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
KEN

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.
| Category | Move | Startup | Active | Recovery | On Hit | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|---|---|---|---|
| Normal Attacks | Standing Light Punch | 4 | 4-6 | 7 | 4 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Standing Light Kick | 5 | 5-6 | 12 | 0 | -2 | C | 300 | — |
| Normal Attacks | Standing Medium Punch | 5 | 5-8 | 14 | 4 | -2 | C | 600 | — |
| Normal Attacks | Standing Medium Kick | 8 | 8-10 | 20 | 3 | -5 | SA | 600 | — |
| Normal Attacks | Standing Heavy Punch | 10 | 10-14 | 17 | 3 | -2 | C | 800 | — |
| Normal Attacks | Standing Heavy Kick | 12 | 12-13 | ※23 | 1 | -5 | 800 | Note: whiff/ ー ーOn hit: recovery 2F increase On Punish Counter: | |
| Normal Attacks | Crouching Light Punch | 4 | 4-5 | 9 | 5 | -1 | C | 300 | Chain-cancelable. |
| Normal Attacks | Crouching Light Kick | 5 | 5-7 | 10 | 1 | -3 | 200 | Chain-cancelable. | |
| Normal Attacks | Crouching Medium Punch | 6 | 6-8 | 14 | 5 | 0 | C | 600 | On whiff: 2F additional recovery. |
| Normal Attacks | Crouching Medium Kick | 7 | 7-9 | 19 | -2 | -6 | C | 500 | — |
| Normal Attacks | Crouching Heavy Punch | 8 | 8-11 | 24 | 3 | -7 | C | 800 | Forces stand. active frames 2F through |
| Normal Attacks | Crouching Heavy Kick | 8 | 8-10 | ※24 | D | -10 | 900 | On Punish Counter: longer knockdown and hard knockdown. Note: On block: 1F additional recovery. | |
| Normal Attacks | Jumping Light Punch | 5 | 5-11 | landing recovery 3 | 300 | — | |||
| Normal Attacks | Jumping Light Kick | 6 | 6-11 | landing recovery 3 | 300 | Cross-up property. | |||
| Normal Attacks | Jumping Medium Punch | 6 | 6-9 | landing recovery 3 | C | 700 | Causes a launch knockdown on airborne hit. | ||
| Normal Attacks | Jumping Medium Kick | 7 | 7-12 | landing recovery 3 | 500 | Cross-up property. | |||
| Normal Attacks | Jumping Heavy Punch | 9 | 9-14 | landing recovery 3 | 800 | On Counter Hit/Punish Counter: slam knockdown | |||
| Normal Attacks | Jumping Heavy Kick | 10 | 10-16 | landing recovery 3 | 800 | — | |||
| Normal Attacks | Neutral Jumping Heavy Kick | 6 | 6-11 | landing recovery 3 | 900 | — | |||
| Unique Attacks | Quick Dash | total 45 | 0 | 10F Forward Step Kick, 12F follow-upmove | |||||
| Unique Attacks | Emergency Stop | total 16 | 0 | — | |||||
| Unique Attacks | Thunder Kick | 18 | 18-20 | 20 | 3 | -3 | SA3 | 1000 | SA3 |
| Unique Attacks | Forward Step Kick | 8 | 8-11 | 24 | 1 | -4 | SA | 800 | whiff/ ー ーOn hit: recovery 4F increase SA |
| Unique Attacks | Chin Buster | 11 | 11-13 | 27 | D | -14 | C | 400 | — |
| Unique Attacks | Triple Flash Kicks (2) | 11 | 11-12 | 27 | D | -12 | 400 | — | |
| Unique Attacks | Triple Flash Kicks (3) | 13 | 13-15 | 28 | D | -11 | 700 | The move remains in a Punish Counter state throughout its animation. | |
| Special Moves | L Hadoken | 16 | total 49 | -1 | -7 | SA3 | 600 | — | |
| Special Moves | M Hadoken | 14 | total 49 | -3 | -9 | SA3 | 600 | — | |
| Special Moves | H Hadoken | 12 | total 49 | -5 | -11 | SA3 | 600 | — | |
| Special Moves | OD Hadoken | 12 | total 40 | 2 | -2 | SA2 | 800 | — | |
| Special Moves | L Shoryuken | 5 | 5-14 | 21+landing recovery 12 | D | -23 | SA3 | ※1100 | 1-14F airborne strike; 7-35F airborne Note: active frames 3F onward Damage (800) |
| Special Moves | M Shoryuken | 6 | 6-15 / 6-8, 9-15 | 28+landing recovery 12 | D | -28 | SA3 | 1300 | 1-8F airborne strike; 8-43F airborne |
| Special Moves | H Shoryuken | 7 | 7-16 / 7-8, 9-10, 11-16 | 35+landing recovery 15 | D | -36 | SA3 | 1400 | 1-9F airborne strike; 5-11F Jump-in 9-51F airborne |
| Special Moves | OD Shoryuken | 6 | 6-39 / 6-7, 8-15, 30-31, 32, 33-34, 35-39 | 35+landing recovery 15 | D | -40 | 1600 | 1-10F fully invincible9-24F,33-74F airborne | |
| Special Moves | [Quick Dash] Shoryuken | 8 | 8-178, 9, 10, 11, 12-17 | 33+landing recovery 15 | D | -35 | SA3 | 1700 | 1-18F airborne strike; 3-11F Jump-in 11-51F airborne |
| Special Moves | L Tatsumaki Senpu-kyaku | 4 | 4-14 / 4-5, 12-14 | 32 | D | -14 | 700 | 5-28F airborne | |
| Special Moves | M Tatsumaki Senpu-kyaku | 14 | 14-30 / 14-15, 29-30 | 31 | D | -12 | 900 | 8-41F airborne | |
| Special Moves | H Tatsumaki Senpu-kyaku | 16 | 16-47 / 16-17, 31-32, 46-47 | 31 | D | -12 | 1000 | 10-61F airborne | |
| Special Moves | OD Tatsumaki Senpu-kyaku | 9 | 9-56 / 9-12, 18-20, 27-29, 36-38, 54-56 | 22+landing recovery 12 | D | -61 | 1700 | 10-77F airborne | |
| Special Moves | [Quick Dash] Tatsumaki Senpu-kyaku | 13 | 13-58 / 13-14, 17-19, 22-23, 26-28, 31-32, 35-37, 40-41, 44-46, 49-50, 56-58 | 20 | 3 | -9 | 1200 | 2,4,6,8,hit 10 opponent 10-61F airborne | |
| Special Moves | Aerial Tatsumaki Senpu-kyaku | 11 | 11-27 / 11-12, 18-19, 26-27 | landing recovery 14 | D | 900 | — | ||
| Special Moves | OD Aerial Tatsumaki Senpu-kyaku | 11 | 11-28 / 11-12, 14-15, 18-19, 22-23, 27-28 | landing recovery 14 | D | 900 | 10-77F airborne2,4 opponent (2,hit 4 attack Damage700, SA Gaugeincrease 600) On whiff: 7F additional recovery. | ||
| Special Moves | L Dragonlash Kick | 18 | 18-23 | 21 | 2 | -4 | 1000 | 18-20F opponent 21-23F Damage9509-28F airborne | |
| Special Moves | M Dragonlash Kick | 23 | 23-27 | 25 | 3 | -8 | 1100 | 23-24F opponent 14-32F airborne | |
| Special Moves | H Dragonlash Kick | 28 | 28-32 | 21 | 3 | 1 | 1200 | 28-29F opponent 19-37F airborne | |
| Special Moves | OD Dragonlash Kick | 9 | 9-24 / 9-10, 18-24 | 24 | 1 | -9 | 1200 | 9-12F,18F opponent 10-27F airbornehit 2 only On hit: Combo | |
| Special Moves | [Quick Dash] Dragonlash Kick | 9 | 9-23 / 9-12, 18-23 | 24 | 2 | -8 | 1200 | 9-12F,18-19F opponent 10-28F airbornehit 2 only On hit: Combo | |
| Special Moves | L Jinrai Kick | 12 | 12-14 | 28 | 1 | -11 | SA3 | 500 | 32-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available |
| Special Moves | M Jinrai Kick | 16 | 16-18 | 24 | 2 | -7 | SA3 | 600 | 32-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available |
| Special Moves | H Jinrai Kick | 25 | 25-27 | 19 | D | -2 | SA3 | 700 | 36-41F Kazekama Shin Kick, Gorai Axe Kick Follow-up available34-41F Senka Snap Kick Follow-up available |
| Special Moves | OD Jinrai Kick | 13 | 13-15 | 25 | -4 | -7 | SA2 | 600 | 21-27F OD Kazekama Shin Kick, OD Gorai Axe Kick Follow-up available19-27F OD Senka Snap Kick Follow-up available |
| Special Moves | Kazekama Shin Kick | 6 | 6-9 | 19 | 3 | -5 | SA3 | 600 | On Counter Hit/Punish Counter: Punish Counter state throughout the move. |
| Special Moves | OD Kazekama Shin Kick | 6 | 6-8 | 20 | 3 | -5 | SA2 | 500 | 11F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Special Moves | Kasai Thrust Kick | 15 | 15-17 | 29 | D | -12 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
| Special Moves | Gorai Axe Kick | 18 | 18-20 | 20 | 3 | -3 | SA3 | 1000 | Punish Counter state throughout the move. On airborne hit: ground bounce. |
| Special Moves | OD Gorai Axe Kick | 17 | 17-19 | 24 | -3 | -7 | SA2 | 1000 | 24F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Special Moves | Kasai Thrust Kick | 11 | 11-13 | 29 | D | -12 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
| Special Moves | Senka Snap Kick | 10 | 10-12 | 25 | D | -3 | SA3 | 800 | Punish Counter state throughout the move. opponent |
| Special Moves | OD Senka Snap Kick | 10 | 10-15 | 18 | D | -4 | SA2 | 800 | 22F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Special Moves | Kasai Thrust Kick | 15 | 15-17 | 37 | D | -20 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
| Super Arts | SA1 Dragonlash Flame | 7 | 7-9 | 41 | D | -24 | 2000 | 1-9F strike/throw invulnerable Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change | |
| Super Arts | SA2 Shippu Jinrai-kyaku | 6 | 6-61 / 6-7, 18-20, 31-33, 46-48, 60-61 | 28 | D | -5 | 2800 | On hit: hit 6 onward follow-up Minimum damage scaling 40% | |
| Super Arts | SA3 Shinryu Reppa | 7 | 7-45 / 7-9, 11-13, 14-16, 33-35, 36-37, 38-39, 40-41, 42-43, 44-45 | 55 | D | -40 | 4000 | 1-18F 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 Arts | CA Shinryu Reppa | 7 | 7-45 / 7-9, 11-13, 14-16, 33-35, 36-37, 38-39, 40-41, 42-43, 44-45 | 55 | D | -40 | 4500 | 1-18F 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 Throws | Knee Strikes | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Normal Throws | Hell Wheel | 5 | 5-7 | 23 | D | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown | ||
| Common System | Forward Dash | total 19 | 0 | — | |||||
| Common System | Backward Dash | total 23 | 0 | 1-15F throw invulnerable | |||||
| Common System | Drive Impact: Flame Strike | 26 | 26-27 | 35 | D | -3 | 800 | 1-27F armor (2) Counter Hit, ー ー after hit properties change; hitcrumple; duringhit; SA Gauge3000increase | |
| Common System | Drive Reversal (while blocking): Lightning Crack | 20 | 20-22 | 26 | D | -6 | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Reversal (while recovering): Lightning Crack | 18 | 18-20 | 26 | D | -6 | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase | |
| Common System | Drive Parry | 1 | [※2] 1-12 | 33 | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. | ||
| Common System | Perfect Parry (strike) | 1 | 1 | 0 | opponent attack input input, input ー, ー attack (/overheadattack ←, lowattack ↙), Drive Gauge 3000increase recoveryend 5F fully invincible (continue) Perfect Parry, animationend through Counter Hit | ||||
| Common System | Perfect Parry (projectile) | 1 | 10 | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit | ||||
| Common System | Parry Drive Rush | total 45 | ※ | 0 | 10F Note: animation9F attack 24F | ||||
| Common System | Cancel Drive Rush | total 46 | ※ | 0 | 9F Note: animation10F attack 25F |
Referenced: 2026-08-27Official Street Fighter 6 Frame Data ↗