Street Fighter 6/Ken

From SuperCombo Wiki


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
Miscellaneous Changes
  • 2L is 2LK but switches to 2LP if chained into
    • 2LP is unavailable outside of chains
  • Chin Buster (5MP~HP) is now the starter for M Auto Combo


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
Frame Data Glossary - SF6
Hitbox Images

🟥 (Red): Attack hitbox

  • Appears pink for Throw hitboxes

🟩 (Green): Vulnerable hurtbox that can be hit by strikes/projectiles

  • If a move's hitbox and hurtbox overlap, the colors blend to appear orange

🟦 (Blue): Vulnerable throw hurtbox

  • Will be thrown if Pink throw hitbox touches Blue throw hurtbox



Active

How many frames a move remains active (can hurt opponents) for. For projectiles with a maximum active period, a value may be listed in [brackets], but this number is not factored into the move's total frame count.

  • For multi-hit moves with no gaps between the active hitboxes, active frames are listed as X,Y (or sometimes X*Y)
  • For multi-hit moves with gaps between hits, active frames are listed as X(n)Y where n = the frame gap between hitboxes.



Cancel

Available options for canceling one move into another move.

  • "Chn": Chain cancel (Light normals; specific chain options listed in Description)
  • "TC": Target Combo
  • "Sp": Special move
  • "SA": Super Art (if a number is listed, refers only to that specific Super; SA3 = Lv.3 Super Art)
  • "Jmp": Jump cancel (usually on hit only, if applicable)
  • "SS": Serenity Stream (Chun-Li's stance)
    • If one hit of a multi-hit attack is cancelable, this can be indicated with (1st), (2nd), etc.
    • Occasionally, a move can be canceled only into a specific follow-up (e.g. Dee Jay [4]6P > 22PP); this can be indicated by listing the move input in the Cancel field, or with an asterisk that is explained in the move notes (Sp*)



Cancel Hitconfirm Windows

Hitconfirm reaction windows into Special Moves, Target Combos, and Super Arts.

  • Refers to the amount of time (in frames) you have to cancel one attack into another attack on reaction
    • e.g. most cancelable 2MKs have a 13 frame window to cancel into a Special/Super on reaction, making them nearly impossible to hitconfirm
  • Counts from the first frame the attack connects until the final cancelable frame
    • Visual effects like hitsparks and HP drain do not actually occur until frame 2; the first frame is still counted to keep the numbers consistent with previous games, and because it is technically possible to start reacting to the character's reeling animation on frame 1
  • If a Target Combo is cancelable into another attack, the hitconfirm window will include the entire sequence starting from the first hit
    • If there is a frame gap on block between hits of the TC, the hitconfirm window may also be included for just the followup hit
    • Some sequences like Ken's 5MP~HP TC may have a range of values listed (43f~47f). In this example, inputting 5MP~HP at its usual timing gives a 43f hitconfirm into a Special/Super. Delaying the chain into HP gives more total time for the final hitconfirm.



Damage

Attack damage on hit. Multi-hit moves may have the damage listed for individual hits as X,Y (or sometimes X*Y). Sometimes a move's damage changes depending on which active frame connects, or on cinematic vs. non-cinematic hits; in this case, multiple values may be listed, and it will be clarified in the move description.

Damage Scaling

Some moves cause additional damage scaling in combos. Refer to Game Data page for a more detailed breakdown.

Scaling Types:

  • Starter: When a move begins the combo, the next attack is scaled by X percent
    • e.g. Ryu 2MK (20% Starter) > Hadoken: Hadoken is at 80% damage scaling
  • Combo: When a move is comboed into, the next attack is scaled by X percent or X number of hits
    • e.g. Ryu 2HP > OD High Blade Kick (2-Hit Combo Scaling) > Shoryuken: Shoryuken is at 70% damage scaling (100% > 100% > [skip 80%] > 70%)
    • e.g. Cammy 5HP > OD Spiral Arrow (5% Combo Scaling) > Cannon Spike: Cannon Spike is at 75% damage scaling (100% > 100% > [80-5 = 75%])
  • Immediate: When a move is comboed into, this attack is scaled by X percent
    • e.g. Drive Impact Crumple (20% Starter) > Throw (20% Immediate): Throw is at 60% damage scaling
  • Multiplier: A damage scaling multiplier applies after Perfect Parry (50%) and mid-combo Drive Rush (15%). Any hits in the combo continue their usual damage scaling, but reduced by these amounts. These can bring the minimum scaling below the usual 10%, and they stack with each other; as a result, the minimum scaling can reach 4% using a long Drive Rush combo after Perfect Parry.
  • Minimum Scaling: The lowest damage scaling that can be applied to an attack. Super Art Level 1/2/3 generally has 30%/40%/50% minimum scaling respectively. This ensures the attack will still do reasonable damage even at the end of a heavily scaled combo.



Drive Rush Cancel Advantage

Refers to the frame advantage when canceling a normal, command normal, or Target Combo into Drive Rush on hit or block (abbreviated as DRC for Drive Rush Cancel). This is calculated at the moment a follow-up attack can be input, not at the moment the character can block or perform movement options. An attack that with DRC +8 on Hit can link into an 8-frame attack, and DRC +4 on Block can create a true blockstring into a 4-frame attack.

Note that any DRC on Block worse than +4 cannot form a true blockstring, allowing the opponent to interrupt with an invincible reversal. Most light normals are slightly negative after a DRC on block, meaning the opponent can mash their fastest normal to guarantee a counter-hit (though this requires fast reactions). The attacking character could punish this with Light > DRC into an immediate invincible attack, but this would be an incredibly expensive and high-risk gambit.

Forced Knockdown

Most airborne command normals, special moves, and Super Arts put the user in a "Forced Knockdown" state. While in this state, an air knockdown will occur when being hit by any attack, even if it would otherwise cause an air reset.

As an example, Ryu's 2HP causes an air reset when used as an anti-air. Against a move like Cammy's Hooligan Combination, however, the 2HP puts her into an air knockdown state. This allows Ryu to successfully cancel 2HP into Shoryuken for a juggle, similar to how a Drive Impact wall splat works. Taking advantage of Forced Knockdown juggles is important for dealing with moves like Ken's Dragonlash, Dhalsim's Air Teleport, or Kimberly's 6HK~Hop sequence.

Moves that already cause an air knockdown, like most j.MP air-to-airs, will not display the "Forced Knockdown" message.

Guard

Refers to the direction an attack must be blocked. L is for Low attacks (must be blocked crouching), H is for High attacks/overheads (must be blocked standing), LH is for attacks that can be blocked crouching or standing. T is for Throw attacks which cannot be blocked.

Juggles

When a character is put into an Air Knockdown state, it is often possible to follow up with a Juggle attack before they hit the ground. In the simplest terms, there are 2 main juggle states:

  • Free Juggle: any attack can juggle, causing an Air Reset or an Air Knockdown
  • Limited Juggle: only specific attacks with juggle potential may juggle



The following is a more detailed overview of the SF6 juggle system:

Juggle Count (JC): The status of the character being juggled. A high JC limits which attacks can work in juggles.

  • JC0: free juggle state - any attack that can hit an airborne opponent will work
  • JC1+: limited juggle state - juggle only works if the attack's Juggle Limit ≥ defender's Juggle Count

Juggle Start (JS): When starting a juggle, the opponent's JC will be set to this value. May be different vs. standing and airborne opponents.

  • Attack with Juggle Start value of 3 will put opponent at JC3, so only attacks with Juggle Limit value ≥ 3 can follow up

Juggle Increase (JI): When opponent is already in a juggle state, attacks will increase the opponent's JC by this amount.

  • Airborne opponent at JC1 followed by attack with Juggle Increase value of 3 will set opponent to JC4

Juggle Limit (JL): Property of an attack hitbox that determines whether it connects on a juggled opponent. The JL must be ≥ the opponent's JC to hit successfully.

  • An uppercut with a JL value of 5 will connect on an opponent at JC5 or below, but will whiff on JC6 opponent
  • Most normals have a JL value of 0, meaning they only work in Free Juggle (JC0) states
  • Some multi-hit attacks have different JL values on each hit, so a 3-hit move may only hit twice in juggles

An example to tie everything together:

  • An attack (JS3) launches opponent into the air (Opponent now at JC3)
  • Followed up with an attack (JI2/JL4); it connects, because JL4 ≥ JC3 (Opponent now at JC5)
  • Attempts to juggle again with same attack (JL4), but whiffs because JL4 < JC5 (Opponent hits the ground)

Drive Rush notes:

  • DR normals have a Juggle Start/Increase value of 0
  • DR normals have +3 added to their usual Juggle Limit



On Hit/Block

These are frame advantage values when the attack hits or is blocked. If the number is positive, then the move will recover before the defender can act again. If the number is negative, the defender will be able to act before the attacker and maybe even punish. KD refers to knockdown on hit, and the listed KD Advantage refers to how many frames the attacker can act before the defender finishes their wakeup animation.

  • Note that generally, there is an extra +2 hit advantage on Counterhits and +4 hit advantage on Punish Counters (exceptions are noted in the description).



Recovery

How many frames it takes for a move to finish after the active frames have finished. For projectiles, recovery is considered to begin after the first active frame.

  • Moves with different recovery values on hit/block/whiff may have multiple values listed like X(Y), with specific details listed in the description.



Startup

How many frames it takes before the move becomes 'active' or have a hit box. The last startup frame and the first active frame are the same frame, meaning all values are written as Startup + 1.

  • Moves with multiple relevant startup values may be listed as X(Y); for example, a move that hits airborne first before hitting grounded opponents, or a 2-hit move where the first hit whiffs at some ranges.



Normals

Standing Normals

5LP
Standing Light Punch
SF6 Classic.png 5LP
SF6 Modern.png 5L
SF6 Ken 5LP.png
SF6 Ken 5LP hitbox.png
Hitboxes Off
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5LP
Standing Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 3 7 Chn Sp SA 300 LH +4 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 13f
  • Drive Rush cancel advantage: +4 oH / -1 oB
  • Run~Stop cancel advantage: -14 oH / -19 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Ken's longest range 4f light. It cannot link to a medium like 2LP, though it gets similarly useful Counter-hit confirms. Due to its lower recovery, 5LP is the best light normal to use for safety against Drive Impact armor.

5LP can combo into 623HP, 236KK, or 236LK even from farther ranges. When used as a punish starter, Ken's most consistent enders are 2MK > 623HP or 5MK~MK~HK.

5MP
Standing Medium Punch
SF6 Classic.png 5MP
SF6 Modern.png A[M]
SF6 Ken 5mp.png
The Chin Buster
SF6 Ken 5mp hitbox.png
The Chin Buster
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5MP
Standing Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 4 14 Sp SA TC 600 LH +4 -2
  • Cancel Hitconfirm Window: 16f / 21f (TC)
  • Drive Rush cancel advantage: +12 oH / +6 oB
  • Run~Stop cancel advantage: -6 oH / -12 oB


A short ranged combo and pressure tool that can be confirmed directly into his 5MP~HP Target Combo. If you're not confident in that confirm, a close range 2LP can link to 5MP, making it much easier. 5MP can also link to 5LP at point blank, though the follow-ups are much more limited in damage.

This button is a great option out of Drive Rush, as it keeps Ken at close range and allows him to Throw or frame trap with another 5MP.

5HP
Standing Heavy Punch
SF6 Classic.png 5HP
SF6 Modern.png A[H]
SF6 Ken 5hp.png
SF6 Ken 5hp hitbox.png
Hitboxes Off
Hitboxes On

5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 17 Sp SA 800 LH +3 -2
  • Cancel Hitconfirm Window: 19f
  • Drive Rush cancel advantage: +15 oH / +10 oB
  • Run~Stop cancel advantage: -3 oH / -8 oB


A long-ranged cancelable poke that moves Ken forward, giving Ken great pressure, spacing traps, and whiff punish potential. The lenient cancel window allows players to hitconfirm a follow-up on reaction instead of wasting meter on a blocked cancel. With a whopping 5 active frames, 5HP can be up to +2 on a meaty connect (though this generally pushes you out of Throw range).

The forward movement and pushback largely cancel each other out on block, leaving Ken safe at a range that is frustrating for opponents to deal with when he repeatedly loops this button. Their fast normals can easily whiff, while longer ranged buttons can be counter-hit on startup if Ken chooses a different option.

5HP can combo into moves like Run~623P, Run~214K, 236MK, or 623KK. The last one is notable, as it becomes +4 against crouching opponents, allowing for a link into 2LP > 5MP~HP. On Counter-hit or after Drive Rush, it can combo to 236HK or 623MK; this allows for the same 623MK crouching extension. Unfortunately, 5HP cannot link from Ken's most common Drive Rush starter (2MK).

5LK
Standing Light Kick
SF6 Classic.png 5LK
SF6 Modern.png A[L]
SF6 Ken 5lk.png
SF6 Ken 5lk hitbox.png
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Hitboxes On

5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH 0 -2
  • Cancel Hitconfirm Window: 12f
    • DR cancel is delayed until after 2nd active frame
  • Drive Rush cancel advantage: +3 oH / +1 oB
  • Run~Stop cancel advantage: -14 oH / -16 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Great range for a light normal, making it a useful -5 punish option. Buffering a special move like HP Shoryuken or OD Tatsu just outside Ken's max 5LK range allows it to counterpoke into a knockdown. Unfortunately, it cannot combo when canceled to Drive Rush without a Counter-hit or Punish starter.

5MK
Standing Medium Kick
SF6 Classic.png 5MK
SF6 Modern.png 5M
SF6 Ken 5mk.png
SF6 Ken 5mk hitbox.png
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5MK
Standing Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 20 TC 600 LH +3 -5
  • Whiffs on crouching opponents at farther ranges
  • Front leg hurtbox is raised on frames 4-15 (can dodge some low attacks)
  • Cancel Hitconfirm Window: 19f (TC)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A strong advancing poke that can be confirmed into a knockdown with his 5MK~MK~HK Target Combo. It can link to 2MK as a Punish Counter, further increasing its use as a whiff punish. However, it is somewhat susceptible to Drive Impact in neutral.

With its 19f hitconfirm window, skilled players can confirm the Target Combo off a single hit. If this confirm is too difficult, it's best to space 5MK just outside the range where it would normally connect, so the TC will only come out if the opponent walks forward or sticks out an attack.

5HK
Standing Heavy Kick
SF6 Classic.png 5HK
SF6 Modern.png 5H
SF6 Ken 5hk.png
SF6 Ken 5hk hitbox.png
Hitboxes Off
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5HK
Standing Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 2 23(25) - 800 LH +1 -5
  • 2f extra recovery on whiff
  • Punish Counter: KD +56 Spin (limited juggle state); can juggle into DR~5HP at any range
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)


A slow, long-range roundhouse kick that moves Ken forward during startup. The button is highly committal; it's not cancelable, unsafe on block at closer ranges, has high whiff recovery, and is highly susceptible to Drive Impact. The main benefit of 5HK is its Punish Counter launching properties, as it allows Ken to follow up with a powerful Drive Rush juggle at nearly any range, making it a great whiff punish tool. It's also an excellent harassment tool against opponents in Burnout, creating easy spacing traps on block.


Crouching Normals

2LP
Crouching Light Punch
SF6 Classic.png 2LP
SF6 Modern.png 2L~L
SF6 Ken 2lp.png
SF6 Ken 2lp hitbox.png
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2LP
Crouching Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
4 2 9 Chn Sp SA 300 LH +5 -1
  • Chains into 5LP/2LP/2LK
  • Cancel Hitconfirm Window: 12f
    • DR cancel is delayed until after 1st recovery frame
  • Drive Rush cancel advantage: +4 oH / -2 oB
  • Run~Stop cancel advantage: -12 oH / -18 oB
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


From close range, 2LP links naturally into 5MP~HP Target Combo, giving Ken above average damage from a light starter. It can link to 5LK even at max range where nothing else is possible. On Counter-hit, 2LP links to 2MP (damage) or 2MK (max-range consistency). All of Ken's chained jabs create a natural frame trap on block, making it a useful pressure option.

There are a couple areas where 2LP is weaker than 5LP, however. It chains more slowly, making it more susceptible to Drive Impact when attempting to break the armor with a 3-hit chain. It also has less range than 5LP, making it a worse punish against -4 attacks. In general, though, 2LP is Ken's light normal of choice.

2MP
Crouching Medium Punch
SF6 Classic.png 2MP
SF6 Modern.png --
SF6 Ken 2mp.png
SF6 Ken 2mp hitbox.png
Hitboxes Off
Hitboxes On

2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 Sp SA 700 LH +3 0
  • Cancel Hitconfirm Window: 15f
  • Drive Rush cancel advantage: +10 oH / +7 oB
  • Run~Stop cancel advantage: -8 oH / -11 oB


While it is a solid pressure button, 2MP cannot link into anything without meaty timing, Drive Rush, or Counter-hit/Punish Counter. At 0 on block, Ken cannot force a frame trap without potentially trading light normals. This can actually be beneficial if the opponent is low on health or Ken has a large life lead. After Drive Rush it becomes +4 on block, making it an above-average starter on block. The low whiff recovery gives it some utility as a low-commitment counterpoke in neutral, but the hitbox does not always properly hit an opponent's whiff recovery.

2HP
Crouching Heavy Punch
SF6 Classic.png 2HP
SF6 Modern.png 2H
SF6 Ken 2hp.png
SF6 Ken 2hp hitbox.png
Hitboxes Off
Hitboxes On

2HP
Crouching Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 4 24 Sp SA 800 LH +3 -10
  • Forces Stand
  • Cannot hit cross-up; only the first 2 active frames are cancelable
  • Cancel Hitconfirm Window: 16f
  • Drive Rush cancel advantage: +21 oH / +8 oB
  • Run~Stop cancel advantage: +3 oH / -10 oB


A decent anti-air and combo tool that moves Ken forward slightly. If the early frames connect, Ken can cancel into Run~Stop, though this doesn't often work in anti-air situations.

In general, this is the preferred button to combo into from Drive Rush unless you want to keep the opponent crouching. 2HP is the only button that can combo into 236HK without Drive Rush or Counter-hit, which is especially useful in corner combos. DR~2HP > Run~Stop allows a link to 5MP or 2LP, which is a nice grounded extension that doesn't require excessive meter use; just make sure to let go of crouch before inputting the Run cancel.

2LK
Crouching Light Kick
SF6 Classic.png 2LK
SF6 Modern.png 2L
SF6 Ken 2lk.png
SF6 Ken 2lk hitbox.png
Hitboxes Off
Hitboxes On

2LK
Crouching Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 10 Chn 200 L +1 -3
  • Chains into 5LP/2LP/2LK
  • Applies 10% damage scaling to next hit when beginning a combo (100/90/80...)


Ken's main low combo starter that can begin a 3-hit light confirm. Can link into 5MP when used out of Drive Rush for a quick low confirm.

2MK
Crouching Medium Kick
SF6 Classic.png 2MK
SF6 Modern.png 2M
SF6 Ken 2mk.png
SF6 Ken 2mk hitbox.png
Hitboxes Off
Hitboxes On

2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 Sp SA 500 L -2 -6
  • Cancel Hitconfirm Window: 13f
    • DR cancel is delayed until after active frames
  • Drive Rush cancel advantage: +8 oH / +4 oB
  • Run~Stop cancel advantage: -8 oH / -12 oB
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


A perfectly average Shoto-style 7f low forward in terms of range and frame data, but it ends up being an exceptional button because of Ken's strong offensive cancel options. The unreactable cancel window matters less for Ken, as he can easily cancel into Medium Jinrai Kicks on block; this is relatively safe, with fast invincible OD moves and Supers being the only consistent punish. This gives Ken the ability to loop his offense from a safe range without spending resources.

Canceling into Drive Rush allows a link into 2HP for good damage; from here, the optimal route is usually Run~Stop into 2LP > 5MP~HP, though you can get decent damage with a lower execution combo route. A link to 5HP would give Ken a high damage crouching 623MK route, but this only links on Counter-hit or Punish Counter. On block, only 5LP/2LP form a true blockstring, but you can frame trap the opponent's delayed throw/button with 5HP or delayed 5MP.

Counter-hit 2LP can link into 2MK at max range, making it more consistent than 2MP after light chains. Ken does not get any follow-up links or block pressure from DR~2MK, though it can be a useful way to start an approach if you have extra meter to spend.

2HK
Crouching Heavy Kick
SF6 Classic.png 2HK
SF6 Modern.png 3H
SF6 Ken 2hk.png
SF6 Ken 2hk hitbox.png
Hitboxes Off
Hitboxes On

2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24(27) - 900 L HKD +31 -10
  • Counter-hit/Punish Counter: HKD +47
  • On block, plays out a fixed 27f recovery (cannot be made safer with meaty timing)
  • Has juggle potential; not a Hard Knockdown when juggled into


Just like 2MK, Ken's 2HK is a faster but shorter ranged version of Ryu's sweep. At -10, it's also one of the safer sweeps in the game when well spaced; at max range, even the longest-ranged 2MKs can fail to reach for a punish, letting Ken set up a spacing trap into his own 2MK. Its juggle potential allows it to combo after Air Tatsu, j.MP air-to-air, or corner 5MP~HP > OD Hadoken.


Jumping Normals

j.LP
Jumping Light Punch
SF6 Classic.png j.LP
SF6 Modern.png --
SF6 Ken jlp.png
SF6 Ken jlp hitbox.png
Hitboxes Off
Hitboxes On

j.LP
Jumping Light Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 7 3 land - 300 H - -

A quick air-to-air that hits above Ken, useful against close jumps if you're not confident in your cross-cut Shoryuken input.

j.MP
Jumping Medium Punch
SF6 Classic.png j.MP
SF6 Modern.png --
SF6 Ken jmp.png
SF6 Ken jmp hitbox.png
Hitboxes Off
Hitboxes On

j.MP
Jumping Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land Sp 700 H - -
  • Puts airborne opponents into limited juggle state
  • Cancelable into into Air Tatsu (may not hit based on opponent spacing)
  • Shifts Ken's hurtbox upward during startup


Ken's best air-to-air due to its knockdown property. The cancel into Air Tatsu can be delayed significantly, affecting how it connects in air juggles.

j.HP
Jumping Heavy Punch
SF6 Classic.png j.HP
SF6 Modern.png j.H
SF6 Ken jhp.png
SF6 Ken jhp hitbox.png
Hitboxes Off
Hitboxes On

j.HP
Jumping Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
9 6 3 land - 800 H - -
  • Spike knockdown on Counter-hit/Punish Counter vs. airborne opponents


Hits extremely deep, making it a strong close range jump-in. Often used in strike/throw situations from a neutral jump, especially against characters with no invincible uppercut specials; some characters have great difficulty anti-airing without trading hits at this range.

j.LK
Jumping Light Kick
SF6 Classic.png j.LK
SF6 Modern.png j.L
SF6 Ken jlk.png
SF6 Ken jlk hitbox.png
Hitboxes Off
Hitboxes On

j.LK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 6 3 land - 300 H - -
  • Can hit Cross-up


The backwards hitbox is slightly wider than j.MK, but the combo options are much more limited after Ken lands. Due to its low hitstun/blockstun, Ken can land into an immediate throw/strike mixup while the opponent is expecting a stronger air normal.

j.MK
Jumping Medium Kick
SF6 Classic.png j.MK
SF6 Modern.png j.M
SF6 Ken jmk.png
SF6 Ken jmk hitbox.png
Hitboxes Off
Hitboxes On

j.mK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Can hit Cross-up
  • Shifts Ken's hurtbox upward during startup


The better of Ken's cross-up buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo follow-ups.

j.HK
Jumping Heavy Kick
SF6 Classic.png j.HK
SF6 Modern.png --
SF6 Ken jhk.png
SF6 Ken jhk hitbox.png
Hitboxes Off
Hitboxes On

7HK or 9HK
Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 7 3 land - 800 H - -

Good horizontal range and a strong hitbox, making it a threat at mid/long range especially when mixed with empty jump and Air Tatsu.

8j.HK
Neutral Jumping Heavy Kick
SF6 Classic.png 8j.HK
SF6 Modern.png --
SF6 Ken 8jhk.png
SF6 Ken 8jhk hitbox.png
Hitboxes Off
Hitboxes On

8HK
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 900 H - -
  • Shifts Ken's hurtbox upward during startup


Ken's highest damage jumping attack. The hitbox doesn't reach far downward like diagonal j.HK, but it's relatively fast making it useful as an air-to-air. Must be timed very late to hit a grounded opponent next to Ken.


Command Normals

Ken has no Command Normals.

Target Combos

5MP~HP
Chin Buster
SF6 Classic.png 5MP~HP
SF6 Modern.png A[M~M]
SF6 Ken 5mp hp.png
SF6 Ken 5mp hp hitbox.png
Hitboxes Off
Hitboxes On

5MP~HP
Chin Buster
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 3 27 Sp SA 400 LH KD +28 -14
  • Puts opponent into limited juggle state
  • Cancel Hitconfirm Window: 17f (single hit) / 43-47f (full TC)
  • Drive Rush cancel advantage: KD +48 oH / +6 oB
  • Run~Stop cancel advantage: KD +30 oH / -12 oB
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)


Very useful Target Combo for hitconfirms, as it has a long cancel window and even links from 2LP. The juggle state has some added benefits, like allowing OD Hadoken to connect high for a corner juggle, giving a ground bounce to OD Dragonlash, and allowing all Run special moves to fully connect. If Ken slightly delays the target combo on block, it can frame trap opponents attempting to take back their turn after 5MP; the maximum blockstring gap is 4f.

5MK~MK~HK
Triple Flash Kicks
SF6 Classic.png 5MK~MK~HK
SF6 Modern.png 5M~M~M
SF6 Ken 5mk mk.png

SF6 Ken 5mk mk hk.png
SF6 Ken 5mk mk hitbox.png

SF6 Ken 5mk mk hk hitbox.png
Hitboxes Off
Hitboxes On

5MK~MK
Triple Flash Kicks 1
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2 27 TC 400(320) LH KD +28 -12
  • () refers to scaled damage from 5MK combo starter
  • True blockstring from 5MK even at max delay
  • Cancel Hitconfirm Window: 46f (TC)
5MK~MK~HK
Triple Flash Kicks 2
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 3 28 - 700(490) LH KD +32(30) -11(-32)
  • () refers to scaled damage from 5MK~MK combo starter
  • Last hit whiffs on crouching opponents (much more unsafe)
  • 2f blockstring gap before final hit
  • 2f worse KD Advantage if only the final hit connects


Ken's forward-moving 5MK can be confirmed into this strong Target Combo, making it a useful poke and counter-poke. The hits do not chain quickly enough to break Drive Impact armor, so be wary of overusing this string. It is possible to directly hitconfirm 5MK into the TC with some practice, but the move still has utility even outside of hitconfirms; simply buffering 5MK~MK in neutral is an effective counterpoking strategy against longer-range buttons.

If the first 2 hits are blocked, the final HK follow-up can frame trap the opponent's attempted punish. However, the opponent can avoid this by simply punishing with a crouching normal, since it whiffs on crouchers. Since the second 5MK knocks the opponent airborne, there is no need to worry about HK whiffing on a crouching opponent on hit.


Throws

Forward Throw (LPLK)
Forward Throw
SF6 Classic.png LPLK
SF6 Modern.png LM
SF6 Ken lplk.png
SF6 Ken lplk hitbox.png
Hitboxes Off
Hitboxes On

LPLK
Knee Strikes
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -
  • Punish Counter: HKD +24
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Ken can walk forward for a manually timed corner throw loop, with 3 frames of leniency on the timing against standard sized characters. He is only +1 after a Forward Dash, so attempting to throw loop would lose to reversal 4f normals. Dashing would still allow him to use a meaty light normal, but this is much weaker against delayed throw tech.

Midscreen, Ken can chase the opponent's Back Rise with Drive Rush to continue his pressure, while still being able to block wakeup reversals. In particular, DR~5HP hits on the opponent's first wakeup frame, giving him a powerful combo on hit or a frame trap on block. While he can't quite get into throw range directly off the Drive Rush, the threat of his other options makes it easy to sneak in a throw anyway.

Back Throw (4LPLK)
Back Throw
SF6 Classic.png 4LPLK
SF6 Modern.png 4LM
SF6 Ken 4lplk.png
You're going to the corner
SF6 Ken lplk hitbox.png
You're going to the corner
Hitboxes Off
Hitboxes On

4LPLK
Hell Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +6 -
  • Side switch
  • Punish Counter: HKD +6
  • Applies 20% immediate damage scaling when comboed into (e.g. after Crumple)


Ken's Back Throw gives great corner carry after the side switch, but does not allow any real follow-up oki. One of many tools that allows Ken to dictate screen position regardless of where he started.


Drive System

Drive Impact (HPHK)
Drive Impact
SF6 Classic.png HPHK
SF6 Modern.png DI
SF6 Ken hphk.png
SF6 Ken hphk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Armor (2-hit): 1-27f
  • Applies 20% damage scaling to next hit when beginning a combo (including Wall Splat on block)
  • Combos when canceled from 2HP or Punish Counter 5HP (no corner wallsplat)
    • Useful for draining opponent's Drive gauge, especially after Perfect Parry

See Drive Impact on the Gauges page for more details.

When canceled from a normal, these are the important blockstring gaps; a gap of N will trade with an N-frame startup attack; [] = Burnout

  • 5HP: 7[3]
  • 2HP: 9[5]
  • 2MP: 10[6]
  • 5MP, 2MK: 11[7]
  • 5MP~HP: 12[8]
  • Note: A gap ≥ 6f can be thrown, and a gap ≥ 9f can be jumped out of by most characters

Against the following characters in Burnout:

  • JP (22K), frame 3 counter
  • Marisa (214K), frame 3 armor
  • Zangief (5[HP]), frame 4 armor

It's important to use a blockstring that cannot be absorbed by their armor/counter moves. Ideally, the string should also not be a true combo, or it will cause a Lock and prevent Stun. Note that if the opponent mashes buttons on wakeup, the counter-hit will cause DI to Lock.

  • 5HP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2HP > DI: 1f blockstring gap prevents opponent from absorbing the hit
  • DR~2MP > DI: 2f blockstring gap prevents opponent from absorbing the hit
  • DR~5MP > DI: 3f blockstring gap will work vs. Zangief 5[HP]
  • DR~2MK > DI: 3f blockstring gap will work vs. Zangief 5[HP]

Drive Reversal (6HPHK)
Drive Reversal
SF6 Classic.png 6HPHK
SF6 Modern.png 6DI
(in blockstun)
SF6 Ken 6hphk.png
SF6 Ken 6hphk hitbox.png
Hitboxes Off
Hitboxes On

6HPHK
Lightning Crack
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8
  • Full Invuln: 1-22f; Armor Break
  • 5f extra recovery on hit

See Drive Reversal on the Gauges page for more details.

Drive Parry (MPMK)
Drive Parry
SF6 Classic.png MPMK
SF6 Modern.png DP
SF6 Ken mpmk.png
SF6 Ken mpmk hitbox.png
Hitboxes Off
Hitboxes On

MPMK
Drive Parry
Startup Active Recovery Cancel Damage Guard On Hit On Block
1 8 or until released 29(1)(11) - - - - -

See Drive Parry on the Gauges page for more details.

  • Perfect Parry:
    • Applies a 50% damage scaling multiplier to any punish afterwards
    • vs. strikes, has only 1f recovery and prevents the opponent from canceling their attack
    • vs. projectiles, puts you into a fixed 11f recovery

Drive Rush (66)
Drive Rush
SF6 Classic.pngSF6 Modern.png 66
SF6 Ken 66.png
SF6 Ken 66 hitbox.png
Hitboxes Off
Hitboxes On

66
Drive Rush
Startup Active Recovery Cancel Damage Guard On Hit On Block
9(11) 38(39) 24(23) - - - - -
  • Applies 15% damage scaling multiplier to any follow-up hits when used mid-combo
    • Only applies scaling once per combo; does not apply when an enhanced Drive Rush attack starts the combo

See Drive Rush on the Gauges page for more details. Frame data shown in (parentheses) refers to Parry Drive Rush.

  • Distance:
    • 0.745 (min, cancel into immediate Throw)
    • 2.449 (min, earliest blocking/movement frame)
    • 3.590 (max, final DR frame)
  • See Strategy page for Blockstring Gaps and Combo Routes


Special Moves

Hadoken (236P)
Hadoken
SF6 Classic.png 236P
SF6 Modern.png 5S (H)
SF6 Ken 236lp.png

SF6 Ken 236pp.png
SF6 Ken 236lp hitbox.png

SF6 Ken 236pp hitbox.png
Hitboxes Off
Hitboxes On

236LP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 33 SA3 600 LH -1 -7
  • Slow 1-hit projectile; Projectile Speed: 0.06
  • Cancel Hitconfirm Window: 17f (Super)
236MP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
  • Medium-speed 1-hit projectile; Projectile Speed: 0.07
  • Cancel Hitconfirm Window: 11f (Super)
236HP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 37 SA3 600 LH -5 -11
  • Fast 1-hit projectile; Projectile Speed: 0.08
  • Cancel Hitconfirm Window: 10f (Super)
236PP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 28 SA2 SA3 400x2 LH +2 -2
  • Fast 2-hit OD projectile; Projectile Speed: 0.095
  • Cancel Hitconfirm Window: 10f (Super)


The standard Shoto projectile. As a pure zoning tool it's a bit worse than Ryu's fireball due to longer recovery and worse hit/block advantage. When combined with Ken's amazing Drive Rush, however, it's one of the better projectiles in the game; a properly spaced LP Hadoken followed by Drive Rush is an inexpensive way to close the gap. LP Hadoken can also be timed meaty on the opponent's wakeup to prevent reversal Level 1 Supers, giving Ken a near risk-free pressure tool against opponents in Burnout.

OD Hadoken has recovery similar to a Sonic Boom and doesn't knock down, making it even better at converting into Drive Rush extensions. The OD priority of the fireball causes it to land as a Punish Counter during a projectile war, increasing Ken's frame advantage even further. In the corner, it can be used after 5MP~HP Target Combo for safety on block or a juggle follow-up on hit.

Shoryuken (623P)
Shoryuken
SF6 Classic.png 623P
SF6 Modern.png 623X or 6S (M)
SF6 Ken 623lp.png

SF6 Ken 623pp.png
SF6 Ken 623lp hitbox.png

SF6 Ken 623pp hitbox.png
SF6 Ken 623pp hitbox2.png
Hitboxes Off
Hitboxes On

623LP
Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 10 21+12 land SA3 1100(800) LH KD +33 -23
  • Anti-Air Invuln: 1-14f; Airborne 7-35f (Forced Knockdown state)
  • Reduced damage on active frames 3-10 (high connect anti-air)
  • Cancel Hitconfirm Window: 18f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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
  • Anti-Air Invuln: 1-8f; Airborne 8-43f (Forced Knockdown state)
  • Cancel Hitconfirm Window: 18f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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)
  • Anti-Air Invuln: 1-9f; Projectile Invuln: 5-11f; Airborne 9-51f (Forced Knockdown state)
  • 3rd hit whiffs vs. crouch block
  • Cancel Hitconfirm Window: 14f (Super)
  • Applies 20% damage scaling to next hit when beginning a combo (Shoryuken > SA3 starter: 30% total scaling)
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
  • Full Invuln: 1-10f; Airborne 9-24f, 33-74f (Forced Knockdown state)
  • Ken's primary reversal option; all hits form a true blockstring


A great anti-air special, with higher strengths gaining additional range at the cost of startup speed. As an anti-air, the LP version is the strongest overall; it has the most air invincibility, and on a high connect it will deal more damage than the other versions. OD Shoryuken has a lot of invincibility and good range for blowing through the opponent's offense. All versions have some utility in juggles, but there are some scenarios where either OD Shoryuken or the later hits of HP Shoryuken are required due to their higher juggle potential.

Meterless Shoryuken can be canceled into SA3 for increased anti-air damage. However, this comes with a much higher damage scaling penalty; it actually does less damage than a raw anti-air SA3. If canceled in the middle of a combo, the usual damage scaling rules apply. If canceling to Super, it's important to time the Shoryuken as late as possible to ensure the full cinematic hit occurs. If you get the non-cinematic juggle version, you can follow up with 623HP midscreen or 623LP > 623MP in the corner to mitigate some of the lost cinematic damage. If the first hit of SA3 whiffs entirely, the double corner juggle may not work, so stick with 623HP in this case.

Tatsumaki Senpu-kyaku (214K)
Tatsumaki Senpu-kyaku
SF6 Classic.png 214K
SF6 Modern.png 214X
SF6 Ken 214lk.png

SF6 Ken 214kk.png
SF6 Ken 214lk hitbox.png

SF6 Ken 214kk hitbox.png
Hitboxes Off
Hitboxes On

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 - 300,200x3,600 (1500) LH KD +28 -61


Ken's Tatsus are primarily used for corner carry while maintaining oki. 214LK is excellent from close range confirms, juggling into 623LP/MP, although it's usually omitted in favor of linking into chin buster. If the first hit whiffs (or if 214LK is juggled from 5MP~HP), no juggle is possible. 214HK has great corner carry, but only the first hit connects on crouching opponents, making it punishable on hit without a standing confirm. 214MK is the most consistent ender, providing excellent knockdown advantage. 214KK has surprisingly far range and high juggle potential, and can even be used on its own for whiff punishing. Although risky, it's one of his best options for punishing back jumps.

Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
SF6 Classic.png j.214K
SF6 Modern.png j.214X or j.S
SF6 Ken 214lk.png

SF6 Ken 214kk.png
SF6 Ken j214lk hitbox.png
Hitboxes Off
Hitboxes On

j.214K
Aerial Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(5)2(6)2 14 land - 900 LH KD +42(+46) -4(0)
  • Forced Knockdown state until landing; can hit cross-up
  • Puts opponents into limited juggle state on hit
  • Ken is in a crouching state from 4th recovery frame onward
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
j.214KK
Aerial Tatsumaki Senpu-kyaku
Startup Active Recovery Cancel Damage Guard On Hit On Block
11 2(1)2(2)2(2)2(3)2 14(21) land - 900(700) each LH +5 (+10) Front
0 (+5) Back
-5(0)
  • Forced Knockdown state until landing; can hit cross-up
    • Cross-up deals 5f less hitstun and 200 less damage
  • Can hit twice vs. airborne opponents
  • 7f extra landing recovery on whiff; Ken is in a crouching state from 4th recovery frame onward
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)


Air Tatsu is great for altering Ken's jump timing and making it harder for the opponent to anti-air. It can only be done from a forward jump, even when canceled from j.MP. The button strength does not affect the trajectory of the move. The meterless version can start a juggle whether it hits same-side or cross-up.

OD Air Tatsu has a much better air trajectory and keeps the opponent grounded, but the frame advantage varies significantly depending on how it connects. The cross-up version is much harder to combo after due to the reduced hitstun. If used very early in Ken's forward jump, it travels a long horizontal distance, potentially allowing Ken to escape the corner. However, his increased landing recovery makes it harder to avoid punishment if the opponent whiffs a relatively fast anti-air.

Dragonlash Kick (623K)
Dragonlash Kick
SF6 Classic.png 623K
SF6 Modern.png 4S (H)
SF6 Ken 623lk.png
HK version is plus.

SF6 Ken 623kk.png
NOT an overhead.
SF6 Ken 623lk hitbox.png

SF6 Ken 623kk hitbox.png
OD version
Hitboxes Off
Hitboxes On

623LK
Dragonlash Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18(21) 6 4+17 land - 1000(950) LH +2 -4
  • Airborne 9-27f (Forced Knockdown state)
  • First 3 active frames only hit airborne for Spike knockdown (OTG bounce on Punish Counter)
  • Applies 30% damage scaling to next hit when beginning a combo (100/70/60...)
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)
  • Airborne 14-32f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spike knockdown (OTG bounce on Punish Counter)
  • Applies 30% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to next hit)
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)
  • Airborne 19-37f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spike knockdown (OTG bounce on Punish Counter)
  • Applies 30% damage scaling to next hit when beginning a combo; counts as 3 hits for damage scaling when comboed into (applies to next hit)
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)
  • Airborne 10-26f (Forced Knockdown state)
  • Active frames 2(7)1 only hit airborne opponents; causes OTG bounce and side switch in juggles
  • In juggles, both hits count for damage scaling; applies an extra 5% damage scaling to next attack when comboed into


Ken hops into the air before swinging his leg downward. The hitbox starts high, only hitting airborne opponents; this causes a spike knockdown when it connects. With the exception of the LK version, Dragonlash takes longer to hit crouching characters, but gives better frame advantage. The MK, HK, and OD versions all become +4 on hit against crouching opponents, allowing a link into 2LP > 5MP~HP. 623KK can combo directly from 5HP, or from Punish Counter 2MK/2MP/5MP. 623MK can combo from Counter-hit or Drive Rush 5HP, making them reasonably practical as long as 2HP (force stand) isn't used.

623HK is a strong approach tool due to its advantage on block, but is also slow enough to punish with Drive Impact on reaction. If the opponent attempts a late Drive Impact (within the final 4f against a crouching opponent), Ken can land safely and counter it.

623KK can be used in juggles for a ground bounce and side switch, although the run-enhanced version is usually a preferable follow-up to 5MP~HP, the most common juggle starter. The side switch makes it especially useful for regaining screen control after being cornered. Both hits of 623KK apply damage scaling in juggles.

Jinrai Kick (236K)
Jinrai Kick
SF6 Classic.png 236K
SF6 Modern.png 236X or 2S (M)
SF6 Ken 236lk.png

SF6 Ken 236kk.png
Get into the blender
SF6 Ken 236lk hitbox.png
Hitboxes Off
Hitboxes On

236LK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 28 SA3 500 LH +1 -11
  • Follow-up can be delayed up to 3f
  • Cancel Hitconfirm Window: 14f (Super), 34f (6K follow-up)
    • 6HK follow-up will not combo if canceled on last possible frame
236MK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 3 24 SA3 600 LH +2 -7
  • Follow-up can be delayed up to 2f
  • Cancel Hitconfirm Window: 14f (Super), 29f (6K follow-up)
236HK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
25 3 19 SA3 700 LH KD +42 -2
  • Puts opponent into limited juggle state
  • Follow-up can be delayed up to 5f
  • Cancel Hitconfirm Window: 14f (Super), 27f (6K follow-up)
236KK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 25 SA2 SA3 600 LH -4 -7
  • Follow-up can be delayed up to 6f
  • Cancel Hitconfirm Window: 17f (Super), 25f (6K follow-up)


Jinrai is a spinning roundhouse kick reminiscent of ST Ken's "Crazy Kicks". Higher strengths become progressively safer on block with longer range, but also slower, which affect Ken's combo routes. It functions similarly to a Rekka, with different follow-ups for 6LK, 6MK, and 6HK. Delaying these follow-ups can affect the frame gap between hits, allowing for frame traps or juggles that wouldn't otherwise work. To frame trap into the 6LK low follow-up, starting with 236MK is most effective. OD Jinrai combines the benefits of fast startup and long range, allowing it to combo more consistently. It also allows an extra follow-up that changes slightly depending on which of the 6LK/6MK/6HK follow-ups were used.

Jinrai Loops: On certain corner Jinrai juggles, delaying the 6LK follow-up as late as possible will be knock the opponent high into the air. It can then be followed by another Jinrai~6LK, then finishing with HP Shoryuken, OD Tatsu, or any Super. Common examples are:

  • 236HK~delay 6LK, 236LK~6LK, (ender) - 2f window on 6LK
  • 236HK~delay 6LK, 236KK~6HK, 236LK~6LK, (ender) - 2f window on 6LK
  • 5MP~HP xx 236LK~delay 6LK, 623KK, (ender) - 2f window on 6LK
  • 5MP~HP xx 236LK~delay 6LK, 236LK~6LK, (ender) - 1f window on 6LK, must be 2nd to last possible frame

Kazekama Shin Kick (236K~6LK)
Kazekama Shin Kick
SF6 Classic.png 236K~6LK
SF6 Modern.png 236X~6L or 2S~4S
SF6 Ken 236k 6lk.png

SF6 Ken 236kk 6lk.png
SF6 Ken 236k 6lk hitbox.png
Hitboxes Off
Hitboxes On

236K~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 19 SA3 500 L +3 -5
  • Cancel Hitconfirm Window: 15f (Super - single hit only)
    • Full sequence: 50-53f (236LK~6LK), 46-48f (236MK~6LK)
  • Applies 20% damage scaling to next hit when beginning a combo; applies an extra 5% damage scaling to next attack when comboed into
236KK~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 20 SA2 SA3 500 L +3 -5
  • Cancel Hitconfirm Window: 14f (Super - single hit only)
    • Full sequence: 37-43f (236KK~6LK)


A low follow-up that can be input on hit, block, or whiff. Slightly punishable, but depending on the spacing the opponent may have a hard time reaching Ken. 236MK is the best starter for frame trapping on block; the 6LK follow-up creates a small frame gap and can link into 5LP or 5LK on Counter-hit. Ken also recovers fast enough to counter a Drive Impact when starting with 236MK or 236HK. 236KK cannot frame trap into 6LK even when delayed, but it's great for combo consistency.

236K~6LK is important for Jinrai Loops; see the description of Jinrai Kick for more details.

Blockstring Gaps: (longer gap if follow-up is delayed)

  • 236LK~6LK: 6-9f
  • 236MK~6LK: 2-4f
  • 236HK~6LK: 0-2f
  • 236KK~6LK: No Gap

Gorai Axe Kick (236K~6MK)
Gorai Axe Kick
SF6 Classic.png 236K~6MK
SF6 Modern.png 236X~6M or 2S~2S
SF6 Ken 236k 6mk.png

SF6 Ken 236kk 6mk.png
SF6 Ken 236k 6mk hitbox.png

SF6 Ken 236kk 6mk hitbox.png
Hitboxes Off
Hitboxes On

236K~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
18 3 20 SA3 1000 H +3 -3
  • Long interruptible gap on hit/block (even during Burnout)
  • Cancel Hitconfirm Window: 16f (Super - single hit only)
236KK~6MK
Gorai Axe Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
17 3 24 SA2 SA3 1000 H -3 -7
  • Useful for setting up 4f trade combos, or a true blockstring into Overhead against burned out opponents
  • Causes OTG Bounce vs. airborne opponents (like after MP~HP Target Combo)
  • Cancel Hitconfirm Window: 16f (Super - single hit only)
  • Applies 20% damage scaling to next hit when beginning a combo (100/80/70...)


An overhead follow-up that can be input on hit, block, or whiff. Unfortunately it is fairly reactable since it is telegraphed by the initial Jinrai Kick, and opponents can simply switch from crouch to stand block to cover the high/low mixup. The overhead kick does not combo on grounded hits, so there is always some risk that the opponent could Drive Impact or Perfect Parry.

Hit/Blockstring Gaps: (longer gap if follow-up is delayed)

  • 236LK~6MK: 6-9f Hit, 18-21f Block
  • 236MK~6MK: 5-7f Hit, 14-16f Block
  • 236HK~6MK: (KD Hit), 9-14f Block
  • 236KK~6MK: 1-7f Hit, 4-10f Block

Senka Snap Kick (236K~6HK)
Senka Snap Kick
SF6 Classic.png 236K~6HK
SF6 Modern.png 236X~6H or 2S~5S or 2S~6S
SF6 Ken 236k 6hk.png

SF6 Ken 236kk 6hk.png
SF6 Ken 236k 6hk hitbox.png
Hitboxes Off
Hitboxes On

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
  • Whiffs on crouching opponents on hit/block (except after 236HK launching hit)
    • Frame disadvantage: 236LK -23/-35; 236MK -22/-31; 236HK KD/-26
  • Cancel Hitconfirm Window: 19f (Super - single hit only)
    • Full sequence: 56-60f (236LK~6HK), 52-56f (236MK~6HK), 47-54f (236HK~6HK)
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
  • Whiffs on crouching opponents
  • True blockstring vs. standing opponents (up to 3f gap if delayed)
  • Cancel Hitconfirm Window: 22f (Super - single hit only)
    • Full sequence: 47-55f (236KK~6HK)


A knockdown follow-up that can be input on hit, block, or whiff. Outside of Jinrai Loops, this is the best ender for damage and positioning if you confirm the opponent is standing; you can also force them to stand by comboing from 2HP. If you start with HK Jinrai, the opponent will be launched high enough to juggle after 6HK; otherwise, only a Super cancel will connect in juggles.

Blockstring Gaps: (Stand block only; longer gap if follow-up is delayed)

  • 236LK~6HK: 8-13f
  • 236MK~6HK: 4-8f
  • 236HK~6HK: 0-6f
  • 236KK~6HK: 0-3f

Kasai Thrust Kick (236KK~6K~6K)
Kasai Thrust Kick
SF6 Classic.png 236KK~6K~6K
SF6 Modern.png 236XX~6X~6X or A[2S]~S~S
SF6 Ken 236kk 6lk 6k.png
LK / L Follow-up

SF6 Ken 236kk 6mk 6k.png
MK / M Follow-up

SF6 Ken 236kk 6hk 6k.png
HK / H Follow-up
SF6 Ken 236kk 6lk 6k hitbox.png
LK Follow-up

SF6 Ken 236kk 6mk 6k hitbox.png
MK Follow-up

SF6 Ken 236kk 6hk 6k hitbox.png
HK Follow-up
Hitboxes Off
Hitboxes On

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
  • 2f gap before final hit on block
  • Cancel Hitconfirm Window: 16f (Super - single hit only)
    • Full sequence: 68-74f (236KK~6LK~6K)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
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
  • True blockstring into final hit
  • Cancel Hitconfirm Window: 16f (Super - single hit only)
    • Partial sequence: 45f (236KK~6MK~6K, starting from 6MK overhead)
  • Counts as 2 hits for damage scaling when comboed into (applies to next hit)
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
  • 7f gap before final hit on stand block (20f gap if 2nd hit whiffs on crouching)
  • Cancel Hitconfirm Window: 16f (Super - single hit only)
    • Full sequence: 80-88f (236KK~6HK~6K)


A knockdown ender that can only be done after an OD Jinrai Kick follow-up. Can be input on hit, block, or whiff. The animation changes depending on the strength of the middle Jinrai follow-up, but functionally they all work the same way outside of minor damage scaling differences.

Quick Dash (KK)
Quick Dash
Run
SF6 Classic.png KK
SF6 Modern.png MH
SF6 Ken kk.png
Chin Buster into praying they stopped blocking
SF6 Ken kk hitbox.png
Chin Buster into praying they stopped blocking
Hitboxes Off
Hitboxes On

KK
Quick Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) - - - - - - -
  • Follow-ups can be input from 11-31f; 45f total animation if no follow-up is input
  • Ken is in a Counter-hit state during the entire animation (including follow-ups)
  • Run Distance: 1.37 (early stop) / 2.92 (max)


A command run similar to Ken's V-Skill 1 from SFV. Can be stopped short, or canceled into one of several follow-up attacks. Ken cannot be holding crouch while inputting KK (for example, 2MK xx Quick Dash requires letting go of the down input). If Ken crossed under the opponent (like after anti-air 2HP xx Quick Dash), his follow-up attacks will not reverse their direction to hit the opponent.

Run Normal Follow-ups (KK~K)
Run Normal Follow-ups
SF6 Classic.png KK~K
SF6 Modern.png MH~X
SF6 Ken kk lk.png
LK / L: run stop

SF6 Ken kk mk.png
MK / M: overhead

SF6 Ken kk hk.png
HK / H: stepkick
SF6 Ken kk lk hitbox.png
LK: run stop

SF6 Ken kk mk hitbox.png
MK: overhead

SF6 Ken kk hk hitbox.png
HK: stepkick
Hitboxes Off
Hitboxes On

KK~LK
Emergency Stop
Startup Active Recovery Cancel Damage Guard On Hit On Block
11~ - 16 - - - - -
  • Fastest Run~Stop time is 27f
KK~MK
Thunder Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+18 3 20 SA3 1000 H +3 -3
  • Cancel Hitconfirm Window: 16f (SA3)
KK~HK
Forward Step Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+10 4 20 SA 800 LH +3 -4
  • Puts airborne opponents into limited juggle state (e.g. after MP~HP Target Combo)
  • Cancel Hitconfirm Window: 15f (Super)


These follow-ups are all input with a single button press (hence the "Normal Follow-up" designation). Run~Stop is quite a bit slower than its SFV counterpart, so it's a lot more risky to use for pressure when canceled from normals. Run~MK is another example of a telegraphed overhead, and it cannot benefit from extra Drive Rush frame advantage. Ken can only link afterward with a Counter-hit or meaty timing, but it offers notably high damage combos on punish counter. Run~HK is Ken's classic Step Kick; it is treated like a Normal move in that it can cancel into all three Super Arts, and does not receive the usual 10% scaling penalty when canceling to SA3.

Run Special Follow-ups (KK~Special)
Run Special Follow-ups
SF6 Classic.png KK~Special
SF6 Modern.png MH~Special
SF6 Ken kk 214k.png
Corner carry.

SF6 Ken kk 623p.png
Compromise so you don't side switch.

SF6 Ken kk 623k.png
Damage, but you side switch.
SF6 Ken kk 214k hitbox.png
Corner carry.

SF6 Ken kk 623p hitbox.png
Compromise so you don't side switch.

SF6 Ken 623kk hitbox.png
Damage, but you side switch.
Hitboxes Off
Hitboxes On

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
  • Airborne 10-61f (Forced Knockdown state)
  • Applies 15% damage scaling to next hit when beginning a combo (100/85/75...)
KK~623P
Run~Shoryuken
Startup Active Recovery Cancel Damage Guard On Hit On Block
11+9 11 33+15 land SA3 500,450,250x3 (1700) LH KD +22 -35(-36)
  • Anti-Air Invuln: 1-19f; Projectile Invuln: 3-12f; Airborne 12-52f (Forced Knockdown state)
  • First 3 hits are cancelable into SA3; final hit whiffs vs. crouch block
  • Cancel Hitconfirm Window: 27f (Super)
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)
  • Airborne 10-32f (Forced Knockdown state)
  • In juggles, both hits count for damage scaling; applies an extra 5% damage scaling to next attack when comboed into


The special move Run follow-ups do not have OD versions, and do not vary based on button strength.

Run~Tatsu is perhaps the most useful Run follow-up in combos. Doing it off of 5MP~HP gives Ken some of the best corner carry in the game without any meter required. It becomes +7 when connecting raw as a Punish Counter, allowing for powerful follow-up links in certain punish situations. It also leads into strike/throw on a normal grounded hit. Lastly, can hit as a backwards cross-up if Ken dashes or Drive Rushes under the opponent, pulling them along for multiple hits, bolstering its corner carry even further with some trickier routes.

Due to its forward momentum, Run~Shoryuken is fairly good against fireballs when started from long range, though it can't easily be done when starting the Run on reaction to the fireball. This is the best combo ender for damage when you don't want a side switch.

Run~Dragonlash is functionally identical to OD Dragonlash, except that the OTG bounce is not quite as high, making the follow-ups slightly more limited. Like 623KK, the attack hits airborne first, then standing opponents, then crouching opponents 2f later; the startup is functionally 11+20 vs. standing, 11+22 vs. crouching. Both hits of the juggled version apply damage scaling just like 623KK. Combos into all three of his supers on air hit.


Super Arts

Level 1 Super (214214K)
Dragonlash Flame
Level 1 Super Art
SF6 Classic.png 214214K
SF6 Modern.png 214214L or 5HS or 6HS
SF6 Ken 214214k.png
SF6 Ken 214214k hitbox.png
Hitboxes Off
Hitboxes On

214214K
Dragonlash Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 41 - 2000 LH KD +35 -24
  • Full Invuln: 1f; Strike/Throw Invuln: 2-9f; Armor Break
  • Side switch (great reversal when cornered)
  • Drive Gauge Depletion: 0.5 bars (hit) / 0.25 bars (block)
  • 30% minimum damage scaling


Switches sides with the opponent after a successful hit, so Ken will lose any advantageous screen positioning he had. The knockdown advantage is high enough that he can dash up to force a mixup between strike or back throw, as well as the overhead follow-up or a low, however, so it's not useless in the corner. The attack itself is 1 hit that transitions to a longer animation when successful. It has juggle potential, but the speed and range limits the number of situations where it can actually work (e.g. OD Dragonlash, corner 5MP~HP xx OD Hadoken). The full damage distribution is: 500,300x2,900.

Level 2 Super (236236K)
Shippu Jinrai-kyaku
Level 2 Super Art
SF6 Classic.png 236236K
SF6 Modern.png 236236M or 4HS
SF6 Ken 236236k.png
Not a very good reversal. A well timed meaty can and will stuff you.
SF6 Ken 236236k hitbox.png
SF6 Ken 236236k hitbox2.png
SF6 Ken 236236k hitbox3.png
Hitboxes Off
Hitboxes On

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
  • Full Invuln: 1f (until freeze); Armor Break
  • Drive Gauge Depletion: 1 bar (hit) / 0.5 bars (block)
    • Distribution: 1000x10 (hit) / 1000x5 (block)
  • 40% minimum damage scaling


Ken's infamous SA3 from SF3: 3rd Strike. A flurry of 5 kicks followed up by a Tatsumaki ender on hit. Very fast for a Super while also having good range, but doesn't work as a reversal. It is best used in tricky punish scenarios or to add damage when fishing for safe normal or OD Special confirms. Works well in juggles, but loses damage if the opponent is juggled too high.

Because it hits 5 times on block, SA2 can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ken uses a blockstring into SA2, but this requires them to be aware of the gimmick and to have full awareness of the HP and Drive meter situation.

The full damage distribution is: 300x4,200x5,500.

Level 3 Super (236236P)
Shinryu Reppa
Level 3 Super Art
SF6 Classic.png 236236P
SF6 Modern.png 236236H or 2HS
SF6 Ken 236236p.png
IT'S ALL OR NOTHING!

SF6 Ken 236236p(ca).png
Critical Art adds 500 more damage and has +6 additional KD advantage
SF6 Ken 236236p hitbox.png
SF6 Ken 236236p hitbox2.png
Hitboxes Off
Hitboxes On

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)
  • Full Invuln: 1-18f; Airborne 10-27f, 35-75f (Forced Knockdown state); Armor Break
  • Drive Gauge Depletion: 1.5 bars (hit) / 0.75 bars (block); up to 1.1 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1 bar on hit
    • Cinematic time regenerates ~2 Drive bars for Ken
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves
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)
  • Full Invuln: 1-18f; Airborne 10-27f, 35-75f (Forced Knockdown state); Armor Break
  • Available at 25% HP or below
  • Drive Gauge Depletion: 2 bars (hit) / 1 bar (block); up to 1.6 bars if opponent stand blocks
    • Non-cinematic version only depletes up to 1.7 bars on hit
    • Cinematic time regenerates ~2.1 Drive bars for Ken
  • 50% minimum damage scaling; applies 10% immediate damage scaling when canceled from special moves


Uppercut Super that looks like a mix between his classic Shinryuken and Shoryureppa. The first hit leads to a cinematic that does more damage and drains more Drive meter from the opponent. In juggles where the first hit whiffs, the non-cinematic version does less damage but can be followed up with HP Shoryuken, OD Tatsu, or a corner LP Shoryuken > MP Shoryuken. All hits of the Super are a true blockstring, so the opponent can't interrupt between the two uppercuts if you attempt a chip KO; however, if the opponent crouch blocks, the final 2 hits whiff, causing a reduction in total chip damage.

If canceled from a raw Shoryuken (as is often the case when used as an anti-air), the total starter scaling will be 30%, significantly weakening it as an anti-air. It is also much more likely to result in a non-cinematic juggle.

Because it hits several times on block, the early hits can be used to put the opponent into Burnout before chipping out with the remaining hits. Opponents can Drive Reversal to prevent this if Ken uses a blockstring into SA3, but this requires them to be aware of the gimmick and to have full awareness of the HP and Drive meter situation.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
SF6 Classic.png 5PPPKKK
SF6 Modern.png 5LMHS
SF6 Ken 5pppkkk.png
"Bring it!"

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

Forward Taunt (6PPPKKK)
Forward Taunt
SF6 Classic.png 6PPPKKK
SF6 Modern.png 6LMHS
SF6 Ken 6pppkkk.png
"What’s up? Having second thoughts?"

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

Back Taunt (4PPPKKK)
Back Taunt
SF6 Classic.png 4PPPKKK
SF6 Modern.png 4LMHS
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) - - - - - - -



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