FIGHTER GUIDE IORI'S STRATEGY

KEN
ケン

Use this hub to reach practical combos, move data, matchup notes, frame data, and Iori's published videos for KEN.

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Home›Fighter Guides›KEN›Combos & Okizeme
COMBO ROUTES

KEN Combos & Okizeme

Practical routes organized by starter, resources, corner position, and knockdown.

YEAR 4 COMBO & OKIZEME GUIDE

Classic-control routes are grouped by practical situation. Commands, frame values, and route order are preserved from the current Japanese source guide.

2026-08-31 updatedYear 4 / 2026-08-03 battle balance update

Move names use CAPCOM's official English Frame Data terminology. Route order and numerical values are shared with the Japanese guide.

Jump to a section (13)CONTENTS
ESSENTIAL ROUTES01

10 Essential Starter Routes

① Jump-in

j.HP > st.MP > st.HP > [Quick Dash] Tatsumaki Senpu-kyaku ↳ Corner carry ↳ Two forward dashes leave +5F. ↳ If you reach the corner: st.MP > st.LK leaves +3F for a throw or shimmy. Recommended.

② Basic combo

From farther away cr.MP > st.LK > H Shoryuken ↳ 2020 ↳ +25 ↳ Forward dash leaves +6. ↳ Raw Drive Rush okizeme

point-blank cr.MP > st.MPー HP > [Quick Dash] Shoryuken ↳ 2540 ↳ +25 ↳ forward dash, +6

③ Light starter

cr.LK > cr.LP > st.LK > H Shoryuken ↳ 1490 ↳ +25 ↳ forward dash, +6 ↳ Raw Drive Rush Okizeme

④ cr.MK Cancel Drive Rush

easy route

cr.MK > Cancel Drive Rush > st.LP > st.MP > st.HP > [Quick Dash] Tatsumaki Senpu-kyaku ↳ Prioritizes corner carry ↳ Midscreen: two forward dashes can leave +5, depending on the situation. ↳ On reaching the corner, use the dedicated setplay.

Year4 version

cr.MK > Cancel Drive Rush > cr.HP > Emergency Stop > cr.MP > st.MP > st.HP > [Quick Dash] Tatsumaki Senpu-kyaku ↳ 2072 ↳ Improves corner carry and SA Gauge gain. ↳ If you reach the corner: st.MP > st.LK leaves +3F for a throw or shimmy. Recommended.

high-damage route

cr.MK > Cancel Drive Rush > cr.HP > Emergency Stop > cr.MP > L Tatsumaki Senpu-kyaku > M Shoryuken ↳ 2360 ↳ Use near the corner when damage matters more than carry. ↳ Corner: +33F setplay ↳ A cr.MK frame kill leaves +5F for a throw or shimmy. Recommended.

⑤ Midscreen Shimmy

cr.MP PC > cr.MK > [Quick Dash] Shoryuken ↳ 2700 ↳ +25 ↳ forward dash, +6

Use this after making the opponent whiff a throw tech.

⑥ After blocking an invincible reversal

st.HP PC > cr.MK > [Quick Dash] Shoryuken ↳ +25 ↳ Forward dash leaves +6. ↳ Walk-up throw or st.HP

Prioritizes damage

cr.HP PC > Cancel Drive Rush > cr.HP > Emergency Stop > cr.MP > st.MP > st.HP > [Quick Dash] Tatsumaki Senpu-kyaku ↳ Prioritizes okizeme ↳ If you reach the corner: st.MP > st.LK leaves +3F for a throw or shimmy. Recommended.

⑦ Corner Drive Reversal Punish

Stable route

cr.MP PC > H Jinrai Kick > HK follow-up > L Shoryuken ↳ In Year4, cr.MP can combo into H Jinrai Kick. ↳ Perform every input as soon as possible. ↳ Whiff cr.MK for +5 okizeme. ↳ Throw, cr.MP, or shimmy

⑧ Corner DI

DI wall splat > st.HP > H Jinrai Kick > HK follow-up > M Shoryuken ↳ Perform every input as soon as possible. ↳ Works after Drive Impact on hit or block. ↳ M Shoryuken leaves +33. ↳ Whiff cr.MK > +5 ↳ Throw, cr.MP, or shimmy

⑨ Midscreen DI counter

stable route / corner carry

DI PC > st.MP > st.HP > [Quick Dash] Tatsumaki Senpu-kyaku ↳ 2120 ↳ Corner carry ↳ Use the dedicated okizeme if you reach the corner.

damage

DI PC > neutral-jump HK > Drive Rush HP > [Quick Dash] Shoryuken ↳ +25 ↳ Forward dash leaves +6.

Start with the reliable version. Use the neutral-jump version when you are near the corner or want more damage.

⑩ Countering DI with your back to the corner

DI PC > neutral-jump HK > [Quick Dash] Dragonlash Kick > H Shoryuken ↳ 3220 ↳ Switches sides ↳ Prioritizes escaping the corner ↳ Knockdown advantage varies with how H Shoryuken connects.

Year4 cr.MP

From farther away cr.MP > st.LK > H Shoryuken ↳ 2020 ↳ Works on normal hit

point-blank cr.MP > st.MP > st.HP > [Quick Dash] Shoryuken ↳ 2540 ↳ forward dash, +6

Counter Hit cr.MP CH > cr.MK > [Quick Dash] Shoryuken ↳ 2580 approximately ↳ forward dash, +6

Corner cr.HP

cr.HP > H Jinrai Kick > HK follow-up > L Shoryuken ↳ 2910 ↳ Whiff cr.MK > +5 ↳ Throw, cr.MP, or shimmy

st.HK Punish Counter

st.HK PC > Raw Drive Rush > st.HP > [Quick Dash] Shoryuken ↳ Damage-focused route

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COMBO ROUTES02

SA

SA1

Year4 high-damage route

cr.HP > H Jinrai Kick > OD Dragonlash Kick > OD Jinrai Kick > Quick Dash HK follow-up > SA1 ↳ Use this to finish the round.

SA2

Route updated for Year4

cr.HP > H Jinrai Kick > OD Dragonlash Kick > OD Jinrai Kick > Quick Dash HK follow-up > SA2 ↳ Extends damage from an H Jinrai Kick starter.

SA3

Common sequences for a clean hit

H Shoryuken (first hit connects on the ground) > SA3

[Quick Dash] Dragonlash Kick > SA3

[Quick Dash] Shoryuken (second hit) > SA3

M Jinrai Kick > HK variation > SA3

Connect SA3 close to its base so that it triggers the cinematic sequence.

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SETPLAY03

Okizeme & Setplay

[Quick Dash] Shoryuken ender

+25

forward dash ↳ +6

basic mix-up

Walk-up throw

st.HP ↳ Trades with the opponent's fastest 4F attack. ↳ The trade leaves Ken at a large advantage.

backdash > st.HP ↳ Read a throw-tech attempt. ↳ Also scores a PC against an immediate throw. ↳ Reaches after either normal or backward recovery.

H Shoryuken ender into Raw Drive Rush st.MP

An okizeme option that became important in Year4.

H Shoryuken ender > Raw Drive Rush > st.MP

After the opponent blocks

throw

cr.LK > cr.LP > H Shoryuken ↳ Low option ↳ Be careful: this will not connect if st.MP was blocked on a later active frame.

shimmy

Midscreen forward throw

forward throw > Drive Rush > st.MP

After the opponent blocks

throw

cr.LK > cr.LP > H Shoryuken ↳ Low option ↳ Be careful: this will not connect if st.MP was blocked on a later active frame.

shimmy

Drive Rush > st.LP ↳ Bait an invincible reversal.

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SETPLAY04

Setplay after Reaching the Corner

[Quick Dash] Tatsumaki Senpu-kyaku ender

[Quick Dash] Tatsumaki Senpu-kyaku on airborne hit > st.MP > st.LK ↳ +3F allows a throw or shimmy.

M Shoryuken ender

+33

Reliable frame kill

Whiff cr.MK ↳ +5

OD Shoryuken ender

+22

forward dash ↳ +3

Corner

cr.LK ↳ +5

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SETPLAY05

Corner Setplay

H Shoryuken grounded hit

H Shoryuken > whiff st.LP > st.HP

↳ Late-active-frame meaty ↳ +1 on block ↳ +6 on hit

On hit, cr.MP combos afterward.

Benefits

• High reward against jump attempts • Reduces the opponent's Drive Gauge • High combo damage on hit

[Quick Dash] Shoryuken

[Quick Dash] Shoryuken > forward dash

↳ +6

st.MP ↳ Late-active-frame meaty ↳ ±0 on block ↳ +6 on hit

Throw ↳ An immediate throw is too early. ↳ Delay by at least 1F.

shimmy

backdash > st.HK

Corner forward throw

+20

Walk forward > forward throw ↳ Throw loop

Walk forward > st.HP ↳ Covers jumps and backdashes. ↳ Can also be timed as a late-active-frame meaty.

Walk forward, then wait. ↳ Look for delayed throw techs, invincible reversals, or Drive Reversal.

forward dash ↳ +1

cr.LP

Forward throw ↳ Loses to an immediate 4F attack. ↳ Use it after establishing your strike threat.

[Quick Dash] Tatsumaki Senpu-kyaku ender

[Quick Dash] Tatsumaki Senpu-kyaku on airborne hit > st.MP > st.LK ↳ +3F allows a throw or shimmy.

Reliable setup after blocking Drive Reversal

cr.MP PC > H Jinrai Kick > HK variation > L Shoryuken

Whiff cr.MK ↳ +5

forward throw

cr.MP

shimmy

This setup became particularly practical in Year4.

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ESSENTIAL ROUTES06

Hit Confirms & Pressure

Year4: Raw Drive Rush st.MP

Use it deep in throw range for okizeme and make the opponent block.

basic mix-up

① throw

② low

cr.LK > cr.LP > H Shoryuken

③ shimmy

Raw Drive Rush st.LP remains useful.

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ESSENTIAL ROUTES07

Key Frame Numbers

+25

H Shoryuken [Quick Dash] Shoryuken

↳ forward dash, +6

+6

H Shoryuken > forward dash [Quick Dash] Shoryuken > forward dash

↳ throw / strike / shimmy

+33

↳ Whiff cr.MK to leave +5.

+22

OD Shoryuken

↳ forward dash, +3

+20

Corner forward throw

↳ Walk-up throw ↳ Walk forward into st.HP ↳ Walk forward, then wait

+5

Year4 cr.MP on normal hit

↳ st.LK combos afterward. ↳ At point-blank range, use st.MP instead.

+5

Corner M Shoryuken > whiff cr.MK

After the reliable corner Drive Reversal punish combo > whiff cr.MK

↳ throw / strike / shimmy

+3

After [Quick Dash] Tatsumaki Senpu-kyaku reaches the corner > whiff st.LP > Quick Dash LK

Jinrai Kick LK follow-up on hit

OD Shoryuken > forward dash

block +1 hit +6

Corner H Shoryuken > whiff st.LP > st.HP

block±0 hit +6

Corner [Quick Dash] Shoryuken > forward dash > st.MP

+1

Year4 Quick Dash MK hit

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ESSENTIAL ROUTES08

Training Order

STEP 1

① Jump-in

② Basic combo

③ Light starter

STEP 2

④ cr.MK Cancel Drive Rush

Start with the easy version > [Quick Dash] Tatsumaki Senpu-kyaku

STEP 3

⑤ Midscreen Shimmy

⑥ After blocking an invincible reversal

STEP 4

⑦ Corner Drive Reversal Punish

⑧ Corner DI

STEP 5

⑨ Midscreen DI counter

⑩ Countering DI with your back to the corner

STEP 6

[Quick Dash] Shoryuken > forward dash, +6

Walk-up throw st.HP backdash > st.HK

STEP 7

H Shoryuken > Raw Drive Rush

st.MP Throw Stop after st.LP

STEP 8

After [Quick Dash] Tatsumaki Senpu-kyaku reaches the corner > whiff st.LP > Quick Dash MK or Quick Dash LK

STEP 9

Corner H Shoryuken > whiff st.LP > st.HP

STEP 10

Corner [Quick Dash] Shoryuken > forward dash > st.MP

STEP 11

Corner forward throw loop

STEP 12

Jinrai Kick juggles Quick Dash stop combos SA3 clean hits Round-ending combos

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ESSENTIAL ROUTES09

Year 4 Key Changes

cr.MP

Damage 700 > 600

Frame advantage on hit +3 > +5

Reduced pushback on hit.

As a result, the following route is available:

cr.MP > st.LK > H Shoryuken

This works on normal hit.

At point-blank range:

cr.MP > st.MP > st.HP

This sequence also combos.

Raw Drive Rush st.MP

Its mix-up potential improved significantly when it connects deep in throw range during okizeme.

After the opponent blocks

Throw Low attack Shimmy Frame trap Catch backdashes or jumps

Choose among these options to match the opponent's response.

Quick Dash MK

The cancel from Quick Dash is faster.

startup 10F > 8F

Frame advantage on normal hit +3 > +1

Older videos and guides may state:

“Quick Dash MK is +3 on hit.”

That value differs from the current version.

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ESSENTIAL ROUTES10

Concepts from the Video Guides

Based on the Ken setplay video published on 2026-06-17.

The video emphasizes these ideas:

• Throw / strike / shimmy after Shoryuken enders • Overhead / Emergency Stop after [Quick Dash] Tatsumaki Senpu-kyaku reaches the corner • HP late-active-frame meaties in the corner • Throw / strike / shimmy after corner forward throws • Feints to bait invincible reversals

These ideas remain part of the guide.

The following tools changed in the 8/3 update:

• cr.MP • Quick Dash MK • Raw Drive Rush st.MP

Their explanations have been updated for Year4.

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ESSENTIAL ROUTES11

References

• 2026-06-17 Ken setplay video: “Are you using weak setplay? These are the strong setups to use!”

• CAPCOM balance update, 2026-08-03

• Issei — Ken Lab: Ken's Year4 balance changes, 2026-08-04

• Kakuburo (fighting game blog): Ken combo guide, updated 2026-08-28

• Kakuburo (fighting game blog): Ken setplay guide, updated 2026-08-28

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ESSENTIAL ROUTES12

Important Notes

• H Shoryuken's knockdown advantage can vary with the height at which it catches an airborne opponent.

• With delayed Jinrai Kick follow-ups, timing can affect whether the combo connects and the resulting frame advantage.

• When [Quick Dash] Tatsumaki Senpu-kyaku reaches the corner, small timing adjustments may be needed depending on position and hit height.

• When watching Year3 or earlier videos, distinguish the old Quick Dash MK hit advantage from the current value.

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ESSENTIAL ROUTES13

Version Scope

Street Fighter 6 Ken For Classic controls As of 2026-08-31

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Frame advantage may vary with spacing, airborne hits, recovery options, and corner position. Verify important routes in Training Mode.