Ken
Street Fighter 6
Ken
Capcom
Street Fighter 6
Street Fighter 6
Aki
Aki
Akuma
Akuma
Blanka
Blanka
Cammy
Cammy
Chun-Li
Chun-Li
Dee Jay
Dee Jay
Dhalsim
Dhalsim
E. Honda
E. Honda
Ed
Ed
Guile
Guile
JP
JP
Jamie
Jamie
Juri
Juri
Ken
Ken
Kimberly
Kimberly
Lily
Lily
Luke
Luke
M. Bison
M. Bison
Manon
Manon
Marisa
Marisa
Rashid
Rashid
Ryu
Ryu
Zangief
Zangief

Move List

Common Moves
Drive Impact
Flame Strike
Costs 1 Drive Gauge stock
HP+HKorDI
Drive Reversal
Lightning Crack
Costs 2 Drive Gauge stocks
Right+HP+HKorRight+DI
Drive Parry
Drive Parry
Costs Drive Gauge
MP+MKorDP
Parry Drive Rush
Costs 0.5 Drive Gauge stock
RightRight
Cancel Drive Rush
Costs 3 Drive Gauge stocks
RightRight
Throws
Knee Strikes
Neutral|Right+LP+LK
Hell Wheel
Left+LP+LK
Unique Attacks
Quick Dash
2x K
Emergency Stop
LK
Thunder Kick
MK
Forward Step Kick
HK
Chin Buster 2nd
MP,HP
Triple Flash Kicks
MK,MK,HK
Special Moves
Hadoken
Costs 2 Drive Gauge stocks
Quarter Circle Right+P
Shoryuken
Costs 2 Drive Gauge stocks
Dragon Punch Right+P
Tatsumaki Senpu-kyaku
Costs 2 Drive Gauge stocks
Quarter Circle Left+K
Aerial Tatsumaki Senpu-kyaku
Costs 2 Drive Gauge stocks
(Up-right)Quarter Circle Left+K
Dragonlash Kick
Costs 2 Drive Gauge stocks
Dragon Punch Right+K
Jinrai Kick
Costs 2 Drive Gauge stocks
Quarter Circle Right+K
Kazekama Shin Kick
Right+LK
Gorai Axe Kick
Right+MK
Senka Snap Kick
Right+HK
Kasai Thrust Kick
Right+K
Super Arts
Dragonlash Flame
Costs 1 Super Art stock
Quarter Circle LeftQuarter Circle Left+K
Shippu Jinrai-kyaku
Costs 2 Super Art stocks
Quarter Circle RightQuarter Circle Right+K
Shinryu Reppa
Costs 3 Super Art stocks
Quarter Circle RightQuarter Circle Right+P

Notes

Notes can include text, combos, embeded videos or images and links to external resources.

Guides

Guides can be viewed and bookmarked by other users.
Guides can include text, combos, embeded videos or images and links to external resources.
Ken guide
FGMoves
2
Basic Info: How to play Ken
Ken is an aggressive character with a ton of powerful kicks to control space on the screen, and plenty of ways to rush the opponent down and overwhelm their defenses.
He can also run a more straightforward core game plan with his fireballs and anti-airs. Whatever the situation, Ken is equipped to deal with it.
Up close, Ken has more than a few ways to break through the opponent's defenses with his blistering rushdown game.
Jinrai Kick and its associated moves can be used for combos and to break through your opponent's guard.
Special Move: Hadoken (Quarter Circle Right+P)
Fire a ki blast directly forward. Useful for attacking opponents at range.
The light, medium, and heavy variations of Hadoken each start up and travel at different speeds, and leave you open for different amounts of time. Start by alternating between light and heavy to keep your opponent at bay, but don't get too predictable.
(Overdrive)
Executes sooner, travels faster, and recovers in a flash. Firing one off at around mid-range will frustrate your opponent something fierce. Canceling into it from a normal move is one of the oldest tricks in the book.
Special Move: Shoryuken (Dragon Punch Right+P)
Leap into the sky with a devastating uppercut. Useful as an anti-air attack or as a way to end combos.
Against jumping opponents, light or medium will do the trick as an anti-air. Use the heavy version to tack on extra damage in juggle combos.
(Overdrive)
SHORYUKEN! Invincible against anything and everything. Use it as a reversal to blow through whatever's thrown at you. It also travels forward a bit, so you can hit opponents even if they're not quite in melee range. If your opponent blocks it, though, they're gonna make you regret it, so you can't go crazy with it on a whim.
Special Move: Tatsumaki Senpu-kyaku (Quarter Circle Left+K)
Unleash a series of roundhouse kicks while moving forward. Useful when canceled into from normal moves to create combos.
This move is mostly used in combos. The light version will launch your opponent on hit, leading to follow-ups, while the medium and heavy versions will connect from medium normal attacks and up, pushing 'em to the corner.
(Overdrive)
Reaches farther and deals more damage to boot. It'll still connect from a normal move even if you're
pretty far from your opponent—VERY handy.
Special Move: Aerial Tatsumaki Senpu-kyaku (Quarter Circle Left+K during a forward jump)
A Tatsumaki Senpu-kyaku performed while airborne. Useful for altering the trajectory of your jump, or for staging a surprise attack from above.
This is an aerial move with a pretty funky jump trajectory. If you do it from fairly close and time it to take you over your opponent, it'll actually hit 'em from behind— what we in the biz call a cross-up. Bust it out when your opponent least expects it, and you've got yourself a party.
(Overdrive)
Descends faster, and makes the opponent to stumble backward on hit, giving you a great follow-up chance at close range.
Special Move: Dragonlash Kick (Dragon Punch Right+K)
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.
On the ground, this'll send opponents stumbling back, giving you the advantage. Against midair opponents, it'll pull them toward you with a knockdown. Doesn't pack a huge punch, but the positional advantage it buys can't be overlooked.
(Overdrive)
Landing this against airborne opponents will cause you to swap positions. It'll also bounce them against the ground, opening them up to free follow-ups. Watch your positioning carefully, and use it when it's most advantageous.
Special Move: Jinrai Kick (Quarter Circle Right+K)
A forward-moving roundhouse kick that can be followed up by one of three different kicks.
First off, the Kazekama Shin Kick (Right+LK). This hits low, and can't be blocked standing. It's even relatively safe if it's blocked. A great way to keep your opponents on their toes.
Next, the Gorai Axe Kick (Right+MK). This is an overhead, which mean it can't be blocked while crouching. Spook your opponent with the Kazekama Shin Kick, then bust out the Gorai Axe Kick when they least expect it.
Finally, the most damaging Jinrai Kick follow-up—the Senka Snap Kick (Right+HK). You can use this in combos, but it won't hit crouchers, so watch out. If you land a Jinrai Kick on a crouching opponent, go into the Kazekama Shin Kick instead.
(Overdrive)
Jinrai Kick and all of its follow-ups execute faster and with enhanced damage. You can also connect into a bonus Kasai Thrust Kick (Right+K) follow-up. You'll break your opponent's guard more easily, AND deal more damage in combos. Sign me up!
Super Art: Dragonlash Flame (Quarter Circle LeftQuarter Circle Left+K)
Launch your opponent into the sky and then perform a series of kicks on them while airborne. It is invincible at the beginning, and you switch positions with your opponent upon completion.
This move will swap you and your opponent's positions on hit, which means you can use it to leave your opponent in the corner. It's also fine to tack on when you want to squeeze every last drop of damage out of a combo.
Super Art: Shinpu Jinrai-kyaku (Quarter Circle RightQuarter Circle Right+K)
Unleash a flurry of kicks and then finish with a rising Tatsumaki Senpu-kyaku. This move is quick to execute, making it useful for counterattacks and in combos.
Shippu Jinrai-kyaku is the go-to when you know it'll connect— by canceling from an Overdrive Art, to name one example. If you land an Overdrive Jinrai Kick, you'll have all day to decide whether to fire it off or not.
Super Art: Shinryu Reppa (Quarter Circle RightQuarter Circle Right+P)
A one-two Shoryuken combination followed by one final mighty Shoryuken with an added spin to it. If the first hit misses, a single additional Shoryuken will come out afterward.
This one can be used as a reversal to get out of trouble, or in combos. You can cancel into it from standard special moves, and it'll connect from all kinds of moves besides, providing a great source of scorching hot damage.
Strategy: Fundamentals 1
So, I can't believe I'm saying this, but you can't just pop off moves willy-nilly while yelling "TRY THIS ON FOR SIZE" every match. I mean, there's nothing stopping you, but...it's not worth it. Trust me.
It ain't exciting, but crouching medium kick and standing heavy kick are the keys to the kingdom. Watch carefully, wait for an opening, and wham! Connect a crouching medium kick, and you can cancel it into Hadoken or Jinrai Kick.
From a slight distance, you can hurl Hadokens, bust out a jumping attack, or close in with a dash or two. As soon as your opponent shows an opening, hit 'em with a standing medium kick into Triple Flash Kicks (MK,MK,HK).
Strategy: Fundamentals 2
You're not the only one who wants to attack—your opponent does too. If they come at you on the ground, use normals to limit their options, and mix in Drive Impacts to shut down
their attacks.
If they jump at you, your best bet is to intercept with a Shoryuken for a free knockdown. And if you're still getting your feet wet, a crouching heavy punch is enough to get the job done.
Strategy: Advanced 1
Once you have the basics down, use Quick Dash (2x K) to zip into range. From there, you can either use Forward Step Kick (HK), or Emergency Stop (LK). Mix it up, and your opponent won't be able to get a bead on you.
If your opponent's taking a wait-and-see approach, give 'em a Thunder Kick (MK), or Emergency Stop right in front of their face and throw 'em. They never see that one coming. Usually.
It works at close range too. Cancel into Quick Dash from a normal, then Emergency Stop and use a normal or throw. Mix things up enough, and your opponent won't be able to react. From there, it's all about keeping your offense varied.
Strategy: Advanced 2
Those aren't the only tricks you can pull with Quick Dash, though. Some specials behave differently when you do them out of Quick Dash, for starters. They get more powerful, or fire off with heightened force.
Shoryuken's one of the specials that gets a power-up. It'll go clean through fireballs, and propel forward farther. If your opponent's throwing fireballs from far away, this'll make 'em regret the decision.
Another powered up special is Tatsumaki Senpu-kyaku. It'll make the opponent flinch back on hit, giving you a chance to press your offense. It takes a little getting used to, but being able to connect into it from heavy attacks is huge.
The last one is Dragonlash Kick. Hit with it in the air, and you'll swap position with your opponent and ground bounce 'em. It's also got great reach, making it an awesome addition to combos.
Created 2024.11.21