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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

st.LP
Standing Light Punch
st.LP
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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 st.LP/cr.LP/cr.LK
  • Cancel reaction window: 13f
  • Run~Stop Adv: -14/-19


Ken's longest range 4f light; unlike cr.LP it cannot link to a medium, though it can link to cr.MP on Counterhit. Due to its lower recovery, st.LP is the best light normal to use for safety against Drive Impact armor. It can combo into HP DP, qcf+KK, or qcf+LK even from farther ranges. When used as a punish starter, Ken's most consistent enders are cr.MK > HP DP or st.MKxxMKxxHK.

st.MP
Standing Medium Punch
st.MP
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The Chin buster

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 reaction window: 16f (21f TC)
  • Run~Stop Adv: -6/-12


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

5HP
Standing Heavy Punch
5HP
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5HP
Standing Heavy Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
10 5 17 Sp SA 800 LH +3 -2
  • Cancel reaction window: 19f
  • Run~Stop Adv: -3/-8


A great poke, combo, and pressure tool that can be hitconfirmed into followups on reaction. It is safe on block and has a lot of active frames, allowing it to be up to +2 on a meaty connect (but no longer in throw range). 5HP is great as a Drive Rush starter on hit or block.

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 Counterhit 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
5LK
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5LK
Standing Light Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 2 12 Sp SA 300 LH 0 -2
  • Cancel reaction window: 12f
  • Run~Stop Adv: -14/-16


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 cancelled to Drive Rush without a Counterhit or Punish starter.

5MK
Standing Medium Kick
5MK
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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 crouchers at farther ranges
  • Cancel reaction window: 19f (TC)


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 generous 19f hitconfirm window, skilled players can confirm the Target Combo off a single hit;

5HK
Standing Heavy Kick
5HK
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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
  • Punish Counter: Spinning juggle (KD +56)
    • Can convert this at any range into OD Dragonlash for a ground bounce juggle


A slow, long-range roundhouse kick that moves Ken forward during startup. The button is highly committal; it's not cancellable, 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 623KK from nearly any range.


Crouching Normals

2LP
Crouching Light Punch
2LP
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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 reaction window: 12f
  • Run~Stop Adv: -12/-18


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 Counterhit, 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
2MP
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2MP
Crouching Medium Punch
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 3 14 Sp SA 700 LH +3 0
  • Cancel reaction window: 15f
  • Run~Stop Adv: -8/-11


While it is a solid pressure button, 2MP cannot link into anything without meaty timing, Drive Rush, or Counterhit/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
2HP
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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
  • Only the first 2 active frames are cancellable
  • Cancel reaction window: 16f
  • Run~Stop Adv: +3/-10


A decent anti-air and combo tool that moves Ken forward slightly. If the early frames connect, Ken can cancel into Run~Stop to maintain pressure after an anti-air. 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 Counterhit, which is especially useful in corner combos. Drive Rush 2HP > Run~Stop allows a link to 5MP, 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
2LK
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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


Ken's main low combo starter that can begin a 3-hit light confirm.

2MK
Crouching Medium Kick
2MK
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2MK
Crouching Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 19 Sp SA 500 L -2 -6
  • Cancel reaction window: 13f
  • Run~Stop Adv: -8/-12
  • Applies a 20% damage scaling penalty to the next hit when used as a combo starter (100/80/70/60...)


A cancellable Shoto low forward that is slightly faster than Ryu's, but with less range and frame advantage to compensate. It is Ken's primary low threat; while impractical to hitconfirm from it directly on reaction, it can lead to great damage.

Cancelling into Drive Rush allows a link into 2HP, but unfortunately not into 5HP for a more optimal crouching 623MK route. Counterhit 2LP can link into 2MK at max range, making it more consistent than 2MP. At only +2, Drive Rush ~ 2MK does not allow a followup link; this weakens Ken's mixup potential from longer range Drive Rush, as he will have to resort to 2LK > 5MP for a low confirm.

2HK
Crouching Heavy Kick
2HK
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2HK
Crouching Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
8 3 24(27) - 900 L HKD +31 -10
  • Counterhit/Punish Counter: +47 HKD
  • Has juggle potential; no longer HKD when juggled into


At -8, some characters struggle to punish Ken's sweep at max range. Use sparingly against characters with fast, long range Supers and special moves, however. Its juggle potential allows it to combo after Air Tatsu, j.MP air-to-air, or corner 5MP~HP xx OD Hadoken.


Jumping Normals

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

j.MP
Jumping Medium Punch
j.MP
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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
  • Cancellable into into Air Tatsu (may not hit based on opponent spacing)


Ken's best air-to-air due to its knockdown property.

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


Hits extremely deep, making it a strong close range jump-in.

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


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
j.MK
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j.mK
Jumping Medium Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 6 3 land - 500 H - -
  • Can hit Crossup


The better of Ken's crossup buttons with a wider hitbox and more hitstun/blockstun allowing consistent combo followups.

j.HK
Jumping Heavy Kick
j.HK
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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
8j.HK
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8HK
Neutral Jumping Heavy Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 3 land - 900 H - -


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.


Command Normals

Ken has no Command Normals


Target Combos

5MP~HP
Chin Buster 2nd
5MP~HP
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                  No results
  • Puts opponent into limited juggle state
  • Applies an extra 10% scaling on the followup juggle (100/100/70...)
  • Cancel reaction window: 43~47f
  • Run~Stop Adv: KD+30/-13


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
5MK~MK~HK
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                  No results
  • Cancel reaction window: 46f (TC)

No results

  • Last hit whiffs on crouching opponents (much more unsafe)


Ken's forward-moving 5MK can be confirmed into this strong Target Combo, making 5MK a very 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 confirm 5MK itself into the Target Combo with some practice, but the move still has utility even outside of hitconfirms; simply buffering 5MK~MK in neutral is an effective counterpoking strategy.

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


Throws

Forward Throw (LPLK)
Forward Throw
LPLK
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LPLK
Knee Strikes
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +20 -
  • Allows for strong corner throw loops (+5 after Forward Dash), but cannot do a walking throw loop
  • Punish Counter: +24 HKD

Back Throw (4LPLK)
Back Throw
4LPLK
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You're going to the corner

4LPLK
Hell Wheel
Startup Active Recovery Cancel Damage Guard On Hit On Block
5 3 23 - 1200 (2040) T KD +6 -
  • Side switches and has great corner carry
  • Punish Counter: +6 HKD


Drive System

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

See Drive Impact

  • Notable blockstring gaps (8f or less cannot be escaped by jumping):
    • 5HP: 7f (3f Burnout)
    • 2HP: 9f (5f Burnout)
    • 2MP: 10f (6f Burnout)
    • 5MP, 2MK: 11f (7f Burnout)
    • 5MP~HP: 12f (8f Burnout)

Drive Reversal (6HPHK)
Drive Reversal
6HPHK (in blockstun)
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6HPHK
Lightning Crack
Startup Active Recovery Cancel Damage Guard On Hit On Block
20 3 26(31) - 500 recoverable LH KD +23 -8

See Drive Reversal

  • Full Invuln: 1-22f; Armor Break

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

See Drive Parry

  • Perfect Parry has only 1f recovery, and disables the opponent from canceling their attack
  • Perfect Parry vs. projectiles puts you into a fixed 11f recovery

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

See Drive Rush. Frame data shown in (parentheses) refers to the version used after Parry.

  • Distance: 244.9 (min), 372.1 (max)
  • Notable Drive Rush cancel combo routes:
  • Notable Drive Rush cancel blockstring gaps:


Special Moves

Hadoken (236P)
Hadoken
236P
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236LP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
16 - 33 SA3 600 LH -1 -7
  • 1-hit projectile, slow speed
  • Cancel reaction window: 17f (Super)
236MP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
14 - 35 SA3 600 LH -3 -9
  • 1-hit projectile, medium speed
  • Cancel reaction window: 11f (Super)
236HP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 37 SA3 600 LH -5 -11
  • 1-hit projectile, fast speed
  • Cancel reaction window: 10f (Super)
236PP
Hadoken
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 - 28 SA2 SA3 400x2 LH +2 -2
  • 2-hit projectile, fast speed
  • Cancel reaction window: 10f (Super)


The standard Shoto projectile. A bit worse than Ryu's fireball due to longer recovery and worse hit/block advantage, but still useful. The OD version doesn't knock down, but can lead to corner juggles when used after 5MP~HP Target Combo.

Shoryuken (623P)
Shoryuken
623P
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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-?f; Airborne 7-35f (Forced Knockdown state)
  • Cancel reaction window: 18f (Super)
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-?f; Airborne 8-43f (Forced Knockdown state)
  • Cancel reaction window: 18f (Super)
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-?f; Projectile Invuln: 5-11f; Airborne 9-51f (Forced Knockdown state)
  • 3rd hit whiffs vs. crouch block
  • Cancel reaction window: 14f (Super)
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. LP Shoryuken gets its full damage on a single hit, while MP and HP can lose some damage on high connects. 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 623HP's later hits and 623PP have higher juggle potential and work in some situations where LP will not.

When beginning a combo with LP/MP/HP Shoryuken cancelled into Lv.3 Super, the Super will have a 30% scaling penalty (70% damage instead of the usual 90%). If Shoryuken is not the first hit of the combo, the usual scaling rules apply instead. Lv.3 Super can whiff if cancelled on a high-connect juggle, so it's best to use the Shoryuken as late as possible. Alternatively, skip the uppercut and anti-air with 236236P raw for more damage.

Tatsumaki Senpu-kyaku (214K)
Tatsumaki Senpu-kyaku
214K
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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
  • Airborne: 5-28f (Forced Knockdown state)
  • Puts opponent into limited juggle state if 1st hit connects
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
  • Airborne: 8-41f (Forced Knockdown state)
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)
  • Airborne: 10-61f (Forced Knockdown state)
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
  • Airborne: 10-77f (Forced Knockdown state)


Ken's Tatsus are primarily used for corner carry while maintaining oki. 214LK is excellent from close range confirms, juggling into 623LP/MP. 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.

Aerial Tatsumaki Senpu-kyaku (j.214K)
Aerial Tatsumaki Senpu-kyaku
j.214K
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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)
  • Can hit Crossup
  • Forced Knockdown state
  • Puts opponents into limited juggle state
  • The last 11f of landing recovery puts Ken in a crouching state
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)
  • Can hit Crossup (5f less hitstun, 200 less damage; followup combo not always possible)
  • Forced Knockdown state
  • The last 11f of landing recovery puts Ken in a crouching state


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 cancelled 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 crossup. 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 crossup version is much harder to combo after. If used very early in Ken's forward jump, it travels a long horizontal distance, potentially allowing Ken to escape the corner.

Dragonlash Kick (623K)
Dragonlash Kick
623K
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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 9-32f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
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 14-37f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
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 19-40f (Forced Knockdown state)
  • First 2 active frames only hit airborne for Spiked knockdown (OTG bounce on Punish Counter)
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 10-32f (Forced Knockdown state)
  • Active frames 2(7)2 only hit airborne opponents; causes OTG bounce and side switch in juggles


Ken hops into the air before swinging his leg downward. The hitbox starts high, only hitting airborne opponents; this causes a spiked knockdown when it connects. As it continues downward, it can hit standing opponents, then crouching opponents 1f later (2f later for 623KK). As a result, Dragonlash takes longer to hit crouching characters, but gives better frame advantage. The MK, HK, and OD versions all become +4 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 Counterhit 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; the most common juggle starter is 5MP~HP. 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
236K
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236LK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
12 3 28 SA3 500 LH +1 -11
  • Followup can be delayed up to 3f
  • Cancel reaction window: 14f (Super), 34f (6K followup)
    • 6HK followup will not combo if cancelled 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
  • Followup can be delayed up to 2f
  • Cancel reaction window: 14f (Super), 29f (6K followup)
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
  • Followup can be delayed up to 5f
  • Cancel reaction window: 14f (Super), 27f (6K followup)
236KK
Jinrai Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
13 2 25 SA2 SA3 600 LH -4 -7
  • Followup can be delayed up to 6f
  • Cancel reaction window: 17f (Super), 25f (6K followup)


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 followups for 6LK, 6MK, and 6HK. Delaying these followups 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 followup, 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 followup that changes slightly depending on which of the 6LK/6MK/6HK followups were used.

Jinrai Loops: On certain corner Jinrai juggles, delaying the 6LK followup 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
236K~6LK
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236K~6LK
Kazekama Shin Kick
Startup Active Recovery Cancel Damage Guard On Hit On Block
6 4 19 SA3 500 L +3 -5
  • Cancel reaction window: 15f (Super - single hit only)
    • Full sequence: 50-53f (236LK~6LK), 46-48f (236MK~6LK)
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 reaction window: 14f (Super - single hit only)
    • Full sequence: 37-43f (236KK~6LK)


A low followup 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 followup creates a small frame gap and can link into 5LP or 5LK on Counterhit. 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 followup 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
236K~6MK
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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 reaction 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 reaction window: 16f (Super - single hit only)


An overhead followup 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 followup 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
236K~6HK
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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
  • Cancel reaction 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 reaction window: 22f (Super - single hit only)
    • Full sequence: 47-55f (236KK~6HK)


A knockdown followup 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 followup 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
236KK~6K~6K
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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 reaction window: 14f (Super - single hit only)
    • Full sequence: 68-74f (236KK~6LK~6K)
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 reaction window: 16f (Super - single hit only)
    • Partial sequence: 45f (236KK~6MK~6K, starting from 6MK overhead)
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 reaction window: 22f (Super - single hit only)
    • Full sequence: 80-88f (236KK~6HK~6K)


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

KK
Quick Dash
KK
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KK
Quick Dash
Startup Active Recovery Cancel Damage Guard On Hit On Block
11(45) - - - - - - -
  • Followups can be input from 11-31f; 45f total animation if no followup is input
  • Ken is in a Counterhit state during the entire animation (including followups)


A command run similar to Ken's V-Skill 1 from SFV. Can be stopped short, or cancelled into one of several followup 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 followup attacks will not reverse their direction to hit the opponent.

Run Normal Followups (KK~K)
Run Normal Followups
KK~K
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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 reaction window: 16f (Lv.3 Super)
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 reaction window: 15f (Super)


These followups are all input with a single button press (hence the "Normal Followup" designation). Run~Stop is quite a bit slower than its SFV counterpart, so it's a lot more risky to use for pressure when cancelled 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 Counterhit or meaty timing. 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 cancelling to Lv.3 Super.

Run Special Followups (KK~Special)
Run Special Followups
KK~Special
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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)
  • Projectile Invuln: 3-12f; Airborne 12-52f (Forced Knockdown state)
  • First 3 hits are cancellable into Level 3 Super; final hit whiffs vs. crouch block
  • Cancel reaction window: 27f (Super)
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)
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)


The special move Run followups do not have OD versions, and do not vary based on button strength. 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. Run~Tatsu has great corner carry, making it quite good as an ender from 5MP~HP. It can also hit as a backwards Crossup if Ken dashes under the opponent, pulling them along for multiple hits (though this is unfortunately -9 on hit).

Run~Dragonlash is functionally identical to OD Dragonlash, except that the OTG bounce is not quite as high, making the followups 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.


Super Arts

Level 1 Super (214214K)
Dragonlash Flame
Level 1 Super Art
214214K
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214214K
Dragonlash Flame
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3 41 - 2000 LH KD +35 -24
  • Strike/Throw Invuln: 1-10f; Armor Break
  • Depletes 1/2 Drive bar from opponent on hit


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, 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*300*300*900.

Level 2 Super (236236K)
Shippu Jinrai-kyaku
Level 2 Super Art
236236K
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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
  • Depletes 1 Drive bar from opponent on hit


Ken's infamous SA3 from Third Strike, a flurry of 5 kicks followed up by a Tatsumaki ender on hit. Very fast for a Super, but does only has 1f invuln and cannot go through fireballs. It is best used to add damage when fishing for safe OD Special confirms. Works well in juggles, but loses damage if the opponent is too high. The full damage distribution is: 300x4*200x5*500.

Level 3 Super (236236P)
Shinryu Reppa
Level 3 Super Art
236236P
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Critical Art adds 500 more damage and has +6 additional KD advantage

236236P
Shinryu Reppa
Startup Active Recovery Cancel Damage Guard On Hit On Block
7 3(1)6(16)13 30+15 land - 4000 (1800~2400) LH HKD +15 -30(-33)
  • Full Invuln: 1-18f; Airborne 10-27f + 35-75f (Forced Knockdown state); Armor Break
  • Depletes 1.5 Drive bars from opponent on hit (1 Drive bar for non-cinematic)
    • Cinematic time regenerates ~2 Drive bars for Ken
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
  • Depletes 2 Drive bars from opponent on hit (1.7 Drive bars for non-cinematic)
    • Cinematic time regenerates ~2.1 Drive bars for Ken


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 or OD Tatsu. 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 cancelled from a raw Shoryuken (as is often the case when used as an anti-air), a 30% damage scaling penalty is applied. It is also much more likely to result in a non-cinematic juggle.


Taunts

Neutral Taunt (5PPPKKK)
Neutral Taunt
5PPPKKK
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"Bring it!"

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

Forward Taunt (6PPPKKK)
Forward Taunt
F.PPPKKK
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"Having second thoughts?"

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

Back Taunt (F.PPPKKK)
Back Taunt
F.PPPKKK
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"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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