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Ken
1 - [SF6] Ken Frame Data with Video
2 - [SF6] Ken Countermeasures Guide [Win Just by Reading]
Basic Info
- Sustained Overhead leads to combo
- Defensive Options
- 6F Startup OD invincible move: 623PP
- If you play Luke or Kimberly, avoid using Rush after throws
- 5F Startup anti-air invincible 623LP available
- 214214K has 7F Startup, not Projectile invincible
- 236236K has 6F Startup, no invincibility
- 236236P has 7F Startup
- 6F Startup OD invincible move: 623PP
- Moves that are plus on Block
- None
Neutral (Awareness Priority)
- 236PP
- After Blocking Ken’s 236PP fireball, he can continue offense with Rush
- If you see Rush after Blocking, prepare to counter with 236PP invincible
- 2MK
- Ken’s cancel options from 2MK are strong — recognize that the range where 2MK reaches is dangerous
- Getting hit easily can directly lead to a loss
- Grappling
- Ken’s grappling with +5 throw is difficult
- It’s important to make him take risks with backdash and forward jump
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
Recommended Counter
- 236LP
- If you Parry, buffer a jump
- It tends to be a safe fireball, so Ken often buffers the next 236P as well
- If you Block, the next 236P is often a safe fireball, so don’t jump after Blocking a slow projectile
- If you Parry, buffer a jump
- 236MP
- Same counter as 236LP
- 236HP
- When Parrying up close, buffer a heavy attack or raw Rush
- When Parrying from far, buffer a forward attack to get a return on safe fireballs
- 236PP
- After Blocking OD fireball, depending on distance it becomes a mash punish allowing offense continuation
- When you confirm this string, be aware of countering with a fast long-range invincible move on Rush flash
Caution
- 236PP
- If you counter with a slow invincible move on Rush flash confirm, it may get Blocked — be careful
- Depending on distance, it may whiff, so don’t misjudge the spacing
- If you counter with a slow invincible move on Rush flash confirm, it may get Blocked — be careful
- For characters with short invincible moves, maintaining a distance where they won’t whiff is very effective
623P
Ken’s Shoryuken
- 623LP
- 5F Startup
- 623MP
- 6F Startup
- 623HP
- 7F Startup
- 623PP
- 6F Startup (full invincibility)
Recommended Counter
- On 623P Hit
- Recognize there’s a mixup between Quick Rise and Back Rise
- During Rush Oki:
- Quick Rise denies the walk Shimmy option
- During walk Oki:
- Back Rise denies the Oki
- If you used Quick Rise, it becomes Oki where Shimmy is possible without Rush
- On 623PP Hit
- Ken has +22F Advantage
- Using Rush gives complete Oki
- Quick Rise
- Throw is meatied
- Back Rise
- HP serves as mash punish
- Quick Rise
- Recommendation
- Take Back Rise and try for Just Parry against HP, or since throw doesn’t connect, hard Block is fine
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
Recommended Counter
- 623HK in Neutral
- Just Parry
- Drive Impact
- Guaranteed on reaction
- If your reaction is late it can be countered, but try it
Standing 4F move
- Ideally you’d react with a 4F move, but it’s impossible in practice
- Even slightly late results in Counter Hit into big damage — risk-reward doesn’t balance
- This guide recommends Just Parry or Drive Impact
- Ideally you’d react with a 4F move, but it’s impossible in practice
After Blocking 623HK
- +1F within throw range
- Using OD invincible or delayed tech here doesn’t balance risk-reward
- Recommended options — these 3 options are all you need:
- Fastest 4F mash
- Beats Ken’s tech
- Also beats caveman anti-air
- Fastest tech
- Beats Shimmy options
- Make sure to watch for anti-air
- Loses to fastest moves, but accept the tradeoff
- Beats Shimmy options
- Just Parry
- Beats the opponent’s fastest 4F
- Scary if it’s a throw, so don’t do this often
- An option for when the mixup evolves and the opponent only does 4F mash punish
- Fastest 4F mash
The video below has the following recorded after Blocking 623HK:
- Fastest 4F move
- Neutral jump
- Throw
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
Recommended Counter
Light/medium/heavy versions can be distinguished by sound and motion, but it’s very difficult mid-match and memorizing sounds is tedious.
The recommendation is to change your response based on what normal cancelled into it.
A characteristic of 236K: each strength only combos from normals of equal or higher strength.
- 236MK doesn’t combo from LK
- 236HK doesn’t combo from 2MK
- 236MK combos from 2MK
- 236MK combos from HP
Based on the above, assume the base case is that Ken only uses the same strength as the preceding normal.
- LK > 236LK
- You can mash before the follow-up, so mash
- 2MK > 236MK
- Mashing loses to 623MK > LK follow-up
- It becomes a mixup with Overhead, but if the opponent only does fastest follow-ups, Fuzzy is possible — give it a try
- Note it’s Punish Counter on this, so make sure to start with a Punish Counter combo
- HP > 236HK
- There’s a gap between HP > 236K that can be interrupted — it’s hard but you want to press jab
- Even if it were 236MK, it’s a true Block string so mashing is risk-free
- It’s hard and mistakes are painful, so only for those confident in their reactions
- The author of this guide can’t do it either
- There’s a gap between HP > 236K that can be interrupted — it’s hard but you want to press jab
- If you can’t interrupt, hold Block and don’t mash recklessly
- If you read a follow-up, Drive Impact is very effective
- If you don’t use Drive Impact, note that Ken does fastest 236K > 6LK, so keep that in mind as part of the mixup
Once you get used to it, you can handle all the above options:
KK > 623P
A special move Ken uses as a target combo ender.
Recommended Counter
- On KK > 623P Hit
- Quick Rise makes walk Shimmy impossible
- Don’t habitually take Back Rise — use Quick Rise and make him take risks with invincible moves and early tech
LPLK
Ken has +20F Advantage Grappling available
Recommended Counter
Even with Back Rise, Rush Oki is possible. Even with Rush, OD invincible is not guaranteed, so the situation is very good for Ken.
- After LPLK Hit > Quick Rise
- Ken’s only Shimmy option from Quick Rise is Rush > LP, which leaves Ken at -4F
- Fastest mash gets Punish Counter, so keep this as knowledge
Showing this makes the opponent meaty more often, so use Quick Rise OD invincible
After LPLK Hit > Back Rise
- No Oki if Rush is not used
4LPLK
Ken has +19F Advantage Back Rise is standard at midscreen.