
ケン
Ken — Counter-Guide
Key Info
- Overhead that combos on hit
- Defense
- OD invincible available, startup 6F: 623PP
- If you play Luke or Kimberly, hold back on post-throw rush and similar
- Anti-air invincible 623LP available, startup 5F
- 214214K: startup 7F, no projectile invincibility
- 236236K: startup 6F, no invincibility
- 236236P: startup 7F
- OD invincible available, startup 6F: 623PP
- Moves that are advantageous on block
- None
Neutral Play (Mindset)
- 236PP
- Ken can continue pressure with rush after you block the OD projectile
- When you see rush after blocking 236PP, prepare an invincible response
- 2MK
- His cancel options from 2MK are strong — be aware that the range where 2MK connects is dangerous
- Getting hit by it casually often leads straight to a loss
- Judo
- Ken's +5F throw timing is difficult to land
- It's important to make him pay with back dash or forward jump
Hadoken
Ken's projectile. Startup and speed vary by strength.
- 236LP
- Slow startup and slow projectile speed
- Ken -7F on block
- 236MP
- Startup and speed between L and H
- Ken -9F on block
- 236HP
- Fast startup and fast speed
- Ken -11F on block
- 236PP
- OD projectile allows rush for continued pressure on block
- Ken -2F on block
Recommended Counter
- 236LP
- When pressing parry, buffer a jump
- Often used as a safe fireball, so Ken frequently inputs the next 236P
- After blocking, the next 236P is often a safe fireball — don't jump after blocking a slow projectile
- When pressing parry, buffer a jump
- 236MP
- Same counter as 236LP
- 236HP
- When pressing parry up close, buffer a heavy attack or raw rush
- At long range on parry, buffer a forward attack to get reward on the safe fireball follow-up
- 236PP
- After blocking, depending on distance, Ken can crush reversals and continue offense
- When you recognize this setup, use an invincible move with fast startup and long reach on the rush flash
Warning
- 236PP
- If you use a slow invincible move on the rush flash confirm, it risks getting blocked
- Depending on distance it may also whiff — don't misjudge the spacing
- If you use a slow invincible move on the rush flash confirm, it risks getting blocked
- For characters with short invincible moves, staying outside the whiff range is very effective
Shoryuken
Ken's Shoryuken.
- 623LP
- Startup 5F
- 623MP
- Startup 6F
- 623HP
- Startup 7F
- 623PP
- Startup 6F
Recommended Counter
- On 623P hit
- Be aware that a mix-up between in-place recovery and back-roll recovery exists
- During rush oki:
- Taking in-place recovery cancels out the walk shimmy option
- During walk oki:
- Taking back-roll recovery eliminates the oki
- In-place recovery gives Ken shimmy-possible oki without rush
- On 623PP hit
- Ken is at +22F
- Using rush creates complete oki
- In-place recovery
- Throw lands
- Back-roll recovery
- HP crushes reversals
- In-place recovery
- Recommended:
- Take back-roll recovery and aim for perfect parry against HP, or just block — throw won't land
Dragonlash Kick
- 623LK
- Ken -4F on block
- 623MK
- Ken -8F on block
- 623HK
- Ken +1F on block
- 623KK
- Ken -9F on block
Recommended Counter
- 623HK in neutral
- Perfect parry
- Drive Impact (DI)
- Guaranteed on reaction
- You may get countered if slow, but go for it
Standing 4F move
- Would be ideal to press a 4F move on reaction, but doing it in a real match was impossible
- Even slight delay leads to a counter hit for massive damage — risk vs. reward doesn't work out
- This guide recommends perfect parry or Drive Impact
- Would be ideal to press a 4F move on reaction, but doing it in a real match was impossible
After 623HK on block
- +1F within throw range
- Using OD invincible or delayed tech throw here has bad risk vs. reward
- Recommended — just these 3 options:
- Instant 4F mash
- Beats Ken's tech throw
- Also beats his raw reversal attempt
- Instant tech throw
- Beats shimmy
- Always watch for anti-air when doing this
- Loses to instant moves but accept it
- Beats shimmy
- Perfect parry
- Beats opponent's instant 4F mash
- Risky if they throw, so don't overuse
- Use when the mix-up loops back and they're stuck on 4F reversal crush only
- Instant 4F mash
The video below records Ken doing the following after 623HK on block:
- Instant 4F move
- Neutral jump
- Throw
Jinrai Kick
Ken's main special, cancelable from almost any move. Has both a low and an overhead branch.
Each branch can be delayed, enabling fuzzy busting.
Normal versions:
- 236LK
- Ken -11F on block
- 236MK
- Ken -7F on block
- 236HK
- Ken -2F on block
- 236K→6LK
- Ken -5F on block
- 236K→6MK
- Ken -3F on block
- 236K→6HK
- Ken -3F on block
OD versions:
- 236KK
- Ken -7F on block
- 236KK→6LK
- Ken -5F on block
- 236KK→6MK
- Ken -3F on block
- 236KK→6HK
- Ken -3F on block
Recommended Counter
Distinguishing L/M/H by sound and animation isn't impossible, but it's extremely hard mid-match and memorizing sounds is tedious.
The recommended approach: match your response to what it was canceled from.
A key property of 236K: each strength version only combos from normals of the same strength or lower.
- LK cannot link into 236MK
- 2MK cannot link into 236HK
- 2MK can link into 236MK
- HP can link into 236MK
With that in mind, assume Ken generally uses the same strength as the preceding normal.
- LK→236LK
- You can interrupt before the follow-up — do it
- 2MK→236MK
- Mashing loses to M Dragonlash Kick → LK branch
- The overhead mix-up does exist, but if they're only using the instant branch, fuzzy is possible — give it a try
- Note it's on punish counter, so use a punish counter starter
- HP→236HK
- There's a gap between HP and 236K, so a jab interrupt is difficult but worth attempting
- Even if it turns out to be 236MK, it's a block string so the mash still pays off
- It's hard and risky on failure, so recommended for confident players only
- The author of this guide can't do it reliably
- There's a gap between HP and 236K, so a jab interrupt is difficult but worth attempting
- If the interrupt is too hard, block solidly and don't mash randomly
- DI is very effective when you read a follow-up branch
- If not using DI, note that Ken often dashes 236K→6LK at max speed — track that as part of the mix-up
Once you're used to it, you can cover all of the above:
[Quick Dash] Shoryuken
Ken's special used as a target combo ender.
Recommended Counter
- On KK→623P hit
- Taking in-place recovery prevents walk shimmy
- Don't take back-roll recovery out of habit — take in-place recovery, then use invincible or early throw tech to put Ken at risk
Knee Strikes — Forward Throw
Ken +20F frame advantage. Judo available.
Recommended Counter
Back-roll recovery still allows rush oki. Even with rush, OD invincible is not guaranteed — the situation is still very good for Ken.
- After LPLK hit → in-place recovery
- Ken's only shimmy option from in-place recovery is rush → LP, which leaves Ken at -4F
- Know that instant mash gives you a punish counter
Showing this makes Ken commit to hit-confirms more, so then use in-place recovery + OD invincible
After LPLK hit → back-roll recovery
- Without rush, no oki applies
Hell Wheel — Back Throw
Ken +19F. Mid-screen: back-roll recovery is the default.
Recommended Counter
Back-roll recovery is the default. Distance is too far for oki to apply.
This article is updated regularly to keep up with SF6 patches.