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Ken

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
  • 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

  • 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

  • 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
    • 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
  • 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
      • 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

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

  • 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.