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Along with Ryu, Ken has been in every Street Fighter since 1987. However, he's often lived in Ryu's shadow, plagued with pallette-swap ridicule. But in the lead-up to Street Fighter 6, Ken made waves with his disheveled appearance and dark backstory.
In this game, it's more apparent than ever that Ken has become his own. His story and appearance aren't the only things that evolved. Ken's fighting style capitalizes on the rushdown tactics that he became known for as far back as Street Fighter 3.
Updated August 13, 2023, by Chris Sanfilippo: Our latest update includes a new demonstration video in Ken's Bread And Butter Combo section.
Ken's Move List
Key
Ken's Special Moves
Move Name | Classic Input | Modern Input | Drive Gauge Cost [OD Moves Only] |
---|---|---|---|
Hadoken [OD] | ⬇️↘️➡️ + P | N + S | 2 Drive Gauge Bars |
Shoryuken [OD] (Effect changes when using Quick Dash) | ➡️⬇️↘️ + P | ➡️ + S | 2 Drive Gauge Bars |
Tatsumaki Senpu-kyaku [OD] (Effect changes when using Quick Dash) | ⬇️↙️⬅️ + K | ⬇️ + S (Input only works during Quick Dash) | 2 Drive Gauge Bars |
Aerial Tatsumaki Senpu-kyaku [OD] (During a forward jump) | ⬇️↙️⬅️ + K | S | 2 Drive Gauge Bars |
Dragonlash Kick [OD] (Effect changes when using Quick Dash) | ➡️⬇️↘️ + K | ⬅️ + S | 2 Drive Gauge Bars |
Jinrai Kick [OD] | ⬇️↘️➡️ + K | ⬇️ + S | 2 Drive Gauge Bars |
↳ Kazekama Shin Kick (During Jinrai Kick) | ➡️ + LK | ⬅️ + S | |
↳ Gorai Axe Kick (During Jinrai Kick) | ➡️ + MK | ⬇️ + S | |
↳ Senka Snap Kick (During Jinrai Kick) | ➡️ + HK | N or ➡️ + S | |
↳↳Kasai Thrust Kick (During OD Kazekama Shin Kick, OD Gorai Axe Kick, or OD Senka Snap Kick) | ➡️ + K | S |
Ken's Super Arts
Move Name | Classic Input | Modern Input | Gauge Cost |
---|---|---|---|
Dragonlash Flame | ⬇️↙️⬅️⬇️↙️⬅️ + K | N or ➡️ + S + H | 1 Super Art Gauge |
Shippu Jinrai-kyaku | ⬇️↘️➡️⬇️↘️➡️ + K | ⬅️ + S + H | 2 Super Art Gauges |
Shinryu Reppa (more powerful when vitality is at 25% or below) | ⬇️↘️➡️⬇️↘️➡️ + P | ⬇️ + S + H | 3 Super Art Gauges |
Ken's Unique Attacks
Move Name | Classic Input | Modern Input |
---|---|---|
Low Spinning Sweep | ↘️ + HK | ↘️ + H |
Quick Dash | KK | M + H |
↳ Emergency Stop (During Quick Dash) | LK | L |
↳ Thunder Kick (During Quick Dash) | MK | M |
↳ Forward Step Kick (During Quick Dash) | HK | H |
Chin Buster [c] | MP > HP | Auto + M > Auto + M |
Triple Flash Kick | MK > MK > HK | M > M > M |
Ken's Throws
Move Name | Classic Input | Modern Input |
---|---|---|
Knee Strikes (When near opponent) | N or ➡️ + LP + LK | N or ➡️ + L + M |
Hell Wheel (When near opponent) | ⬅️ + LP + LK | ⬅️ + L + M |
Ken's Special Move Breakdown
Hadoken
Classic: ⬇️↘️➡️ + P
Modern: N + S
Hadoken is Ken's projectile attack, a signature move he shares with his training partner, Ryu. This attack sends a ki blast from Ken's palms toward the opponent.
This attack's speed and damage increase with attack strength. Furthermore, Ken's OD Hadoken executes the fastest, travels the fastest, and recovers quickest.
Enough players have encountered a Hadoken to know how to deal with one. So, you need to keep this move as unpredictable as possible. Switching it up between Ken's Light and Heavy Hadokens is a good place to start. You can also cancel into Ken's Hadoken from a normal attack.
Shoryuken
Classic: ➡️⬇️↘️ + P
Modern: ➡️ + S
Shoryuken is another attack that Ryu and Ken share. This upward uppercut is Ken's ideal anti-air attack. However, Ken's Shoryuken also makes a fantastic combo tool.
Ken's Light and Medium Shoryuken work better for anti-air counters since they're more controlled. Heavy Shoryuken causes more damage, making it more suitable for tacking on at the end of Ken's combos.
Lastly, Ken's OD Shoryuken is a souped-up attack invincible against anything and travels farther than a typical Shoryuken. So, even if Ken's opponent is slightly out of melee range, his OD Shoryuken can reach them. Ken can also OD Shoryuken for reversals.
Unfortunately, Ken's OD Shoryuken is not safe when blocked. So, it's essential to use this attack with discretion.
Tatsumaki Senpu-kyaku
Classic: ⬇️↙️⬅️ + K
Modern: ⬇️ + S (Quick Dash version only)
Our last move, shared by Gouken's students, Ken and Ryu, is the Tatsumaki Senp-kyaku. This attack launches Ken forward with a series of roundhouse kicks.
Ken's Tatsumaki Senp-kyaku is easy to cancel out of normal moves. Plus, each version serves a different purpose. Ken's Light Tatsumaki Senp-kyaku can launch his opponent into a juggle combo. Meanwhile, the Medium and Heavy versions can push his opponent into the corner.
OD Tatsumaki Senp-kyaku has the same canceling features as its normal counterparts. But this version reaches farther and hits harder. Like Ken's OD Shoryuken, this move's forward trajectory allows him to land hits on out-of-range opponents.
Aerial Tatsumaki Senpu-kyaku
Classic: ⬇️↙️⬅️ + K
Modern: S
So, how does Ken's Aerial Tatsumaki Senpu-kyaku differ from its grounded counterpart? While the grounded attack is a combo tool, the aerial attack is all about approach.
Ken's Aerial Tatsumaki Senpu-kyaku alters his forward jump trajectory and becomes a cross-up when it lands at the right moment. OD Aerial Tatsumaki Senpu-kyaku lands faster and forces Ken's opponent to stumble backward, thus positioning them for a close-range combo follow-up!
Dragonlash Kick
Classic: ➡️⬇️↘️ + K
Modern: ⬅️ + S
We talked a lot about the moves Ken and Ryu have in common. But Dragonlash Kick is all Ken's. This fast, leaping roundhouse kick can push grounded opponents back and pull airborne opponents in. In short, Dragonlash Kick will place Ken's foes exactly where he wants them.
Ken's OD Dragonlash Kick turns into a fierce cross-up attack when it lands on an airborne opponent. Plus, it will ground-bounce Ken's opponent, allowing him to follow up with a potent juggle combo.
So, while Dragonlash Kick doesn't cause much damage, it will serve Ken well when his opponent is wide open.
Jinrai Kick
Classic: ⬇️↘️➡️ + K
Modern: ⬇️ + S
Ken's other signature special move is the Jinrai Kick. This move is another type of roundhouse kick that branches into three separate attacks:
- Kazekama Shin Kick (LK / ⬅️ + S): This low kick is safe when blocked.
- Gorai Axe Kick (MK / ⬇️ + S): This overhead kick breaks through crouching guards.
- Senka Snap Kick (HK / N or ➡️ + S): This follow-up is the most damaging kick. But it whiffs against crouching opponents.
Ken's OD Jinrai kick is more unpredictable because it moves faster than his opponent can think! This version has additional damage and an optional bonus kick, Kasai Thrust Kick (K / S).
With so many options, Jinrai Kick is a solid tool to keep Ken's foes guessing!
Ken's Bread And Butter Combos
Combo 1
Ken is a very combo-heavy character. But you don't have to start with extravagant movements to unlock his potential. Try this short string which works out of a Drive Impact Punish and ends with a damaging Heavy Shoryuken.
- Drive Impact Punish
- Chin Buster
- Heavy Shoryuken
Classic Input: HP + HK > MP > HP > ➡️⬇️↘️ + HP
Modern Input: Drive Impact button > M > M > ➡️ + S
Combo 2
Ken's normal-attack-into-Hadoken combo is a tried and true trick any Ken player should know. This combo amps this tactic with an Overdrive Hadoken and Ken's Level 2 Super Art finisher!
- Standing Heavy Punch
- OD Hadoken
- Shippu Jinrai-kyaku
Classic Input: HP > ⬇️↘️➡️ + PP > ⬇️↘️➡️ + K
Modern Input: Auto + H > Auto + N + S > ⬅️ + S + H
Wait. Isn't Ken's Shippu Jinrai-kyaku's Classic Input ⬇️↘️➡️⬇️↘️➡️ + K? Technically, yes. But in this combo, you can use the ⬇️↘️➡️ motion from Ken's OD Hadoken to begin the Shippu Jinrai-kyaku input. This will speed up your input and ensure the move cancel follows through.
Combo 3
Try this more complex combo once you feel comfortable with Ken's cross-ups and Quick Dash attacks. Both variations use Quick Dash and Dragonlash Kick to cross up Ken's foe. Then, Dragonlash Flame catches his opponent as they rebound off the ground.
Classic Variation:
- Cr. Light Punch
- Chin Buster
- Quick Dash
- Drahonlash Kick
- Dragonlash Flame
Input: ⬇️ + LP > MP > HP > KK > ➡️⬇️↘️ + K > ⬇️↙️⬅️⬇️↙️⬅️ + K
Modern Variation:
- Assisted Combo 2 (1)
- Assisted Combo 2 (2)
- Assisted Combo 2 (3)
- Assisted Combo 2 (4)
- Dragonlash Flame
Input: Auto + M > Auto + M > Auto + M > Auto + M > N + S + H
Ken's General Strategy
It's a mistake to assume that Ken and Ryu play the same. Ryu is a well-rounded character whose gameplay focuses on fundamentals. Ken's approach is much more aggressive, resulting in a rushdown character who excels when they land damaging combos.
So, when you play as Ken, you want to find your opponent's opening first. If you're less patient, you can pressure your opponent until you break their guard. Whatever your approach, ensure you're mindful of your opponent's behavior.
The worst-case scenario is that your attack gets countered, which is entirely possible when facing a perceptive foe. So, if you're still testing the waters, remember you have a long-range attack (Hadoken) and two anti-air attacks (Shoryuken and Crouching Heavy Punch) to cover you.
Once that opening appears, strike your opponent with a Crouching Medium Kick or Standing Heavy Kick. These normal attacks are simple and effective combo openers that link into several of Ken's special moves.
Spotting an opening is the beginning of your Ken strategy. But you're wasting your time if you can't make the most of that opening. So, memorize a few of Ken's combos you can whip out once you strike with a normal attack.
More importantly, ensure you can execute those combos on demand, even under duress. They don't have to be elaborate. Something as simple as a Crouching Medium Kick into a Hadoken or Jinrai Kick is a solid place to start.
Once you get the hang of Ken's basic techniques, you can experiment with his Quick Dash (KK / M + H). This Unique Attack barrels Ken toward his opponent and changes the quality of several Special Moves. For instance, Ken's Tatsumaki Senp-kyaku becomes more damaging during a Quick Dash.
As you master Mr. Ken Master's move set, we encourage you to switch up his tools regularly. Since Ken is an offensive character, he thrives when the opponent can't predict what's coming. Otherwise, he'll get counter-attacked into a loss.
Lastly, let's discuss what to do when Ken gets stuck in the corner. Ken has few escape plans besides standard maneuvers like Drive Impact and Drive Parry.
Fortunately, you'll have other tools if you still have some gauge left over. Ken's OD Shoryuken is one dependable reversal. Plus, you can switch places with your foe by activating Ken's Dragonlash Flame.