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Ken

Street Fighter 6 Ken guide - frame data, combos, matchup tips and more.

Table of Contents

1 - [SF6] Ken Frame Data with Video

Ken

2 - [SF6] Ken Countermeasures Guide [Win Just by Reading]

Comprehensive Ken countermeasures for SF6 (Street Fighter 6). Forward throw/back throw Oki coverage.

236P

Ken’s fireball Startup and speed change based on strength

  • 236LP
    • Slow Startup and projectile speed
    • Ken is -7F on Block
  • 236MP
    • Startup and projectile speed between LP and HP
    • Ken is -9F on Block
  • 236HP
    • Fast Startup and speed
    • Ken is -11F on Block
  • 236PP
    • OD fireball continues offense on Block with Rush
    • Ken is -2F on Block

623P

Ken’s Shoryuken

  • 623LP
    • 5F Startup
  • 623MP
    • 6F Startup
  • 623HP
    • 7F Startup
  • 623PP
    • 6F Startup (full invincibility)

623K

  • 623LK
    • Ken is -4F on Block
  • 623MK
    • Ken is -8F on Block
  • 623HK
    • Ken is +1F on Block
  • 623KK
    • Ken is -9F on Block

236K

Ken’s main move that can be cancelled from various attacks. A special move with Low and Overhead follow-ups.

Each follow-up can be delayed, allowing Fuzzy counter-play.

Normal version

  • 236LK
    • Ken is -11F on Block
  • 236MK
    • Ken is -7F on Block
  • 236HK
    • Ken is -2F on Block
  • 236K > 6LK
    • Ken is -5F on Block
  • 236K > 6MK
    • Ken is -3F on Block
  • 236K > 6HK
    • Ken is -3F on Block

OD version

  • 236KK
    • Ken is -7F on Block
  • 236KK > 6LK
    • Ken is -5F on Block
  • 236KK > 6MK
    • Ken is -3F on Block
  • 236KK > 6HK
    • Ken is -3F on Block

KK > 623P

A special move Ken uses as a target combo ender.

LPLK

Ken has +20F Advantage Grappling available

4LPLK

Ken has +19F Advantage Back Rise is standard at midscreen.