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

MOVE LIST
KEN Move List
Browse normal attacks, unique attacks, special moves, Super Arts, throws, and common system actions.
Move names use CAPCOM's official English Frame Data terminology. Numerical data is shared with the Japanese page.
Normal Attacks
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Standing Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Standing Light Kick | 5 | -2 | C | 300 | — |
| Standing Medium Punch | 5 | -2 | C | 600 | — |
| Standing Medium Kick | 8 | -5 | SA | 600 | — |
| Standing Heavy Punch | 10 | -2 | C | 800 | — |
| Standing Heavy Kick | 12 | -5 | — | 800 | Note: whiff/ ー ーOn hit: recovery 2F increase On Punish Counter: |
| Crouching Light Punch | 4 | -1 | C | 300 | Chain-cancelable. |
| Crouching Light Kick | 5 | -3 | — | 200 | Chain-cancelable. |
| Crouching Medium Punch | 6 | 0 | C | 600 | On whiff: 2F additional recovery. |
| Crouching Medium Kick | 7 | -6 | C | 500 | — |
| Crouching Heavy Punch | 8 | -7 | C | 800 | Forces stand. active frames 2F through |
| Crouching Heavy Kick | 8 | -10 | — | 900 | On Punish Counter: longer knockdown and hard knockdown. Note: On block: 1F additional recovery. |
| Jumping Light Punch | 5 | — | — | 300 | — |
| Jumping Light Kick | 6 | — | — | 300 | Cross-up property. |
| Jumping Medium Punch | 6 | — | C | 700 | Causes a launch knockdown on airborne hit. |
| Jumping Medium Kick | 7 | — | — | 500 | Cross-up property. |
| Jumping Heavy Punch | 9 | — | — | 800 | On Counter Hit/Punish Counter: slam knockdown |
| Jumping Heavy Kick | 10 | — | — | 800 | — |
| Neutral Jumping Heavy Kick | 6 | — | — | 900 | — |
Unique Attacks
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Quick Dash | — | — | — | 0 | 10F Forward Step Kick, 12F follow-upmove |
| Emergency Stop | — | — | — | 0 | — |
| Thunder Kick | 18 | -3 | SA3 | 1000 | SA3 |
| Forward Step Kick | 8 | -4 | SA | 800 | whiff/ ー ーOn hit: recovery 4F increase SA |
| Chin Buster | 11 | -14 | C | 400 | — |
| Triple Flash Kicks (2) | 11 | -12 | — | 400 | — |
| Triple Flash Kicks (3) | 13 | -11 | — | 700 | The move remains in a Punish Counter state throughout its animation. |
Special Moves
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| L Hadoken | 16 | -7 | SA3 | 600 | — |
| M Hadoken | 14 | -9 | SA3 | 600 | — |
| H Hadoken | 12 | -11 | SA3 | 600 | — |
| OD Hadoken | 12 | -2 | SA2 | 800 | — |
| L Shoryuken | 5 | -23 | SA3 | ※1100 | 1-14F airborne strike; 7-35F airborne Note: active frames 3F onward Damage (800) |
| M Shoryuken | 6 | -28 | SA3 | 1300 | 1-8F airborne strike; 8-43F airborne |
| H Shoryuken | 7 | -36 | SA3 | 1400 | 1-9F airborne strike; 5-11F Jump-in 9-51F airborne |
| OD Shoryuken | 6 | -40 | — | 1600 | 1-10F fully invincible9-24F,33-74F airborne |
| [Quick Dash] Shoryuken | 8 | -35 | SA3 | 1700 | 1-18F airborne strike; 3-11F Jump-in 11-51F airborne |
| L Tatsumaki Senpu-kyaku | 4 | -14 | — | 700 | 5-28F airborne |
| M Tatsumaki Senpu-kyaku | 14 | -12 | — | 900 | 8-41F airborne |
| H Tatsumaki Senpu-kyaku | 16 | -12 | — | 1000 | 10-61F airborne |
| OD Tatsumaki Senpu-kyaku | 9 | -61 | — | 1700 | 10-77F airborne |
| [Quick Dash] Tatsumaki Senpu-kyaku | 13 | -9 | — | 1200 | 2,4,6,8,hit 10 opponent 10-61F airborne |
| Aerial Tatsumaki Senpu-kyaku | 11 | — | — | 900 | — |
| OD Aerial Tatsumaki Senpu-kyaku | 11 | — | — | 900 | 10-77F airborne2,4 opponent (2,hit 4 attack Damage700, SA Gaugeincrease 600) On whiff: 7F additional recovery. |
| L Dragonlash Kick | 18 | -4 | — | 1000 | 18-20F opponent 21-23F Damage9509-28F airborne |
| M Dragonlash Kick | 23 | -8 | — | 1100 | 23-24F opponent 14-32F airborne |
| H Dragonlash Kick | 28 | 1 | — | 1200 | 28-29F opponent 19-37F airborne |
| OD Dragonlash Kick | 9 | -9 | — | 1200 | 9-12F,18F opponent 10-27F airbornehit 2 only On hit: Combo |
| [Quick Dash] Dragonlash Kick | 9 | -8 | — | 1200 | 9-12F,18-19F opponent 10-28F airbornehit 2 only On hit: Combo |
| L Jinrai Kick | 12 | -11 | SA3 | 500 | 32-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available |
| M Jinrai Kick | 16 | -7 | SA3 | 600 | 32-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available |
| H Jinrai Kick | 25 | -2 | SA3 | 700 | 36-41F Kazekama Shin Kick, Gorai Axe Kick Follow-up available34-41F Senka Snap Kick Follow-up available |
| OD Jinrai Kick | 13 | -7 | SA2 | 600 | 21-27F OD Kazekama Shin Kick, OD Gorai Axe Kick Follow-up available19-27F OD Senka Snap Kick Follow-up available |
| Kazekama Shin Kick | 6 | -5 | SA3 | 600 | On Counter Hit/Punish Counter: Punish Counter state throughout the move. |
| OD Kazekama Shin Kick | 6 | -5 | SA2 | 500 | 11F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Kasai Thrust Kick | 15 | -12 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
| Gorai Axe Kick | 18 | -3 | SA3 | 1000 | Punish Counter state throughout the move. On airborne hit: ground bounce. |
| OD Gorai Axe Kick | 17 | -7 | SA2 | 1000 | 24F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Kasai Thrust Kick | 11 | -12 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
| Senka Snap Kick | 10 | -3 | SA3 | 800 | Punish Counter state throughout the move. opponent |
| OD Senka Snap Kick | 10 | -4 | SA2 | 800 | 22F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move. |
| Kasai Thrust Kick | 15 | -20 | SA2 | 500 | The move remains in a Punish Counter state throughout its animation. |
Super Arts
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| SA1 Dragonlash Flame | 7 | -24 | — | 2000 | 1-9F strike/throw invulnerable Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change |
| SA2 Shippu Jinrai-kyaku | 6 | -5 | — | 2800 | On hit: hit 6 onward follow-up Minimum damage scaling 40% |
| SA3 Shinryu Reppa | 7 | -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. |
| CA Shinryu Reppa | 7 | -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
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Knee Strikes | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
| Hell Wheel | 5 | — | — | 1200 | On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown |
Common System
| Move | Startup | On Block | Cancel | Damage | Notes |
|---|---|---|---|---|---|
| Forward Dash | — | — | — | 0 | — |
| Backward Dash | — | — | — | 0 | 1-15F throw invulnerable |
| Drive Impact: Flame Strike | 26 | -3 | — | 800 | 1-27F armor (2) Counter Hit, ー ー after hit properties change; hitcrumple; duringhit; SA Gauge3000increase |
| Drive Reversal (while blocking): Lightning Crack | 20 | -6 | — | 500 | Recoverable damage 1-22F fully invincible On hit: recovery 5F increase |
| Drive Reversal (while recovering): Lightning Crack | 18 | -6 | — | 500 | Recoverable damage 1-20F fully invincible On hit: recovery 5F increase |
| Drive Parry | 1 | — | ※1 | 0 | Note: 1 animation 4F Drive Rush Note: 2 Hold the button active frames recovery block only Punish Counter state throughout the move. |
| Perfect Parry (strike) | 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 |
| Perfect Parry (projectile) | 1 | — | — | 0 | input ー, ー attack Perfect Parry, animationend through Counter Hit |
| Parry Drive Rush | — | — | ※ | 0 | 10F Note: animation9F attack 24F |
| Cancel Drive Rush | — | — | ※ | 0 | 9F Note: animation10F attack 25F |
Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.