA3 500(400) LH KD +31 -12

236KK>6MK>6K
Kasai Thrust Kick (MK)
236KK>6MK>6K
SF6 Ken 236kk 6mk 6k.png

236KK~6MK~6K
Kasai Thrust Kick (MK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 29 SA2 SA3 500(400) LH KD +34 -12

236KK>6HK>6K
Kasai Thrust Kick (HK)
236KK>6HK>6K
SF6 Ken 236kk 6hk 6k.png

236KK~6HK~6K
Kasai Thrust Kick (HK)
Startup Active Recovery Cancel Damage Guard On Hit On Block
15 3 37 SA2 SA3 500(400) LH KD +42 -20

KK
Quick Dash
KK
SF6 Ken kk.png

KK
Quick Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) - - - - - - -

KK>LK
Emergency Stop
KK>LK
SF6 Ken kk lk.png

KK~LK
Emergency Stop
Startup Active Recovery Cancel Damage Guard On Hit On Block
11~ - 16 - - - - -

KK>MK
Thunder Kick
KK>MK
SF6 Ken kk mk.png

KK~MK
Thunder Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+18 3 20 SA3 1000 H +3 -3
  • Cancels into Level 3

KK>HK
Forward Step Kick
KK>HK
SF6 Ken kk hk.png

KK~HK
Forward Step Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+10 4 20 SA 800 LH +3 -4
  • Cancels into all 3 Supers

KK>623P
Run > Shoryuken
KK>623P
SF6 Ken kk 623p.png

KK~623P
Run~Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+8 11 33+15 land SA3 500,450,250x3 (1700) LH KD +25 -35(-36)

KK>214K
Run > Tatsu
KK>214K
SF6 Ken kk 214k.png

KK~214K
Run~Tatsumaki Senpukyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+13 [2(2)3(2)]x4,2(5)3 3+17 land - 200x4,400 (1200) LH +3 -9
  • Can hit Cross Up (Leaves you -9 on hit)

KK>623K
Run > Dragonlash Kick
KK>623K
SF6 Ken kk 623k.png

KK~623K
Run~Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+9(20) 4(5)6 9+15 land - 500,700 LH +2(+4) -8(-6)

Super Arts

214214K
Dragonlash Flame
Level 1 Super Art
214214K
SF6 Ken 214214k.png

214214K
Dragonlash Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 41 - 2000 LH KD +35 -24
  • Switches sides with the opponent.

236236K
Shippu Jinrai-kyaku
Level 2 Super Art
236236K
SF6 Ken 236236k.png

236236K
Shippu Jinrai-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 2(10)3(10)3(12)3(11)2 32 - 2700 LH KD +36 -19
  • Ken's infamous SA3 from Third Strike, a flurry of 5 kicks followed up by a tatsumaki ender on hit.

236236P
Shinryu Reppa
Level 3 Super Art
236236P
SF6 Ken 236236p.png

SF6 Ken 236236p(ca).png
Critical Art adds 500 more damage and has +6 additional KD advantage

236236P
Shinryu Reppa
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3(1)6(16)13 30+15 land - 4000 (1800~2400) LH HKD +15 -30(-33)
236236P
Shinryu Reppa (CA)
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3(1)6(16)13 30+15 land - 4500 (2000~2600) LH HKD +21 -30(-33)
  • When used as an anti-air the non cinematic version does 2400 / 2600 (CA) damage.


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