Street Fighter 6/Ken/Frame data

From SuperCombo Wiki


Frame Data Tables

Character Data

Ken HP Throw
Range
Fwd Walk
Speed
Back Walk
Speed
Fwd Dash
Speed
Back Dash
Speed
Fwd Dash
Distance
Back Dash
Distance
Jump
Speed
Fwd Jump
Distance
Back Jump
Distance
Jump
Apex
SF6 Ken Portrait.png 10000 0.8 0.047 0.032 19 23 1.322 0.923 4+38+3 1.90 1.52 2.115

Normals and Target Combos


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
5LP 300 4 3 7 13 +4 -1 LH Chn Sp SA 13
5MP 600 5 4 14 22 +4 -2 LH Sp SA TC 16 (21 TC)
5HP 800 10 5 17 31 +3 -2 LH Sp SA 19
5LK 300 5 2 12 18 0 -2 LH Sp SA 12
5MK 600 8 3 20 30 +3 -5 LH TC 19
5HK 800 12 2 23(25) 36(38) +1 -5 LH -
2LP 300 4 2 9 14 +5 -1 LH Chn Sp SA 12
2MP 700 6 3 14 22 +3 0 LH Sp SA 15
2HP 800 8 4 24 35 +3 -10 LH Sp SA 16
2LK 200 5 3 10 17 +1 -3 L Chn
2MK 500 7 3 19 28 -2 -6 L Sp SA 13
2HK 900 8 3 24(27) 34(37) HKD +31 -10 L -
j.LP 300 5 7 3 land - - - H -
j.MP 700 6 4 3 land - - - H Sp
j.HP 800 9 6 3 land - - - H -
j.LK 300 6 6 3 land - - - H -
j.mK 500 7 6 3 land - - - H -
7HK or 9HK 800 10 7 3 land - - - H -
8HK 900 6 4 3 land - - - H -
5MP~HP 400 11 3 27 40 KD +28 -14 LH Sp SA 43-47 (17)
5MK~MK 400(320) 11 2 27 39 KD +28 -12 LH TC 46
5MK~MK~HK 700(490) 13 3 28 43 KD +32(30) -11(-32) LH -

input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
input Dmg Scaling Punish Adv PerfParry Adv DR Cancel onHit DR Cancel onBlock Hitstun Blockstun Hitstop
5LP 10% Starter +8 -8 +4 -1 14 9 9
5MP +8 -16 +12 +6 22 16 11
5HP +7 -20 +15 +10 25 20 13
5LK 10% Starter +4 -12 +3 +1 14 12 9
5MK 20% Starter +7 -21 26 18 11
5HK 30% Starter KD +56 Spin -25 28 20 13
2LP 10% Starter +9 -9 +4 -2 16 10 9
2MP +7 -15 +10 +7 20 17 11
2HP +7 -26 +21 +8 31 18 13
2LK 10% Starter +5 -11 14 10 9
2MK 20% Starter +2 -20 +8 +4 20 16 9
2HK HKD +47 -26 18 13
j.LP -2 13 9 9
j.MP -2 15 11 11
j.HP -2 19 15 13
j.LK -2 13 9 9
j.mK -2 17 13 11
7HK or 9HK -2 19 15 13
8HK -2 19 15 13
5MP~HP Combo (2 hits) KD +28 -28 KD +48 +6 16 13
5MK~MK KD +28 17 11
5MK~MK~HK - -29 20 13

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
5LP 500 [2000] 250 300 (210) 150 (75)
5MP 3000 [4000] 1500 500 (350) 250 (125)
5HP 5000 [8000] 2000 1000 (700) 500 (250)
5LK 500 [2000] 250 300 (210) 150 (75)
5MK 4000 [6000] 2000 700 (490) 350 (175)
5HK 6000 [8000] 3000 1000 (700) 500 (250)
2LP 500 [2000] 250 300 (210) 150 (75)
2MP 3000 [4000] 1500 600 (420) 250 (125)
2HP 5000 [8000] 2000 1000 (700) 500 (250)
2LK 500 [2000] 250 300 (210) 150 (75)
2MK 2000 [4000] 1000 600 (420) 300 (150)
2HK 4000 [10000] 3000 1000 (700) 500 (250)
j.LP 1500 [2000] 500 300 (210) 150 (75)
j.MP 2500 [4000] 1000 500 (350) 250 (125)
j.HP 4000 [5000] 2000 1000 (700) 500 (250)
j.LK 1500 [2000] 500 300 (210) 150 (75)
j.mK 2500 [4000] 1000 500 (350) 250 (125)
7HK or 9HK 4000 [5000] 2000 1000 (700) 500 (250)
8HK 4000 [5000] 2000 1000 (700) 500 (250)
5MP~HP 1000 400 300 (210) 150 (75)
5MK~MK 2500 1000 400 (280) 200 (100)
5MK~MK~HK 3000 1500 500 (350) 500 (250)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
5LP
5MP
5HP
5LK
5MK
5HK
2LP
2MP
2HP
2LK
2MK
2HK
j.LP
j.MP
j.HP
j.LK
j.mK
7HK or 9HK
8HK
5MP~HP
5MK~MK
5MK~MK~HK

input Notes
input Notes
5LP Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19
5MP Easily hitconfirmable into Target Combo; Run~Stop cancel: -6/-12
5HP 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 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 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 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
2LP Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; DR cancel is delayed until after 1st recovery frame
2MP Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11
2HP Forces stand; decent anti-air (cannot hit cross-ups); only first 2 active frames are cancelable; Run~Stop cancel: +3/-10
2LK Chains into 5LP/2LP/2LK
2MK Run~Stop cancel: -8/-12; Range: 1.46; DR cancel is delayed until after active frames
2HK 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)
j.LP
j.MP 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 Spike Knockdown on counter-hit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits
j.LK Cross-up
j.mK Cross-up; shifts Ken's hurtbox upward during startup
7HK or 9HK Great horizontal range for a jump-in
8HK Strong and fast air-to-air; must be timed very late to hit grounded opponents; shifts Ken's hurtbox upward during startup
5MP~HP Puts opponent into limited juggle state; Run~Stop cancel: KD+30/-12; can delay blockstring to create gap up to 4f
5MK~MK (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 (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

Drive and Throw


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
LPLK 1200 (2040) 5 3 23 30 KD +20 - T
4LPLK 1200 (2040) 5 3 23 30 KD +6 - T
HPHK 800 26 2 35 62 KD +35 / Wall Splat KD +65 -3 / Wall Splat HKD +72 LH
6HPHK 500 recoverable 20 3 26(31) 48(53) KD +23 -8 LH
MPMK - 1 8 or until released 29(1)(11) 37(3) - - -
66 - 9(11) 38(39) 24(23) - - -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
LPLK 20% Immediate HKD +20
4LPLK 20% Immediate HKD +6
HPHK 200 20% Starter Crumple (Standing +21, Juggle +46, HKD +104) -35 34 25
6HPHK 125 recoverable KD +23 -27 21 20
MPMK 50% Multiplier (Perfect)
66 15% Multiplier (Mid-Combo)

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit
LPLK [10000] 2000 2000(1400) [4000(2800)]
4LPLK [10000] 2000 2000(1400) [4000(2800)]
HPHK 5000 10000 [15000] -10000 [3000(2100)]
6HPHK -20000
MPMK -5000,250~
66 -10000(-30000)

input Invuln Armor Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Juggle Start Juggle Increase Juggle Limit
LPLK
4LPLK
HPHK 1-27 0 1 0
6HPHK 1-22 Full Break 200 100 1
MPMK 6 Full (after Perfect Parry)
66

input Notes
input Notes
LPLK Can walk forward for a corner throw loop with 3f timing vs. standard size characters; only +1 after forward dash
4LPLK Side switches, has great corner carry; does not allow throw/strike oki after back throwing opponent into corner
HPHK See Drive Impact. Airborne connect gives spinning juggle state on Punish Counter or corner Wall Splat with variable height.
6HPHK 5f extra recovery on hit; see Drive Reversal.
MPMK 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 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)

Specials


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard Cancel Hitconfirm
236LP 600 16 - 33 49 -1 -7 LH SA3 17
236MP 600 14 - 35 49 -3 -9 LH SA3 11
236HP 600 12 - 37 49 -5 -11 LH SA3 10
236PP 400x2 12 - 28 40 +2 -2 LH SA2 SA3 10
623LP 1100(800) 5 10 21+12 land 47 KD +33 -23 LH SA3 18
623MP 700,600 (1300) 6 10 28+12 land 55 KD +33 -28 LH SA3 18
623HP 800,300x2 (1400) 7 10 35+15 land 66 KD +25 -36(-38) LH SA3 14
623PP 200x5,600 (1600) 6 10(14)10 35+15 land 89 KD +29 -40 LH -
214LK 300,400 (700) 4 2(6)3 14+18 land 46 KD +46(+38) -14 LH -
214MK 450x2 (900) 14 2(13)2 11+20 land 61 KD +44(+32) -12 LH -
214HK 300x2,400 (1000) 16 2(13)2(13)2 14+17 land 78 KD +36 (-38 cr) -12 (-42 cr) LH -
214KK 300,200x3,600 (1500) 9 4(5)3(6)3(6)3(15)3 21+13 land 90 KD +28 -61 LH -
j.214K 900 11 2(5)2(6)2 14 land - KD +42(+46) -4(0) LH -
j.214KK 900(700) each 11 2(1)2(2)2(2)2(3)2 14(21) land - +5 (+10) Front
0 (+5) Back
-5(0) LH -
623LK 1000(950) 18(21) 6 4+17 land 45 +2 -4 LH -
623MK 1100 23(25) 5 5+20 land 52 +3(+4) -8(-7) LH -
623HK 1200 28(30) 5 5+16 land 53 +3(+4) +1(+2) LH -
623KK 500,700 9(19) 2(7)6 3+21 land 47 +1(+4) -9(-6) LH -
236LK 500 12 3 28 42 +1 -11 LH SA3 14 SA / 34 follow-up
236MK 600 16 3 24 42 +2 -7 LH SA3 14 SA / 29 follow-up
236HK 700 25 3 19 46 KD +42 -2 LH SA3 14 SA / 27 follow-up
236K~6LK 500 6 4 19 28 +3 -5 L SA3 15
236K~6MK 1000 18 3 20 40 +3 -3 H SA3 16
236K~6HK 800 10 3 25 37 KD +33(+38) -3 LH SA3 19
236KK 600 13 2 25 40 -4 -7 LH SA2 SA3 17 SA / 25 follow-up
236KK~6LK 500 6 3 20 28 +3 -5 L SA2 SA3 14
236KK~6MK 1000 17 3 24 43 -3 -7 H SA2 SA3 16
236KK~6HK 800 10 4 20 33 KD +37 -4 LH SA2 SA3 22
236KK~6LK~6K 500(400) 15 3 29 46 KD +31 -12 LH SA2 SA3 16
236KK~6MK~6K 500(400) 11 3 29 42 KD +34 -12 LH SA2 SA3 16
236KK~6HK~6K 500(400) 15 3 37 54 KD +42 -20 LH SA2 SA3 16
KK - 11(45) - - 45 - - - -
KK~LK - 11~ - 16 27 - - - -
KK~MK 1000 11+18 3 20 40 +3 -3 H SA3 16
KK~HK 800 11+10 4 20 33 +3 -4 LH SA 15
KK~623P 500,450,250x3 (1700) 11+9 11 33+15 land 67 KD +22 -35(-36) LH SA3 27
KK~214K 200x4,400 (1200) 11+13 [2(2)3(2)]x4,2(5)3 3+17 land 78 +3 -9 LH -
KK~623K 500,700 11+9(20) 4(5)6 9+15 land 47 +2(+4) -8(-6) LH -

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
236LP 150 +3 -23 27 8
236MP 150 +1 -25 27 8
236HP 150 -1 -27 27 8
236PP 100x2 +6 -7 27 total 8,8
623LP 225 20% Starter KD +33 -41 20 15(11)
623MP 175,150 (325) 20% Starter KD +33 -48 22 total 10,10
623HP 200,75x2 (350) 20% Starter KD +25 -58 24 total (22 crouch) 12,6,6
623PP 75x5 (375) KD +29 -58 44 total 6x6
214LK 75,175 (250) KD +46(+38) -33 29 total (21) 8,15(12)
214MK 112x2 (224) KD +44(+32) -31 36 total (21) 10,10
214HK 75x2,100 (250) KD +36 (-34 cr) -31 51 total (36/21) 8,8,15
214KK 75 KD +28 -80 21 10,6x3,15
j.214K 225 30% Starter KD +42(+46) -18(-14) 16 15
j.214KK 225(175) 30% Starter +9(+14) -18(13) 15 9 front / 8 back
623LK 237 30% Starter +6 -22 20 12
623MK 275 30% Starter; Combo (3 hits) +7(+8) -26 20 12
623HK 300 30% Starter; Combo (3 hits) +7(+8) -22 25 12
623KK 175 Combo (5% extra); both hits apply scaling +5(+8) -27 21 12,12
236LK 125 +5 -29 20 10
236MK 150 +6 -25 20 10
236HK 175 KD +42 -20 20 10
236K~6LK 125 20% Starter; Combo (5% extra) +7 -21 18 10
236K~6MK 250 +7 -21 20 12
236K~6HK 200 KD +33(+38) -26 25 13
236KK 150 0 -26 21 10
236KK~6LK 125 +7 -21 18 10
236KK~6MK 250 20% Starter +1 -25 20 12
236KK~6HK 200 KD +37 -22 20 13
236KK~6LK~6K 125 Combo (2 hits) KD +31 -30 20 12
236KK~6MK~6K 125 Combo (2 hits) KD +34 -30 20 12
236KK~6HK~6K 125 KD +42 -38 20 12
KK
KK~LK
KK~MK +7 -21 20 12
KK~HK +7 -22 20 10
KK~623P 100x2,75x3 (425) KD +22 -57 24 total (23 crouch) 10,10,3x3
KK~214K 50x4,100 (300) 15% Starter +7 -28 57 total
(21 last hit)
8x5
KK~623K 175 Combo (5% extra); both hits apply scaling +6(+8) -26 20 12,12

input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] Drive Gain SuperGain Hit SuperGain Block
236LP 2500 [2000] 1000 600 (420) 300 (150)
236MP 2500 [2000] 1000 600 (420) 300 (150)
236HP 2500 [2000] 1000 600 (420) 300 (150)
236PP 1250x2 [2500x2] -20000 300x2 (210x2) 150x2 (75x2)
623LP 4000 [5000] 2000 800 (560) 400 (200)
623MP 2000x2 [5000] 2000x2 500x2 (350x2) 250x2 (125x2)
623HP 1400x3 [5000] 2000,1000x2 400x3 (280x3) 200x3 (100x3)
623PP 1000x5 -20000 200x5,500 (140x5,350) 150x2,100,150,100 (75x2,50,75,50)
214LK 2000x2 [5000] 1000x2 (1000,2000) 400x2 (280x2) 200,400 (100,200)
214MK 2500x2 [2500x2] 1000x2 500x2 (350x2) 250x2 (125x2)
214HK 2000x3 [1700x2,1600] 1000x2,2000 300x2,600 (210x2,420) 150x2,300 (75x2,150)
214KK 4000 [1000x5] -20000 400x5 (280x5) 200 (100)
j.214K 3000 [5000] 2000 600 (420) 300 (150)
j.214KK 3000 [5000] -20000 1000[600] (700[420]) 500[300] (250[150])
623LK 3000 [5000] 3000 1200 (840) 600 (300)
623MK 3000 [5000] 3000 1200 (840) 600 (300)
623HK 3000 [5000] 2000 800 (560) 400 (200)
623KK 3000 [5000] -20000 600x2 (420x2) 300 (150)
236LK 3000 [5000] 2000 550 (385) 275 (137)
236MK 3000 [5000] 2000 550 (385) 275 (137)
236HK 3000 [5000] 2000 550 (385) 275 (137)
236K~6LK 3000 [5000] 2000 400 (280) 200 (100)
236K~6MK 2500 [4000] 1000 500 (350) 250 (125)
236K~6HK 7000 [7000] 2000 600 (420) 300 (150)
236KK 3000 [5000] -20000 400 (280) 200 (100)
236KK~6LK 3000 [5000] 400 (280) 200 (100)
236KK~6MK 2500 [4000] 500 (350) 250 (125)
236KK~6HK 7000 [7000] 600 (420) 300 (150)
236KK~6LK~6K 5000 [5000] 600 (420) 300 (150)
236KK~6MK~6K 5000 [5000] 600 (420) 300 (150)
236KK~6HK~6K 5000 [5000] 600 (420) 300 (150)
KK
KK~LK
KK~MK 2500 [4000] 1000 500 (350) 250 (125)
KK~HK 5000 [7000] 2000 1000 (700) 500 (250)
KK~623P 800x5 [5000] 1000x2,500x3 400x2,200x3 (280x2,140x3) 200x2,100x3 (100x2,50x3)
KK~214K 1200x5 [5000] 700x4,800 200x4,500 (140x4,350) 100x4,250 (50x4,125)
KK~623K 3000 [5000] 2000x2 (2000) 600x2 (420x2) 300 (150)

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
236LP
236MP
236HP
236PP
623LP 1-14 Air 7-35 (FKD)
623MP 1-8 Air 8-43 (FKD)
623HP 1-9 Air, 5-11 Projectile 9-51 (FKD)
623PP 1-10 Full 9-24, 33-74 (FKD)
214LK 5-28 (FKD)
214MK 8-41 (FKD)
214HK 10-61 (FKD)
214KK 10-77 (FKD)
j.214K Until Land (FKD)
j.214KK Until Land (FKD)
623LK 9-27 (FKD)
623MK 14-32 (FKD)
623HK 19-37 (FKD)
623KK 10-26 (FKD)
236LK
236MK
236HK
236K~6LK
236K~6MK
236K~6HK
236KK
236KK~6LK
236KK~6MK
236KK~6HK
236KK~6LK~6K
236KK~6MK~6K
236KK~6HK~6K
KK
KK~LK
KK~MK
KK~HK
KK~623P 1-19 Air, 3-12 Projectile 12-52 (FKD)
KK~214K 10-61 (FKD)
KK~623K 10-32 (FKD)

input Notes
input Notes
236LP 1-hit projectile; useful for meaty corner setups if well-spaced, preventing wakeup SA1
236MP 1-hit projectile
236HP 1-hit projectile
236PP 2-hit OD projectile with extremely fast recovery; at some ranges, Ken can follow up with Drive Rush to combo afterwards
623LP Good anti-air; reduced damage on high anti-air connect (active frames 3-10)
623MP Good anti-air
623HP Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg)
623PP All hits are a true blockstring; Ken's best reversal option
214LK 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 Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up
214HK 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 Great range and speed, useful in whiff punishes and juggles; cannot hit cross-up
j.214K 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 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
623LK 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 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 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 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
236LK 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 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 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 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 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 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)
236KK 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 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 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 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 Follow-up can be input on hit/block/whiff; 2f gap between final 2 hits on block; (refers to scaled damage)
236KK~6MK~6K Follow-up can be input on hit/block/whiff; final 2 hits are a true blockstring; (refers to scaled damage)
236KK~6HK~6K 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)
KK 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 27f is fastest total Run~Stop time; Ken is in counter-hit state for entire duration
KK~MK 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 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 Meterless only, does not vary by button strength; final hit whiffs vs. crouch block (1f worse advantage, 75 less chip dmg)
KK~214K 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 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

Supers


input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
input Damage Startup Active Recovery Total Hit Adv Block Adv Guard
214214K 2000 7 3 41 50 KD +35 -24 LH
236236K 2700 6 2(10)3(10)3(12)3(11)2 32 93 KD +36 -19 LH
236236P 4000 (1800~2400) 7 3(1)6(16)13 30+15 land 90 HKD +15 -30(-33) LH
236236P 4500 (2000~2600) 7 3(1)6(16)13 30+15 land 90 HKD +21 -30(-33) LH

input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
input Chip Dmg Scaling Punish Adv PerfParry Adv Blockstun Hitstop
214214K 500 30% Minimum KD +35 -42 20 15
236236K 150x5 (750) 40% Minimum KD +36 -32 69 total 4x4,15,2x4,5
236236P 1200(1000) 50% Minimum; 10% Immediate (Sp) HKD +15 -56 54 total (51 crouch) 2,5x4 / 5x7,15
236236P 1450(1250) 50% Minimum; 10% Immediate (Sp) HKD +21 -56 54 total (51 crouch) 2,5x4 / 5x7,15

input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
input DriveDmg Block DriveDmg Hit[PC] SuperGain Hit SuperGain Block
214214K 2500 5000 -10000 -10000
236236K 1000x5 1000x10 -20000 -20000
236236P 4000,1750x4 15000(1000x7,3000) -30000 -30000
236236P 4000,3000x4 20000(1000x7,10000) -30000 -30000

input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
input Invuln Armor Airborne Juggle Start Juggle Increase Juggle Limit
214214K 1 Full, 2-9 Strike/Throw Break
236236K 1 Full Break
236236P 1-18 Full Break 10-27, 35-75 (FKD)
236236P 1-18 Full Break 10-27, 35-75 (FKD)

input Notes
input Notes
214214K Switches sides with opponent on hit; Full Dmg distribution: 500,300x2,900
236236K 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 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 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



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