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›Move List
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

MoveStartupOn BlockCancelDamageNotes
Standing Light Punch4-1C300Chain-cancelable.
Standing Light Kick5-2C300—
Standing Medium Punch5-2C600—
Standing Medium Kick8-5SA600—
Standing Heavy Punch10-2C800—
Standing Heavy Kick12-5—800Note: whiff/ ー ーOn hit: recovery 2F increase On Punish Counter:
Crouching Light Punch4-1C300Chain-cancelable.
Crouching Light Kick5-3—200Chain-cancelable.
Crouching Medium Punch60C600On whiff: 2F additional recovery.
Crouching Medium Kick7-6C500—
Crouching Heavy Punch8-7C800Forces stand. active frames 2F through
Crouching Heavy Kick8-10—900On Punish Counter: longer knockdown and hard knockdown. Note: On block: 1F additional recovery.
Jumping Light Punch5——300—
Jumping Light Kick6——300Cross-up property.
Jumping Medium Punch6—C700Causes a launch knockdown on airborne hit.
Jumping Medium Kick7——500Cross-up property.
Jumping Heavy Punch9——800On Counter Hit/Punish Counter: slam knockdown
Jumping Heavy Kick10——800—
Neutral Jumping Heavy Kick6——900—

Unique Attacks

MoveStartupOn BlockCancelDamageNotes
Quick Dash———010F Forward Step Kick, 12F follow-upmove
Emergency Stop———0—
Thunder Kick18-3SA31000SA3
Forward Step Kick8-4SA800whiff/ ー ーOn hit: recovery 4F increase SA
Chin Buster11-14C400—
Triple Flash Kicks (2)11-12—400—
Triple Flash Kicks (3)13-11—700The move remains in a Punish Counter state throughout its animation.

Special Moves

MoveStartupOn BlockCancelDamageNotes
L Hadoken16-7SA3600—
M Hadoken14-9SA3600—
H Hadoken12-11SA3600—
OD Hadoken12-2SA2800—
L Shoryuken5-23SA3※11001-14F airborne strike; 7-35F airborne Note: active frames 3F onward Damage (800)
M Shoryuken6-28SA313001-8F airborne strike; 8-43F airborne
H Shoryuken7-36SA314001-9F airborne strike; 5-11F Jump-in 9-51F airborne
OD Shoryuken6-40—16001-10F fully invincible9-24F,33-74F airborne
[Quick Dash] Shoryuken8-35SA317001-18F airborne strike; 3-11F Jump-in 11-51F airborne
L Tatsumaki Senpu-kyaku4-14—7005-28F airborne
M Tatsumaki Senpu-kyaku14-12—9008-41F airborne
H Tatsumaki Senpu-kyaku16-12—100010-61F airborne
OD Tatsumaki Senpu-kyaku9-61—170010-77F airborne
[Quick Dash] Tatsumaki Senpu-kyaku13-9—12002,4,6,8,hit 10 opponent 10-61F airborne
Aerial Tatsumaki Senpu-kyaku11——900—
OD Aerial Tatsumaki Senpu-kyaku11——90010-77F airborne2,4 opponent (2,hit 4 attack Damage700, SA Gaugeincrease 600) On whiff: 7F additional recovery.
L Dragonlash Kick18-4—100018-20F opponent 21-23F Damage9509-28F airborne
M Dragonlash Kick23-8—110023-24F opponent 14-32F airborne
H Dragonlash Kick281—120028-29F opponent 19-37F airborne
OD Dragonlash Kick9-9—12009-12F,18F opponent 10-27F airbornehit 2 only On hit: Combo
[Quick Dash] Dragonlash Kick9-8—12009-12F,18-19F opponent 10-28F airbornehit 2 only On hit: Combo
L Jinrai Kick12-11SA350032-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available
M Jinrai Kick16-7SA360032-35F Kazekama Shin Kick, Gorai Axe Kick Follow-up available30-35F Senka Snap Kick Follow-up available
H Jinrai Kick25-2SA370036-41F Kazekama Shin Kick, Gorai Axe Kick Follow-up available34-41F Senka Snap Kick Follow-up available
OD Jinrai Kick13-7SA260021-27F OD Kazekama Shin Kick, OD Gorai Axe Kick Follow-up available19-27F OD Senka Snap Kick Follow-up available
Kazekama Shin Kick6-5SA3600On Counter Hit/Punish Counter: Punish Counter state throughout the move.
OD Kazekama Shin Kick6-5SA250011F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Kasai Thrust Kick15-12SA2500The move remains in a Punish Counter state throughout its animation.
Gorai Axe Kick18-3SA31000Punish Counter state throughout the move. On airborne hit: ground bounce.
OD Gorai Axe Kick17-7SA2100024F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Kasai Thrust Kick11-12SA2500The move remains in a Punish Counter state throughout its animation.
Senka Snap Kick10-3SA3800Punish Counter state throughout the move. opponent
OD Senka Snap Kick10-4SA280022F Kasai Thrust Kick Follow-up available Punish Counter state throughout the move.
Kasai Thrust Kick15-20SA2500The move remains in a Punish Counter state throughout its animation.

Super Arts

MoveStartupOn BlockCancelDamageNotes
SA1 Dragonlash Flame7-24—20001-9F strike/throw invulnerable Minimum damage scaling 30%Counter Hit/ Counter Hit values do not change
SA2 Shippu Jinrai-kyaku6-5—2800On hit: hit 6 onward follow-up Minimum damage scaling 40%
SA3 Shinryu Reppa7-40—40001-18F 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 Reppa7-40—45001-18F 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

MoveStartupOn BlockCancelDamageNotes
Knee Strikes5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown
Hell Wheel5——1200On Punish Counter: properties change; Damage2040; SA Gauge4000increase; hard knockdown

Common System

MoveStartupOn BlockCancelDamageNotes
Forward Dash———0—
Backward Dash———01-15F throw invulnerable
Drive Impact: Flame Strike26-3—8001-27F armor (2) Counter Hit, ー ー after hit properties change; hitcrumple; duringhit; SA Gauge3000increase
Drive Reversal (while blocking): Lightning Crack20-6—500Recoverable damage 1-22F fully invincible On hit: recovery 5F increase
Drive Reversal (while recovering): Lightning Crack18-6—500Recoverable damage 1-20F fully invincible On hit: recovery 5F increase
Drive Parry1—※10Note: 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——0opponent 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——0input ー, ー attack Perfect Parry, animationend through Counter Hit
Parry Drive Rush——※010F Note: animation9F attack 24F
Cancel Drive Rush——※09F Note: animation10F attack 25F

Frame values reference the official Street Fighter 6 Frame Data. Verify version-sensitive situations in Training Mode.