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.

Health
10000
Published data
4 sections
KENKEN character artwork
Home›Fighter Guides›KEN›Frame Data
FRAME DATA

KEN Frame Data (SF6)

Official-reference startup, active frames, recovery, advantage, cancel properties, and damage.

Move names use CAPCOM's official English Frame Data terminology.

CategoryMoveStartupActiveRecoveryOn HitOn BlockCancelDamageNotes
Normal AttacksStanding Light Punch44-674-1C300Chain-cancelable.
Normal AttacksStanding Light Kick55-6120-2C300—
Normal AttacksStanding Medium Punch55-8144-2C600—
Normal AttacksStanding Medium Kick88-10203-5SA600—
Normal AttacksStanding Heavy Punch1010-14173-2C800—
Normal AttacksStanding Heavy Kick1212-13※231-5800Note: whiff/ ー ーOn hit: recovery 2F increase On Punish Counter:
Normal AttacksCrouching Light Punch44-595-1C300Chain-cancelable.
Normal AttacksCrouching Light Kick55-7101-3200Chain-cancelable.
Normal AttacksCrouching Medium Punch66-81450C600On whiff: 2F additional recovery.
Normal AttacksCrouching Medium Kick77-919-2-6C500—
Normal AttacksCrouching Heavy Punch88-11243-7C800Forces stand. active frames 2F through
Normal AttacksCrouching Heavy Kick88-10※24D-10900On Punish Counter: longer knockdown and hard knockdown. Note: On block: 1F additional recovery.
Normal AttacksJumping Light Punch55-11landing recovery 3300—
Normal AttacksJumping Light Kick66-11landing recovery 3300Cross-up property.
Normal AttacksJumping Medium Punch66-9landing recovery 3C700Causes a launch knockdown on airborne hit.
Normal AttacksJumping Medium Kick77-12landing recovery 3500Cross-up property.
Normal AttacksJumping Heavy Punch99-14landing recovery 3800On Counter Hit/Punish Counter: slam knockdown
Normal AttacksJumping Heavy Kick1010-16landing recovery 3800—
Normal AttacksNeutral Jumping Heavy Kick66-11landing recovery 3900—
Unique AttacksQuick Dashtotal 45010F Forward Step Kick, 12F follow-upmove
Unique AttacksEmergency Stoptotal 160—
Unique AttacksThunder Kick1818-20203-3SA31000SA3
Unique AttacksForward Step Kick88-11241-4SA800whiff/ ー ーOn hit: recovery 4F increase SA
Unique AttacksChin Buster1111-1327D-14C400—
Unique AttacksTriple Flash Kicks (2)1111-1227D-12400—
Unique AttacksTriple Flash Kicks (3)1313-1528D-11700The move remains in a Punish Counter state throughout its animation.
Special MovesL Hadoken16total 49-1-7SA3600—
Special MovesM Hadoken14total 49-3-9SA3600—
Special MovesH Hadoken12total 49-5-11SA3600—
Special MovesOD Hadoken12total 402-2SA2800—
Special MovesL Shoryuken55-1421+landing recovery 12D-23SA3※11001-14F airborne strike; 7-35F airborne Note: active frames 3F onward Damage (800)
Special MovesM Shoryuken66-15 / 6-8, 9-1528+landing recovery 12D-28SA313001-8F airborne strike; 8-43F airborne
Special MovesH Shoryuken77-16 / 7-8, 9-10, 11-1635+landing recovery 15D-36SA314001-9F airborne strike; 5-11F Jump-in 9-51F airborne
Special MovesOD Shoryuken66-39 / 6-7, 8-15, 30-31, 32, 33-34, 35-3935+landing recovery 15D-4016001-10F fully invincible9-24F,33-74F airborne
Special Moves[Quick Dash] Shoryuken88-178, 9, 10, 11, 12-1733+landing recovery 15D-35SA317001-18F airborne strike; 3-11F Jump-in 11-51F airborne
Special MovesL Tatsumaki Senpu-kyaku44-14 / 4-5, 12-1432D-147005-28F airborne
Special MovesM Tatsumaki Senpu-kyaku1414-30 / 14-15, 29-3031D-129008-41F airborne
Special MovesH Tatsumaki Senpu-kyaku1616-47 / 16-17, 31-32, 46-4731D-12100010-61F airborne
Special MovesOD Tatsumaki Senpu-kyaku99-56 / 9-12, 18-20, 27-29, 36-38, 54-5622+landing recovery 12D-61170010-77F airborne
Special Moves[Quick Dash] Tatsumaki Senpu-kyaku1313-58 / 13-14, 17-19, 22-23, 26-28, 31-32, 35-37, 40-41, 44-46, 49-50, 56-58203-912002,4,6,8,hit 10 opponent 10-61F airborne
Special MovesAerial Tatsumaki Senpu-kyaku1111-27 / 11-12, 18-19, 26-27landing recovery 14D900—
Special MovesOD Aerial Tatsumaki Senpu-kyaku1111-28 / 11-12, 14-15, 18-19, 22-23, 27-28landing recovery 14D90010-77F airborne2,4 opponent (2,hit 4 attack Damage700, SA Gaugeincrease 600) On whiff: 7F additional recovery.
Special MovesL Dragonlash Kick1818-23212-4100018-20F opponent 21-23F Damage9509-28F airborne
Special MovesM Dragonlash Kick2323-27253-8110023-24F opponent 14-32F airborne
Special MovesH Dragonlash Kick2828-322131120028-29F opponent 19-37F airborne
Special MovesOD Dragonlash Kick99-24 / 9-10, 18-24241-912009-12F,18F opponent 10-27F airbornehit 2 only On hit: Combo
Special Moves[Quick Dash] Dragonlash Kick99-23 / 9-12, 18-23242-812009-12F,18-19F opponent 10-28F airbornehit 2 only On hit: Combo
Special MovesL Jinrai Kick1212-14281-11SA350032-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available
Special MovesM Jinrai Kick1616-18242-7SA360032-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available
Special MovesH Jinrai Kick2525-2719D-2SA370036-41F Kazekama Shin Kick, Gorai Axe Kick Follow-up available34-41F Senka Snap Kick Follow-up available
Special MovesOD Jinrai Kick1313-1525-4-7SA260021-27F OD Kazekama Shin Kick, OD Gorai Axe Kick Follow-up available19-27F OD Senka Snap Kick Follow-up available
Special MovesKazekama Shin Kick66-9193-5SA3600On Counter Hit/Punish Counter: Punish Counter state throughout the move.
Special MovesOD Kazekama Shin Kick66-8203-5SA250011F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Special MovesKasai Thrust Kick1515-1729D-12SA2500The move remains in a Punish Counter state throughout its animation.
Special MovesGorai Axe Kick1818-20203-3SA31000Punish Counter state throughout the move. On airborne hit: ground bounce.
Special MovesOD Gorai Axe Kick1717-1924-3-7SA2100024F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Special MovesKasai Thrust Kick1111-1329D-12SA2500The move remains in a Punish Counter state throughout its animation.
Special MovesSenka Snap Kick1010-1225D-3SA3800Punish Counter state throughout the move. opponent
Special MovesOD Senka Snap Kick1010-1518D-4SA280022F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Special MovesKasai Thrust Kick1515-1737D-20SA2500The move remains in a Punish Counter state throughout its animation.
Super ArtsSA1 Dragonlash Flame77-941D-2420001-9F strike/throw invulnerable Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change
Super ArtsSA2 Shippu Jinrai-kyaku66-61 / 6-7, 18-20, 31-33, 46-48, 60-6128D-52800On hit: hit 6 onward follow-up Minimum damage scaling 40%
Super ArtsSA3 Shinryu Reppa77-45 / 7-9, 11-13, 14-16, 33-35, 36-37, 38-39, 40-41, 42-43, 44-4555D-4040001-18F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not changefirst hitblockor On whiff:, properties change; Damage2100; On hit: Drive Gaugedecrease 9000; Note: Thunder Kick/Applies only when canceled into a special move.
Super ArtsCA Shinryu Reppa77-45 / 7-9, 11-13, 14-16, 33-35, 36-37, 38-39, 40-41, 42-43, 44-4555D-4045001-18F fully invincible Minimum damage scaling 50%Counter Hit/ Counter Hit values do not changefirst hitblockor On whiff:, properties change; Damage2300; On hit: Drive Gaugedecrease 16000; Note: Thunder Kick/Applies only when canceled into a special move.
Normal ThrowsKnee Strikes55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Normal ThrowsHell Wheel55-723D1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Common SystemForward Dashtotal 190—
Common SystemBackward Dashtotal 2301-15F throw invulnerable
Common SystemDrive Impact: Flame Strike2626-2735D-38001-27F armor (2) Counter Hit, ー ー after hit properties change; hitcrumple; duringhit; SA Gauge3000increase
Common SystemDrive Reversal (while blocking): Lightning Crack2020-2226D-6500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Common SystemDrive Reversal (while recovering): Lightning Crack1818-2026D-6500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Common SystemDrive Parry1[※2] 1-1233※10Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move.
Common SystemPerfect Parry (strike)110opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit
Common SystemPerfect Parry (projectile)1100input ー, ー attack Perfect Parry, animationend through Counter Hit
Common SystemParry Drive Rushtotal 45※010F Note: animation9F attack 24F
Common SystemCancel Drive Rushtotal 46※09F Note: animation10F attack 25F