Published guide sections
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
FIGHTER GUIDE IORI'S STRATEGY
Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for KEN.

This is the starting point for all published KEN data on SF6 Lab.
✓ Combos & Okizeme
✓ Move List
✓ Matchup Guide
✓ Frame Data
✓ Videos
Ken rewards converting an ordinary hit into a better screen position. Quick Dash routes make corner carry a practical goal, while Shoryuken knockdowns and corner throws give him different ways to continue attacking. Learning where a combo ends matters as much as learning the combo itself.
Aim to turn a grounded confirm into carry, then shorten the opponent’s room to retreat. In the corner, alternate the listed strike and throw options with a shimmy: step back to let a throw escape miss, then punish it. Keep the ender and recovery situation in mind before committing to the next approach.
Use the simple carry route first. The guide also lists more demanding Quick Dash cancels, which can wait until the basic confirm is dependable.
This is the carry choice to learn early. Track whether it actually reaches the corner before using a corner-only follow-up.
Learn a damage-oriented finish and its approach afterward. Do not borrow the timing from a different version of the move.
Practice the medium-punch target-combo route into Quick Dash Tatsumaki from both sides, starting at different screen positions.
Compare a Tatsumaki finish with a heavy Shoryuken finish. Rehearse the listed follow-up for each rather than dashing by habit.
Record guard, throw escape and a reversal. From one verified setup, practice throw, shimmy and waiting, respectively.
Adapted from SF6 Lab’s Japanese character notes and combo / setplay guides. The practice routes use Classic inputs; consult the linked guides for full conditions and current numerical data.
Ken rewards attention to carry and the position after a combo. Treat Quick Dash into Tatsumaki, Shoryuken, and Dragonlash as different choices for carry, damage, and switching sides.
Quick Dash Tatsumaki carry helps lead into corner pressure.
Ender, recovery choice, and screen position change the next setup, creating several decisions to manage.
Learn a midscreen route ending in Quick Dash Tatsumaki, then practise what happens when it reaches the corner. Keep a separate side-switch route for escaping with your back to the corner.
The same starter can lead to a midscreen knockdown, corner arrival, or continued corner pressure. Watch the position before choosing the ender and following with a throw, strike, or shimmy.
These practice notes follow the published guide and combo material. Check the combo page for route conditions and the frame table for move values.
Choose a section to continue.
Routes organized by starter, resources, and knockdown.
Move names, categories, startup, advantage, and damage.
Published matchup material and punishable options.
Startup, active frames, recovery, advantage, cancel, and damage.
Published Iori match, lesson, combo, and matchup videos.
Ken’s collection covers Year 3 routes, setplay and corner heavy-punch pressure. The balance-change review is a historical recording; use the combo page when choosing a route to practice now.
Original video titles and Japanese commentary are preserved. Balance-update opinions and numerical examples belong to the version recorded; use the linked frame and combo pages for current reference data.