Street Fighter 6/Ken/Data

From SuperCombo Wiki


Character Vitals

Ken
Portrait Icon HP Throw Range / Hurtbox Jump Speed Jump Apex Drive Rush Min. Distance (Throw)
SF6 Ken Portrait.png SF6 Ken Face.png 10000 0.8 / 0.33 4+38+3 2.115 0.745
Forward Walk Speed Forward Dash Speed Forward Dash Distance Forward Jump Distance Drive Rush Min. Distance (Block)
0.047 19 1.322 1.90 2.449
Back Walk Speed Back Dash Speed Back Dash Distance Back Jump Distance Drive Rush Max Distance
0.032 23 0.923 1.52 3.590


Normals

Standing Normals

5LP
Ken
ken_5lp

5LP

Standing Light Punch
SF6 Ken 5LP.png
SF6 Ken 5LP hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
4 3 7 13 14 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-8 +8 +3 +4 -1
Punish Advantage Hit Advantage Block Advantage
+8 +4 -1
Notes
Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19
5MP
Ken
ken_5mp

5MP

Standing Medium Punch
SF6 Ken 5mp.png
SF6 Ken 5mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - - LH Sp SA TC 16 (21 TC)
Startup Active Recovery Total Hitstun Blockstun
5 4 14 22 22 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-16 +8 +2 +12 +6
Punish Advantage Hit Advantage Block Advantage
+8 +4 -2
Notes
Easily hitconfirmable into Target Combo; Run~Stop cancel: -6/-12
5HP
Ken
ken_5hp

5HP

Standing Heavy Punch
SF6 Ken 5hp.png
SF6 Ken 5hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 19
Startup Active Recovery Total Hitstun Blockstun
10 5 17 31 25 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +7 +2 +15 +10
Punish Advantage Hit Advantage Block Advantage
+7 +3 -2
Notes
Great poke in neutral; large number of active frames make it a great meaty; when used out of Drive Rush, links into 2MK on hit or gives pressure on block; Run~Stop cancel: -3/-8
5LK
Ken
ken_5lk

5LK

Standing Light Kick
SF6 Ken 5lk.png
SF6 Ken 5lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
5 2 12 18 14 12
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-12 +4 +2 +3 +1
Punish Advantage Hit Advantage Block Advantage
+4 0 -2
Notes
Incredible range for a light normal and a great whiff punish; Run~Stop cancel: -14/-16; DR cancel is delayed until after 2nd active frame
5MK
Ken
ken_5mk

5MK

Standing Medium Kick
SF6 Ken 5mk.png
SF6 Ken 5mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 - 20% Starter LH TC 19
Startup Active Recovery Total Hitstun Blockstun
8 3 20 30 26 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [6000] 2000 700 (490) 350 (175) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 +7 -1 - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
Has good forward movement; whiffs on crouching opponents at farther ranges; hitconfirmable Target Combo follow-up makes it strong in neutral; front leg hurtbox is raised on frames 4-15, allowing it to dodge some low attacks
5HK
Ken
ken_5hk

5HK

Standing Heavy Kick
SF6 Ken 5hk.png
SF6 Ken 5hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
12 2 23(25) 36(38) 28 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
6000 [8000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 +5 -1 - -
Punish Advantage Hit Advantage Block Advantage
KD +56 Spin +1 -5
Notes
Excellent ranged poke and whiff punish tool; even at max range, can convert Punish Counter spinning juggle state into 623KK or Drive Rush 5HP juggles; 2 extra recovery frames on whiff

Crouching Normals

2LP
Ken
ken_2lp

2LP

Crouching Light Punch
SF6 Ken 2lp.png
SF6 Ken 2lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - 10% Starter LH Chn Sp SA 12
Startup Active Recovery Total Hitstun Blockstun
4 2 9 14 16 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-9 +9 +3 +4 -2
Punish Advantage Hit Advantage Block Advantage
+9 +5 -1
Notes
Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; DR cancel is delayed until after 1st recovery frame
2MP
Ken
ken_2mp

2MP

Crouching Medium Punch
SF6 Ken 2mp.png
SF6 Ken 2mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - LH Sp SA 15
Startup Active Recovery Total Hitstun Blockstun
6 3 14 22 20 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [4000] 1500 600 (420) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-15 +7 +4 +10 +7
Punish Advantage Hit Advantage Block Advantage
+7 +3 0
Notes
Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11
2HP
Ken
ken_2hp

2HP

Crouching Heavy Punch
SF6 Ken 2hp.png
SF6 Ken 2hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH Sp SA 16
Startup Active Recovery Total Hitstun Blockstun
8 4 24 35 31 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [8000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 +7 -6 +21 +8
Punish Advantage Hit Advantage Block Advantage
+7 +3 -10
Notes
Forces stand; decent anti-air (cannot hit cross-ups); only first 2 active frames are cancelable; Run~Stop cancel: +3/-10
2LK
Ken
ken_2lk

2LK

Crouching Light Kick
SF6 Ken 2lk.png
SF6 Ken 2lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200 - 10% Starter L Chn -
Startup Active Recovery Total Hitstun Blockstun
5 3 10 17 14 10
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
500 [2000] 250 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-11 +5 +1 - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -3
Notes
Chains into 5LP/2LP/2LK
2MK
Ken
ken_2mk

2MK

Crouching Medium Kick
SF6 Ken 2mk.png
SF6 Ken 2mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - 20% Starter L Sp SA 13
Startup Active Recovery Total Hitstun Blockstun
7 3 19 28 20 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000 [4000] 1000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 +2 -2 +8 +4
Punish Advantage Hit Advantage Block Advantage
+2 -2 -6
Notes
Run~Stop cancel: -8/-12; Range: 1.46; DR cancel is delayed until after active frames
2HK
Ken
ken_2hk

2HK

Crouching Heavy Kick
SF6 Ken 2hk.png
SF6 Ken 2hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - L - -
Startup Active Recovery Total Hitstun Blockstun
8 3 24(27) 34(37) - 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [10000] 3000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 HKD +31 -6 - -
Punish Advantage Hit Advantage Block Advantage
HKD +47 HKD +31 -10
Notes
Has juggle potential (not a Hard Knockdown when juggled into); on block, always plays out a fixed 27f recovery (cannot be made safer with meaty timing)

Jumping Normals

j.LP
Ken
ken_jlp

j.LP

Jumping Light Punch
SF6 Ken jlp.png
SF6 Ken jlp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
5 7 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
j.MP
Ken
ken_jmp

j.MP

Jumping Medium Punch
SF6 Ken jmp.png
SF6 Ken jmp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 - - H Sp -
Startup Active Recovery Total Hitstun Blockstun
6 4 3 land - 15 11
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Puts airborne opponents into limited juggle state; cancels to j.214K with a long cancel window; shifts Ken's hurtbox upward during startup
j.HP
Ken
ken_jhp

j.HP

Jumping Heavy Punch
SF6 Ken jhp.png
SF6 Ken jhp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
9 6 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Spike Knockdown on counter-hit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits
j.LK
Ken
ken_jlk

j.LK

Jumping Heavy Kick
SF6 Ken jlk.png
SF6 Ken jlk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 6 3 land - 13 9
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1500 [2000] 500 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up
j.MK
Ken
ken_jmk

j.mK

Jumping Medium Kick
SF6 Ken jmk.png
SF6 Ken jmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 - - H - -
Startup Active Recovery Total Hitstun Blockstun
7 6 3 land - 17 13
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Cross-up; shifts Ken's hurtbox upward during startup
j.HK
Ken
ken_jhk

7HK or 9HK

Jumping Heavy Kick
SF6 Ken jhk.png
SF6 Ken jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - H - -
Startup Active Recovery Total Hitstun Blockstun
10 7 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Great horizontal range for a jump-in
nj.HK
Ken
ken_8jhk

8HK

Neutral Jumping Heavy Kick
SF6 Ken 8jhk.png
SF6 Ken 8jhk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 - - H - -
Startup Active Recovery Total Hitstun Blockstun
6 4 3 land - 19 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-2 - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Strong and fast air-to-air; must be timed very late to hit grounded opponents; shifts Ken's hurtbox upward during startup

Command Normals

Ken has no command normals.


Target Combos

5MP~HP
Ken
ken_5mp_hp

5MP~HP

Chin Buster
SF6 Ken 5mp hp.png
SF6 Ken 5mp hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400 - Combo (2 hits) LH Sp SA 43-47 (17)
Startup Active Recovery Total Hitstun Blockstun
11 3 27 40 - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000 - 400 300 (210) 150 (75) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - KD +48 +6
Punish Advantage Hit Advantage Block Advantage
KD +28 KD +28 -14
Notes
Puts opponent into limited juggle state; Run~Stop cancel: KD+30/-12; can delay blockstring to create gap up to 4f
5MK~MK
Ken
ken_5mk_mk

5MK~MK

Triple Flash Kicks 1
SF6 Ken 5mk mk.png
SF6 Ken 5mk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400(320) - - LH TC 46
Startup Active Recovery Total Hitstun Blockstun
11 2 27 39 - 17
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 - 1000 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
KD +28 KD +28 -12
Notes
(refers to scaled damage); great forward movement, will combo even if 5MK hits an extended limb hurtbox; true blockstring even at max delay
5MK~MK~HK
Ken
ken_5mk_mk_hk

5MK~MK~HK

Triple Flash Kicks 2
SF6 Ken 5mk mk hk.png
SF6 Ken 5mk mk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700(490) - - LH - -
Startup Active Recovery Total Hitstun Blockstun
13 3 28 43 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 - 1500 500 (350) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
- KD +32(30) -11(-32)
Notes
(refers to scaled damage); 2f gap between final 2 hits on block; whiffs on crouch blocking opponents (much more unsafe); 2f worse KD Adv. if only the final hit connects

Throws

LPLK
Ken
ken_lplk

LPLK

Knee Strikes
SF6 Ken lplk.png
SF6 Ken lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +20 KD +20 -
Notes
Can walk forward for a corner throw loop with 3f timing vs. standard size characters; only +1 after forward dash
4LPLK
Ken
ken_4lplk

4LPLK

Hell Wheel
SF6 Ken 4lplk.png
SF6 Ken lplk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 (2040) - 20% Immediate T - -
Startup Active Recovery Total Hitstun Blockstun
5 3 23 30 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- [10000] 2000 2000(1400) [4000(2800)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +6 KD +6 -
Notes
Side switches, has great corner carry; does not allow throw/strike oki after back throwing opponent into corner

Drive Moves

HPHK
Ken
ken_hphk

HPHK

Flame Strike
SF6 Ken hphk.png
SF6 Ken hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 20% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
26 2 35 62 - 34
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 10000 [15000] -10000 [3000(2100)] - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- 1-27 - 0 1 0
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-35 - - - -
Punish Advantage Hit Advantage Block Advantage
Crumple (Standing +21, Juggle +46, HKD +104) KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72
Notes
See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK
Ken
ken_6hphk

6HPHK

Lightning Crack
SF6 Ken 6hphk.png
SF6 Ken 6hphk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 recoverable 125 recoverable - LH - -
Startup Active Recovery Total Hitstun Blockstun
20 3 26(31) 48(53) - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -20000 - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-22 Full Break - 200 100 1
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +23 KD +23 -8
Notes
5f extra recovery on hit; see Drive Reversal.
MPMK
Ken
ken_mpmk

MPMK

Drive Parry
SF6 Ken mpmk.png
SF6 Ken mpmk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 50% Multiplier (Perfect) - - -
Startup Active Recovery Total Hitstun Blockstun
1 8 or until released 29(1)(11) 37(3) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -5000,250~ - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
6 Full (after Perfect Parry) - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Parry. Perfect Parrying has only 1F of recovery and disables the opponent from canceling their attack. Perfect Parrying projectiles puts you into fixed 11 frames of recovery.
66
Ken
ken_66

66

Drive Rush
SF6 Ken 66.png
SF6 Ken 66 hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - 15% Multiplier (Mid-Combo) - - -
Startup Active Recovery Total Hitstun Blockstun
9(11) 38(39) 24(23) - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - -10000(-30000) - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
See Drive Rush. Frame data shown in parentheses refers to the Drive Rush version used from a Parry. Distance: 0.745 (min/throw), 2.449 (min/block), 3.590 (max/final DR frame)

Special Moves

Hadoken

236LP
Ken
ken_236lp

236LP

Hadoken
SF6 Ken 236lp.png
SF6 Ken 236lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 17
Startup Active Recovery Total Hitstun Blockstun
16 - 33 49 33 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000 600 (420) 300 (150) 0.06
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-23 - - - -
Punish Advantage Hit Advantage Block Advantage
+3 -1 -7
Notes
1-hit projectile; useful for meaty corner setups if well-spaced, preventing wakeup SA1
236MP
Ken
ken_236mp

236MP

Hadoken
File:SF6 Ken 236mp.png
File:SF6 Ken 236mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 11
Startup Active Recovery Total Hitstun Blockstun
14 - 35 49 33 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000 600 (420) 300 (150) 0.07
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -9
Notes
1-hit projectile
236HP
Ken
ken_236hp

236HP

Hadoken
File:SF6 Ken 236hp.png
File:SF6 Ken 236hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 10
Startup Active Recovery Total Hitstun Blockstun
12 - 37 49 33 27
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [2000] 1000 600 (420) 300 (150) 0.08
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
-1 -5 -11
Notes
1-hit projectile
236PP
Ken
ken_236pp

236PP

Hadoken
SF6 Ken 236pp.png
SF6 Ken 236pp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
400x2 100x2 - LH SA2 SA3 10
Startup Active Recovery Total Hitstun Blockstun
12 - 28 40 31 total 27 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2) 0.095
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-7 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -2
Notes
2-hit OD projectile with extremely fast recovery; at some ranges, Ken can follow up with Drive Rush to combo afterwards

Shoryuken

623LP
Ken
ken_623lp

623LP

Shoryuken
SF6 Ken 623lp.png
SF6 Ken 623lp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100(800) 225 20% Starter LH SA3 18
Startup Active Recovery Total Hitstun Blockstun
5 10 21+12 land 47 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [5000] 2000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-14 Air - 7-35 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-41 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -23
Notes
Good anti-air; reduced damage on high anti-air connect (active frames 3-10)
623MP
Ken
ken_623mp

623MP

Shoryuken
File:SF6 Ken 623mp.png
File:SF6 Ken 623mp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700,600 (1300) 175,150 (325) 20% Starter LH SA3 18
Startup Active Recovery Total Hitstun Blockstun
6 10 28+12 land 55 - 22 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000] 2000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-8 Air - 8-43 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-48 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33 KD +33 -28
Notes
Good anti-air
623HP
Ken
ken_623hp

623HP

Shoryuken
File:SF6 Ken 623hp.png
File:SF6 Ken 623hp hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800,300x2 (1400) 200,75x2 (350) 20% Starter LH SA3 14
Startup Active Recovery Total Hitstun Blockstun
7 10 35+15 land 66 - 24 total (22 crouch)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1400x3 [5000] 2000,1000x2 400x3 (280x3) 200x3 (100x3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-9 Air, 5-11 Projectile - 9-51 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-58 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +25 KD +25 -36(-38)
Notes
Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg)
623PP
Ken
ken_623pp

623PP

Shoryuken
SF6 Ken 623pp.png
SF6 Ken 623pp hitbox.pngSF6 Ken 623pp hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x5,600 (1600) 75x5 (375) - LH - -
Startup Active Recovery Total Hitstun Blockstun
6 10(14)10 35+15 land 89 - 44 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x5 - -20000 200x5,500 (140x5,350) 150x2,100,150,100 (75x2,50,75,50) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-10 Full - 9-24, 33-74 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-58 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +29 KD +29 -40
Notes
All hits are a true blockstring; Ken's best reversal option

Tatsumaki Senpukyaku

214LK
Ken
ken_214lk

214LK

Tatsumaki Senpu-kyaku
SF6 Ken 214lk.png
SF6 Ken 214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,400 (700) 75,175 (250) - LH - -
Startup Active Recovery Total Hitstun Blockstun
4 2(6)3 14+18 land 46 - 29 total (21)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x2 [5000] 1000x2 (1000,2000) 400x2 (280x2) 200,400 (100,200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 5-28 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-33 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +46(+38) KD +46(+38) -14
Notes
Puts opponent into limited juggle state if 1st hit connects; if the first hit whiffs the second hit will always do 700 damage, but has worse KD Adv.; both hits connect on crouching opponents; cannot hit cross-up
214MK
Ken
ken_214mk

214MK

Tatsumaki Senpu-kyaku
File:SF6 Ken 214mk.png
File:SF6 Ken 214mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
450x2 (900) 112x2 (224) - LH - -
Startup Active Recovery Total Hitstun Blockstun
14 2(13)2 11+20 land 61 - 36 total (21)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 8-41 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +44(+32) KD +44(+32) -12
Notes
Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up
214HK
Ken
ken_214hk

214HK

Tatsumaki Senpu-kyaku
File:SF6 Ken 214hk.png
File:SF6 Ken 214hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300x2,400 (1000) 75x2,100 (250) - LH - -
Startup Active Recovery Total Hitstun Blockstun
16 2(13)2(13)2 14+17 land 78 - 51 total (36/21)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2000x3 [1700x2,1600] 1000x2,2000 300x2,600 (210x2,420) 150x2,300 (75x2,150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-61 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-31 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +36 (-34 cr) KD +36 (-38 cr) -12 (-42 cr)
Notes
2nd and 3rd hits whiff on crouching opponents (unsafe on crouching hit or block); same knockdown advantage regardless of which hit initially connects; cannot hit cross-up
214KK
Ken
ken_214kk

214KK

Tatsumaki Senpu-kyaku
SF6 Ken 214kk.png
SF6 Ken 214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
300,200x3,600 (1500) 75 - LH - -
Startup Active Recovery Total Hitstun Blockstun
9 4(5)3(6)3(6)3(15)3 21+13 land 90 - 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000 [1000x5] -20000 400x5 (280x5) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-77 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-80 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +28 KD +28 -61
Notes
Great range and speed, useful in whiff punishes and juggles; cannot hit cross-up

Air Tatsumaki Senpukyaku

j.214K
Ken
ken_j214k

j.214K

Aerial Tatsumaki Senpu-kyaku
SF6 Ken j214lk.png
SF6 Ken j214lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900 225 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
11 2(5)2(6)2 14 land - - 16
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(-14) - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42(+46) KD +42(+46) -4(0)
Notes
Forward jump only; can hit cross-up; puts opponent into limited juggle state; the last 11f of recovery puts Ken in a crouching state
j.214KK
Ken
ken_j214kk

j.214KK

Aerial Tatsumaki Senpu-kyaku
SF6 Ken j214kk.png
File:SF6 Ken j214kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
900(700) each 225(175) 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
11 2(1)2(2)2(2)2(3)2 14(21) land - 25 front / 20 back 15
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] -20000 1000[600] (700[420]) 500[300] (250[150]) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - Until Land (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-18(13) - - - -
Punish Advantage Hit Advantage Block Advantage
+9(+14) +5 (+10) Front
0 (+5) Back
-5(0)
Notes
Forward jump only; 7f extra landing recovery on whiff; can hit twice vs. airborne opponents; can hit cross-up (deals 5f less hitstun, 200 less damage); Ken is in a crouching state from 4th landing recovery frame onward

Dragonlash Kick

623LK
Ken
ken_623lk

623LK

Dragonlash Kick
SF6 Ken 623lk.png
SF6 Ken 623lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000(950) 237 30% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
18(21) 6 4+17 land 45 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 9-27 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -4
Notes
Can dodge lows until frame 32; first 3 active frames only hit airborne and do 1000 damage, causing spike knockdown on hit or OTG bounce on Punish Counter; hits standing and crouching opponents on 4th active frame onward, dealing 950 damage; cannot hit cross-up
623MK
Ken
ken_623mk

623MK

Dragonlash Kick
File:SF6 Ken 623mk.png
File:SF6 Ken 623mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1100 275 30% Starter; Combo (3 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
23(25) 5 5+20 land 52 31 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 3000 1200 (840) 600 (300) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 14-32 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
+7(+8) +3(+4) -8(-7)
Notes
Can dodge lows until frame 37; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up
623HK
Ken
ken_623hk

623HK

Dragonlash Kick
File:SF6 Ken 623hk.png
File:SF6 Ken 623hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1200 300 30% Starter; Combo (3 hits) LH - -
Startup Active Recovery Total Hitstun Blockstun
28(30) 5 5+16 land 53 27 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 800 (560) 400 (200) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 19-37 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+7(+8) +3(+4) +1(+2)
Notes
Can dodge lows until frame 40; first 2 active frames only hit airborne, causing spike knockdown on hit or OTG bounce on Punish Counter; 1f better hit/block advantage vs. crouching opponents; cannot hit cross-up
623KK
Ken
ken_623kk

623KK

Dragonlash Kick
SF6 Ken 623kk.png
SF6 Ken 623kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,700 175 Combo (5% extra); both hits apply scaling LH - -
Startup Active Recovery Total Hitstun Blockstun
9(19) 2(7)6 3+21 land 47 31 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] -20000 600x2 (420x2) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-26 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-27 - - - -
Punish Advantage Hit Advantage Block Advantage
+5(+8) +1(+4) -9(-6)
Notes
Can dodge lows until frame 32; initial active frames 2(7)1 only hit airborne opponents for an OTG bounce and side switch; next 3 active frames only hit standing opponents; 3f better hit/block advantage vs. crouching opponents (allows link into 2LP); cannot hit cross-up

Jinrai Kick

236LK
Ken
ken_236lk

236LK

Jinrai Kick
SF6 Ken 236lk.png
SF6 Ken 236lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - LH SA3 14 SA / 34 follow-up
Startup Active Recovery Total Hitstun Blockstun
12 3 28 42 32 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 550 (385) 275 (137) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-29 - - - -
Punish Advantage Hit Advantage Block Advantage
+5 +1 -11
Notes
Follow-up can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff; cannot hit cross-up
236MK
Ken
ken_236mk

236MK

Jinrai Kick
File:SF6 Ken 236mk.png
File:SF6 Ken 236mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA3 14 SA / 29 follow-up
Startup Active Recovery Total Hitstun Blockstun
16 3 24 42 29 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 550 (385) 275 (137) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
+6 +2 -7
Notes
Follow-up can be delayed up to 2f if input as late as possible (affecting frame trap and juggle opportunities); best starter for frame trapping into 6LK follow-up; can also be input on whiff; cannot hit cross-up
236HK
Ken
ken_236hk

236HK

Jinrai Kick
File:SF6 Ken 236hk.png
File:SF6 Ken 236hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
700 175 - LH SA3 14 SA / 27 follow-up
Startup Active Recovery Total Hitstun Blockstun
25 3 19 46 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 550 (385) 275 (137) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-20 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -2
Notes
Puts opponents into limited juggle state; follow-up can be delayed up to 5f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff; cannot hit cross-up
236K~6LK
Ken
ken_236k_6lk

236K~6LK

Kazekama Shin Kick
SF6 Ken 236k 6lk.png
SF6 Ken 236k 6lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 20% Starter; Combo (5% extra) L SA3 15
Startup Active Recovery Total Hitstun Blockstun
6 4 19 28 26 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
Follow-up can be input on hit/block/whiff; using 236MK~6LK will counter-hit any opponent button (+5, links into 5LP or 5LK)
236K~6MK
Ken
ken_236k_6mk

236K~6MK

Gorai Axe Kick
SF6 Ken 236k 6mk.png
SF6 Ken 236k 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 - H SA3 16
Startup Active Recovery Total Hitstun Blockstun
18 3 20 40 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Follow-up can be input on hit/block/whiff; lifts Ken's leg hurtbox on frames 4-21, allowing it to dodge some low attacks; due to its slow startup, opponent can easily switch from low block to high block to cover both mixup options
236K~6HK
Ken
ken_236k_6hk

236K~6HK

Senka Snap Kick
SF6 Ken 236k 6hk.png
SF6 Ken 236k 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA3 19
Startup Active Recovery Total Hitstun Blockstun
10 3 25 37 - 25
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [7000] 2000 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +33(+38) KD +33(+38) -3
Notes
Follow-up can be input on hit/block/whiff; better KD Adv. after 236HK launch; whiffs on crouching opponents (236LK -23/-35; 236MK -22/-31; 236HK KD/-26)

OD Jinrai Kick

236KK
Ken
ken_236kk

236KK

Jinrai Kick
SF6 Ken 236kk.png
File:SF6 Ken 236kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
600 150 - LH SA2 SA3 17 SA / 25 follow-up
Startup Active Recovery Total Hitstun Blockstun
13 2 25 40 24 21
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] -20000 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
0 -4 -7
Notes
Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); can also be input on whiff; cannot hit cross-up
236KK~6LK
Ken
ken_236kk_6lk

236KK~6LK

Kazekama Shin Kick
SF6 Ken 236kk 6lk.png
File:SF6 Ken 236kk 6lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500 125 - L SA2 SA3 14
Startup Active Recovery Total Hitstun Blockstun
6 3 20 28 26 18
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] - 400 (280) 200 (100) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -5
Notes
Follow-up can be input on hit/block/whiff; +7 Punish Counter only possible if first hit whiffs; always a true blockstring even if delayed
236KK~6MK
Ken
ken_236kk_6mk

236KK~6MK

Gorai Axe Kick
SF6 Ken 236kk 6mk.png
SF6 Ken 236kk 6mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 250 20% Starter H SA2 SA3 16
Startup Active Recovery Total Hitstun Blockstun
17 3 24 43 24 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] - 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-25 - - - -
Punish Advantage Hit Advantage Block Advantage
+1 -3 -7
Notes
Follow-up can be input on hit/block/whiff; 4f gap between hits on block, good for setting up trade combos (up to 10f gap if delayed); causes OTG bounce vs. airborne opponents; lifts Ken's leg hurtbox on frames 5-18, allowing it to dodge some low attacks
236KK~6HK
Ken
ken_236kk_6hk

236KK~6HK

Senka Snap Kick
SF6 Ken 236kk 6hk.png
File:SF6 Ken 236kk 6hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 200 - LH SA2 SA3 22
Startup Active Recovery Total Hitstun Blockstun
10 4 20 33 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
7000 [7000] - 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +37 KD +37 -4
Notes
Follow-up can be input on hit/block/whiff; whiffs on crouching opponents; true blockstring vs. stand block, can be delayed to create up to 3f gap
236KK~6LK~6K
Ken
ken_236kk_6lk_6k

236KK~6LK~6K

Kasai Thrust Kick (LK)
SF6 Ken 236kk 6lk 6k.png
SF6 Ken 236kk 6lk 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500(400) 125 Combo (2 hits) LH SA2 SA3 16
Startup Active Recovery Total Hitstun Blockstun
15 3 29 46 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] - 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +31 KD +31 -12
Notes
Follow-up can be input on hit/block/whiff; 2f gap between final 2 hits on block; (refers to scaled damage)
236KK~6MK~6K
Ken
ken_236kk_6mk_6k

236KK~6MK~6K

Kasai Thrust Kick (MK)
SF6 Ken 236kk 6mk 6k.png
SF6 Ken 236kk 6mk 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500(400) 125 Combo (2 hits) LH SA2 SA3 16
Startup Active Recovery Total Hitstun Blockstun
11 3 29 42 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] - 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-30 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +34 KD +34 -12
Notes
Follow-up can be input on hit/block/whiff; final 2 hits are a true blockstring; (refers to scaled damage)
236KK~6HK~6K
Ken
ken_236kk_6hk_6k

236KK~6HK~6K

Kasai Thrust Kick (HK)
SF6 Ken 236kk 6hk 6k.png
SF6 Ken 236kk 6hk 6k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500(400) 125 - LH SA2 SA3 16
Startup Active Recovery Total Hitstun Blockstun
15 3 37 54 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [5000] - 600 (420) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-38 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +42 KD +42 -20
Notes
Follow-up can be input on hit/block/whiff; whiffs on crouching opponents; 7f gap between final 2 hits on stand block (20f if 2nd hit whiffs vs. crouching); (refers to scaled damage)


Quick Dash

KK
Ken
ken_kk

KK

Quick Dash
SF6 Ken kk.png
SF6 Ken kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
11(45) - - 45 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
Can input follow-ups from 11-31f; follow-ups will not reverse direction if crossing under opponent; Ken is in counter-hit state for entire duration; Run Distance: 1.37 (early stop) / 2.92 (max)
KK~LK
Ken
ken_kk_lk

KK~LK

Emergency Stop
SF6 Ken kk lk.png
SF6 Ken kk lk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
11~ - 16 27 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
27f is fastest total Run~Stop time; Ken is in counter-hit state for entire duration
KK~MK
Ken
ken_kk_mk

KK~MK

Thunder Kick
SF6 Ken kk mk.png
SF6 Ken kk mk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
1000 - - H SA3 16
Startup Active Recovery Total Hitstun Blockstun
11+18 3 20 40 26 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 [4000] 1000 500 (350) 250 (125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-21 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -3
Notes
Ken's only overhead outside of Jinrai Kick follow-ups; notably can't benefit from Drive Rush like other overheads, but can be used in meaty setups (+4) to link afterwards; lifts Ken's leg hurtbox on frames 10-20, allowing it to dodge some low attacks
KK~HK
Ken
ken_kk_hk

KK~HK

Forward Step Kick
SF6 Ken kk hk.png
SF6 Ken kk hk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
800 - - LH SA 15
Startup Active Recovery Total Hitstun Blockstun
11+10 4 20 33 27 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
5000 [7000] 2000 1000 (700) 500 (250) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-22 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -4
Notes
Acts like a Normal Attack for Super canceling (including no extra damage scaling when canceled to SA3); puts airborne opponents into limited juggle state; can be spaced safely in neutral, or used as a frame trap out of 5HP~Run (allowing a link on counter-hit)
KK~623P
Ken
ken_kk_623p

KK~623P

Run~Shoryuken
SF6 Ken kk 623p.png
SF6 Ken kk 623p hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,450,250x3 (1700) 100x2,75x3 (425) - LH SA3 27
Startup Active Recovery Total Hitstun Blockstun
11+9 11 33+15 land 67 - 24 total (23 crouch)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
800x5 [5000] 1000x2,500x3 400x2,200x3 (280x2,140x3) 200x2,100x3 (100x2,50x3) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-19 Air, 3-12 Projectile - 12-52 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-57 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +22 KD +22 -35(-36)
Notes
Meterless only, does not vary by button strength; final hit whiffs vs. crouch block (1f worse advantage, 75 less chip dmg)
KK~214K
Ken
ken_kk_214k

KK~214K

Run~Tatsumaki Senpukyaku
SF6 Ken kk 214k.png
SF6 Ken kk 214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
200x4,400 (1200) 50x4,100 (300) 15% Starter LH - -
Startup Active Recovery Total Hitstun Blockstun
11+13 [2(2)3(2)]x4,2(5)3 3+17 land 78 69 total
(33 last hit)
57 total
(21 last hit)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1200x5 [5000] 700x4,800 200x4,500 (140x4,350) 100x4,250 (50x4,125) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-61 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-28 - - - -
Punish Advantage Hit Advantage Block Advantage
+7 +3 -9
Notes
Meterless only, does not vary by button strength; alternates between forward/backward hits; backwards hitbox can pull opponent towards Ken from behind; CH/PC advantage carries through all hits, making it a great punish starter against very unsafe moves; leaves Ken at close range for a strike/throw mixup on grounded hits
KK~623K
Ken
ken_kk_623k

KK~623K

Run~Dragonlash Kick
SF6 Ken kk 623k.png
SF6 Ken 623kk hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
500,700 175 Combo (5% extra); both hits apply scaling LH - -
Startup Active Recovery Total Hitstun Blockstun
11+9(20) 4(5)6 9+15 land 47 30 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
3000 [5000] 2000x2 (2000) 600x2 (420x2) 300 (150) -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - 10-32 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-26 - - - -
Punish Advantage Hit Advantage Block Advantage
+6(+8) +2(+4) -8(-6)
Notes
Meterless only, does not vary by button strength; properties similar to 623KK (startup, hits twice in juggles, side switch, 2f better advantage vs. crouch); lower OTG bounce height than 623KK; functional startup vs. standing opponents is 11+20f

Super Arts

214214K
Ken
ken_214214k

214214K

Dragonlash Flame
SF6 Ken 214214k.png
SF6 Ken 214214k hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2000 500 30% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
7 3 41 50 - 20
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
2500 5000 - -10000 -10000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full, 2-9 Strike/Throw Break - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-42 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +35 KD +35 -24
Notes
Switches sides with opponent on hit; Full Dmg distribution: 500,300x2,900
236236K
Ken
ken_236236k

236236K

Shippu Jinrai-kyaku
SF6 Ken 236236k.png
SF6 Ken 236236k hitbox.pngSF6 Ken 236236k hitbox2.pngSF6 Ken 236236k hitbox3.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
2700 150x5 (750) 40% Minimum LH - -
Startup Active Recovery Total Hitstun Blockstun
6 2(10)3(10)3(12)3(11)2 32 93 - 69 total
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
1000x5 1000x10 - -20000 -20000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1 Full Break -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-32 - - - -
Punish Advantage Hit Advantage Block Advantage
KD +36 KD +36 -19
Notes
Only invincible until screen freeze; fast startup and good range, making it good for punishes and juggle combos; Full Dmg distribution: 300x4,200x5,500
236236P
Ken
ken_236236p

236236P

Shinryu Reppa
SF6 Ken 236236p.png
SF6 Ken 236236p hitbox.pngSF6 Ken 236236p hitbox2.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4000 (1800~2400) 1200(1000) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
7 3(1)6(16)13 30+15 land 90 - 54 total (51 crouch)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,1750x4 15000(1000x7,3000) - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-18 Full Break 10-27, 35-75 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-56 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +15 HKD +15 -30(-33)
Notes
1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); cinematic time regenerates ~2 Drive bars for Ken
236236P (CA)
Ken
ken_236236p(ca)

236236P

Shinryu Reppa (CA)
SF6 Ken 236236p(ca).png
File:SF6 Ken 236236p(ca) hitbox.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
4500 (2000~2600) 1450(1250) 50% Minimum; 10% Immediate (Sp) LH - -
Startup Active Recovery Total Hitstun Blockstun
7 3(1)6(16)13 30+15 land 90 - 54 total (51 crouch)
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
4000,3000x4 20000(1000x7,10000) - -30000 -30000 -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
1-18 Full Break 10-27, 35-75 (FKD)
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
-56 - - - -
Punish Advantage Hit Advantage Block Advantage
HKD +21 HKD +21 -30(-33)
Notes
1st hit leads to full animation (non-cinematic damage varies based on juggle height, and allows a follow-up juggle); 2 hits whiff on crouch block (reduced chip, slightly worse advantage); available at 25% HP or below; cinematic time regenerates ~2.1 Drive bars for Ken

Taunts

5PPPKKK
Ken
Ken_5pppkkk

5PPPKKK

Neutral Taunt
SF6 Ken 5pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
96 (total) - - 96 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Bring it!"
6PPPKKK
Ken
Ken_6pppkkk

6PPPKKK

Forward Taunt
SF6 Ken 6pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
205 (total) - - 205 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"What's up, having second thoughts?"
4PPPKKK
Ken
Ken_4pppkkk

4PPPKKK

Back Taunt
SF6 Ken 4pppkkk.png
Damage Chip Dmg Dmg Scaling Guard Cancel Hitconfirm Window
- - - - - -
Startup Active Recovery Total Hitstun Blockstun
215 (total) - - 215 - -
DriveDmg Blk DriveDmg Hit [PC] Drive Gain Super Gain Hit Super Gain Blk Projectile Speed
- - - - - -
Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
- - - - - -
Perfect Parry Advantage After DR Hit After DR Blk DR Cancel Hit DR Cancel Blk
- - - - -
Punish Advantage Hit Advantage Block Advantage
- - -
Notes
"Now's not the time for jokes."



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