STREET FIGHTER 6
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ケン
66 moves — click thumbnail to expand(_1 _2 _3 … shown in card / use ← → when expanded)
Standing Light Punch
5LP5L
Cancel Chn Sp SA
Notes Chains into 5LP/2LP/2LK; Run~Stop cancel: -14/-19
Standing Medium Punch
5MP5M
Cancel Sp SA TC
Notes Easily hitconfirmable into Target Combo; farthest ~40% of hitbox is shifted upward (can whiff against some crouching attack hurtboxes in whiff punish scenarios); extends a forward leg hurtbox until end of recovery; Run~Stop cancel: -6/-12
Standing Heavy Punch
5HP5H
Cancel Sp SA
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
Standing Light Kick
5LK5L
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
Standing Medium Kick
5MK5M
Cancel SA TC
Notes Has good forward movement; whiffs on crouching opponents at farther ranges unless they extend a vertical hurtbox; hitconfirmable Target Combo follow-up makes it strong in neutral; Super is much harder to hitconfirm but can buffer into a safe SA2 in neutral; front leg hurtbox is raised on frames 4-15, allowing it to dodge some low attacks
Standing Heavy Kick
5HK5H
Cancel -
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; extends a hurtbox 1f before active that is vulnerable to projectiles
Crouching Light Punch
2LP2L
Notes Primary combo starter; chains into 5LP/2LP/2LK; Run~Stop cancel: -12/-18; DR cancel is delayed until after 1st recovery frame; topmost hurtbox on frames 1-5 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Medium Punch
2MP2M
Notes Good buffer tool and great for pressure out of Drive Rush; Run~Stop cancel: -8/-11; 2f extra recovery on whiff and extends a wider hurtbox until the end of recovery; topmost hurtbox on frames 1-8 is vulnerable only to aerial strikes (preventing its use as an anti-air)
Crouching Heavy Punch
2HP2H
Notes Forces stand; decent anti-air (cannot hit cross-up); only first 2 active frames are cancelable; cancel into 236HK on block leaves a 5f gap and is DI-safe; Run~Stop cancel: +3/-7
Crouching Light Kick
2LK2L
Cancel Chn
Notes Chains into 5LP/2LP/2LK
Crouching Medium Kick
2MK2M
Notes Run~Stop cancel: -8/-12; Range: 1.46; DR cancel is delayed until after active frames
Low Spinning Sweep
2HK2H
Notes Has juggle potential; on block, always plays out a fixed 27f recovery (cannot be made safer with meaty timing)
Triple Flash Kicks 1
5MK~MK5MK~M
Cancel TC
Notes (refers to scaled damage); great forward movement, will combo even if 5MK hits an extended limb hurtbox; true blockstring even at max delay
Triple Flash Kicks 2
5MK~MK~HK5MK~MK~H
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
Chin Buster
5MP~HP5MP~H
Notes Puts opponent into limited juggle state; Run~Stop cancel: KD+30/-12
Jumping Light Punch
j.LPj.L
Jumping Medium Punch
j.MPj.M
Cancel Sp
Notes Puts airborne opponents into limited juggle state; cancels to j.214K with a long cancel window; lower body projectile invuln 6-22f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Punch
j.HPj.H
Notes Spike Knockdown on counter-hit/Punish Counter vs. airborne opponents; great downward hitbox for close jump-ins and neutral jump throw baits; lower body projectile invuln 9-23f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Light Kick
j.LKj.L
Notes Cross-up
Jumping Medium Kick
j.mKj.M
Notes Cross-up; lower body projectile invuln 7-20f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Jumping Heavy Kick
7HK or 9HK7HK or 9H
Notes Great horizontal range for a jump-in; lower body projectile invuln 10-19f except around attack hitbox (cannot be used to avoid the 2nd hit of JP's OD Amnesia bombs)
Aerial Tatsumaki Senpu-kyaku
j.214K
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
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
Jinrai Kick
236HK236H
Cancel SA3
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); follow-ups can also be input on whiff; good approach tool that doesn't extend a hurtbox until active
Hadoken
236HP236H
Notes 1-hit projectile; puts airborne opponents into limited juggle state
Senka Snap Kick
236K~6HK236K~6H
Notes Follow-up can be input on hit/block/whiff; better KD Adv. after 236HK launch; whiffs on crouching opponents unless they extend a vertical hurtbox (236LK -23/-35; 236MK -22/-31; 236HK KD/ -26)
Kazekama Shin Kick
236K~6LK236K~6L
Notes Follow-up can be input on hit/block/whiff; using 236MK~6LK will counter-hit any opponent button; causes a +32 Hard Knockdown on Counter-hit/Punish Counter (gives good oki but prevents follow-up links)
Gorai Axe Kick
236K~6MK236K~6M
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; puts airborne opponents into limited juggle OTG bounce state (can only follow up with SA3 cancel if the juggle was started with the 6MK follow-up)
236KK
Cancel SA2 SA3
Notes Follow-up can be delayed up to 6f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff
236KK~6HK236KK~6H
Notes Follow-up can be input on hit/block/whiff; whiffs on crouching opponents (-18 vs. crouch block); true blockstring vs. stand block, can be delayed to create up to 3f gap or to connect on high-juggled opponents
236KK~6LK236KK~6L
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
Kasai Thrust Kick (LK)
236KK~6LK~6K
Notes Follow-up can be input on hit/block/whiff; 2f gap between final 2 hits on block; (refers to scaled damage); starter scaling reduces the effectiveness of fishing for frame trap into SA2 cancel
236KK~6MK236KK~6M
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
236LK236L
Notes Follow-up can be delayed up to 3f if input as late as possible (affecting frame trap and juggle opportunities); follow-ups can also be input on whiff
236LP236L
Notes 1-hit projectile; puts airborne opponents into limited juggle state; useful for meaty corner setups if well-spaced, preventing wakeup SA1
236MK236M
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; follow-ups can also be input on whiff
236MP236M
236PP
Notes 2-hit OD projectile with extremely fast recovery; at some ranges, Ken can follow up with Drive Rush to combo afterwards; puts airborne opponents into limited juggle state
Dragonlash Kick
623HK623H
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
Shoryuken
623HP623H
Notes Good anti-air; 3rd hit whiffs vs. crouch block (2f worse advantage, 75 less chip dmg); cannot hit cross-up
623KK
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
623LK623L
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
623LP623L
Notes Good anti-air; cannot hit cross-up; reduced damage on high anti-air connect (active frames 3-10)
623MK623M
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
623MP623M
Notes Good anti-air; cannot hit cross-up
623PP
Notes All hits are a true blockstring; Ken's best reversal option; cannot hit cross-up
Tatsumaki Senpu-kyaku
214HK214H
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
Notes Great range and speed, useful in whiff punishes and juggles; cannot hit cross-up
214LK214L
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
214MK214M
Notes Better KD Adv. if first hit connects; both hits connect on crouching opponents; cannot hit cross-up
Drive Rush Cancel
MPMK or 66
Notes See [[Street_Fighter_6/Gauges#Drive_Rush|Drive Rush]]; 3-bar version performed on hit/block from a cancelable normal; can also be performed on whiff from cancelable light normals; startup refers to minimum time before an attack can cancel the Drive Rush animation; the first 15 recovery frames are cancelable into any attack; the final 22 recovery frames are cancelable into any attack or movement option or blocking (except Parry); only Normal and Command Normal attacks are enhanced with +4 frame advantage and improved juggle properties
Quick Dash
KK
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; when inputting with 5KKK takes priority over OD special moves (does not apply when inputting with 5KK after performing a special move input); Run Distance: 1.37 (early stop) / 2.92 (max)
Emergency Stop
KK~LKKK~L
Notes 27f is fastest total Run~Stop time; Ken is in counter-hit state for entire duration
Forward Step Kick
KK~HKKK~H
Cancel SA
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); extends a forward hurtbox during recovery
Neutral Jumping Heavy Kick
8HK8H
Notes Strong and fast air-to-air; lower body projectile invuln 6-19f (if used immediately on the way up, can avoid the 2nd hit of JP's OD Amnesia bombs)
Dragonlash Flame
214214K
Notes Switches sides with opponent on hit; Full Dmg distribution: 500,300x2,900
Shippu Jinrai-kyaku
236236K
Notes Fast startup and good range, making it good for punishes and juggle combos; completely safe on block due to pushback; great chip tool vs. opponents in Burnout (can continue dealing more chip after being safely blocked); benefits from 20% Counter-hit/Punish Counter damage increase unlike most Supers; Full Dmg distribution: 300x4,200x5,600
Shinryu Reppa
236236P
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