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Ken
Ken

Dragonlash Kick

→↓↘K
Dragonlash Kick
必杀技

A leaping roundhouse kick that pulls your opponent toward you. An extremely versatile move that can be used to launch surprise attacks from mid-range, as a way to continue your offensive pressure, or in combos.

派生・强度差异

技能发生命中防御伤害
Dragonlash Kick
H Dragonlash Kick28311200
L Dragonlash Kick182-41000
M Dragonlash Kick233-81100
OD Dragonlash Kick91-91200

Evaluation

A jumping kick that locks the opponent forward. H Dragonlash (623HK) is +1 on block — Ken's headline pressure starter. The 28F startup is the catch, but it sneaks in when the opponent is locked into the ground game. OD and K+K versions are 9F startup, used in combos, anti-airs, and whiff punishes.

How to Use

Strength selection

  • L (623LK) — 18F, -4 on block, mostly combo
  • M (623MK) — 23F, -8 — combo only
  • H (623HK) — 28F, +1 on block. Pressure / surprise hit
  • OD (623KK) — 9F, -9. Combos / punishes / anti-air
  • K+K → 623K — 9F, -8. Run-stance combo ender

H Dragonlash use

The premier mid-range surprise hit. +1 on block sets up strike / throw mixups. The 28F startup is hard, but if neutral is cagey it lands.

  • When the opponent has stopped pressing buttons
  • When you read drive-parry
  • Mid-range stretches with low punish reach

Combos

  • 2MK → 623LK: standard
  • KK → 623K → SA1: high damage
  • Corner H Dragonlash hit → knockdown → oki

Pitfalls

  • 28F startup → reactable just-parry / DI
  • L / M are minus on block; the +1 only lives on H
  • Use sparingly — the read becomes obvious after repeated attempts

How to Counter

Ken's signature surprise hit. How you handle 623HK sets the tone of the matchup.

Recommended counters

Reacting to 623HK in neutral

Just-parry

28F startup is comfortably parry-reactable from a fixed neutral spacing.

Drive Impact

  • DI on reaction is a guaranteed punish
  • Slow reactions get punished, but practiced reaction is worth it

Standing 4F

  • Reactable on paper but very hard in practice
  • A late press eats a counter-hit combo — risk-reward is poor
  • Just-parry or DI is recommended

After blocked 623HK (+1 situation)

Throw range, +1 to Ken. Don't reach for OD reversal or delayed throw-tech here. Pick one of these three:

  • Fastest 4F mash
    • Beats Ken's throw
    • Beats his frame trap
  • Fastest throw tech
    • Beats his shimmy (watch for jumps)
    • Loses to fastest button — accept the variance
  • Just-parry
    • Beats his fastest 4F
    • Loses to throw, so use sparingly
    • The right call once Ken commits to mash punishes

The clip below has Ken set to mash 4F / vertical jump / throw on +1 in repeat:

Tuning the 3-way mixup

Read your Ken and weight the three options.

  • 4F mash worked → Ken throws a lot, watch for shimmy
  • 4F mash lost to a throw → switch to throw-tech
  • Throw-tech lost to a delayed mash → mix in just-parry

Cycle through the options. When Ken commits to mash-punishes only, lean parry-heavy.