KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (1)

KEN

KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2)

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Adjustment Summary

While Ken received adjustments to his forward throw in the last update, he still had strong pressure in the corner of the stage, so we've made more adjustments to suppress his strong striking options. On the other hand, we've given him more options for the neutral and combos to compensate.

Chin Buster's return on hit and his ability to follow-up with strong options on block were difficult for opponents to deal with, and even Drive Reversal couldn't solve some situations, so the attack has been weakened.

Heavy Jinrai Kick's forward hurtbox was reduced, so that it's easier for Ken to tap opponents from a slightly further distance, which will increase his options at that range. His Hadoken didn't receive the same treatment as Ryu's, but we did reduce its hurtbox by a little bit.

The Quick Dash version of his Shoryuken now hits multiple times more often, and he's been given a better situation after it hits. This will make it easier to select routes that focus on damage while in the center of the stage.

Quick Dash had an issue where the Overdrive version of an attack would accidentally come out too often, so we've made adjustments so that the Overdrive version will only have priority when a neutral input is detected.

Changes

Category

Adjustment Details

Assisted Combo 2

Adjustment

Combo has changed to the following when the Super Art gauge is less than 2 bars.
Chin Buster > Quick Dash > Quick Dash Dragonlash Kick > Heavy Shoryuken

Assisted Combo 3

Adjustment

Combo has changed to the following during Burnout.
Standing Heavy Punch > Medium Jinrai Kick > Kazekama Shin Kick > Shinryu Reppa

Standing Light Kick

Bug Fix

Fixed the proximity block trigger as it had a wider width than the attack hitbox. It has been changed to match the width of the attack hitbox.

Crouching Medium Kick

Adjustment

Attack hitbox has been expanded slightly upward so that it can hit opponents in a mid-air spinning juggle state.

Neutral Jumping Heavy Kick

Adjustment

Attack active frames changed from 4 to 6 frames.

Quick Dash (Two Kicks)

Adjustment

Given higher priority over Overdrive techniques when the command is input from a neutral state.

Chin Buster (Medium Punch > Heavy Punch)

Adjustment

Cancel timing from standing Medium Punch changed from frames 9 - 13 to frame 9 only.

Universal Adjustment

While using Classic controls, the second attack will not be performed if Heavy Kick is pressed at the same time as the second input.

Normal/Overdrive Hadoken (↓↘→ + Punch/Two Punches)

Adjustment

Hurtbox around the arm after the attack is performed has been reduced.

Overdrive Hadoken (↓↘→ + Two Punches)

Adjustment

Initial scaling of 20% added.

Quick Dash Shoryuken (→↓↘ + Punch)

Adjustment

1. Attack startup changed from 9 to 8 frames.
2. 3 frames added to knockdown time on hit.
3. Upward blowback reduced for when the second attack hits.
4. Horizontal blowback reduced for when the fourth and fifth attacks hit.

Overdrive Tatsumaki Senpu-kyaku (↓↙← + Two Kicks)

Adjustment

1. Final attack damage changed from 600 to 800.
2.

combo count

■ Combo Counts
Combo counts are mentioned in the Battle Change List entries found on the official Buckler's Boot Camp site, and details on the terms used there can be found below.

- Combo Count Initial Value
The numerical value used to indicate when an air combo starts from a particular move.
The smaller a move's combo count initial value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Additional Value
A numerical value that increases when a move is incorporated into an air combo.
The smaller a move's combo count additional value is, the easier it is for that move to begin an air combo, and vice-versa.
- Combo Count Upper Limit
A numerical value used to determine up to which point a move can land in an air combo.
The larger a move's combo count upper limit is, the easier that move can be incorporated into a combo.

upper limit increased.

Overdrive/Quick Dash Dragonlash Kick (→↓↘ + Two Kicks/Kick)

Adjustment

Input buffer time changed from 5 to 10 frames.

Heavy Jinrai Kick (↓↘→ + Heavy Kick)

Adjustment

1. Hurtbox around the front body from frames 11 - 27 reduced.
2. Attack hitbox expanded forward.
3. Horizontal blowback reduced on hit.
4. Drive gauge reduction on block changed from -3000 to -4000.
5. Proximity block trigger startup changed from frame 18 to frame 13.

Normal Gorai Axe Kick (↓↘→ + Kick > → + Medium Kick)

Adjustment

Hit effect on a mid-air opponent changed from knockdown slam to ground bound, and frame advantage on hit has been increased.

Normal/Overdrive Gorai Axe Kick (↓↘→ + Kick/Two Kicks > → + Medium Kick)

Universal Adjustment

While using Classic controls, attack will not be performed if Medium Punch is pressed at the same time as the second input.

Normal/Overdrive Senka Snap Kick (↓↘→ + Kick/Two Kicks > → + Heavy Kick)

Adjustment

Forward movement distance before attack startup increased.

Universal Adjustment

While using Classic controls, attack will not be performed if Heavy Punch is pressed at the same time as the second input.

Kasai Thrust Kick (↓↘→ + Two Kicks > → + Kick > → + Kick)

Universal Adjustment

While using Classic controls, attack will not be performed if Medium or Heavy Punch are pressed at the same time as a Kick of the same strength for the second or third inputs.

SA1 Dragonlash Flame

Bug Fix

The 1st frame of the technique was completely invincible, and this has been changed to be only strike and throw invincible.

SA2 Shippu Jinrai-kyaku

Adjustment / Bug Fix

1. Damage on final hit changed from 500 to 600.
2. Complete invincibility on frame 1 has been removed.

Frame Data

KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2024)

FAQs

What happened to Ken in Street Fighter 6? ›

Accusations of orchestrating a criminal plot have forced Ken to abandon his family and business and go into hiding.

What nationality is JP in Street Fighter 6? ›

In Chapter 1, JP (goes by the alias of Russian man named Johan Petrovic (ヨハン・ペトロヴィッチ, Yohan petorovu~itchi?, Russian: Йохан Петрович)) meets Ken and his assistant Kalima at the Nayshall martial arts fighting tournament arena.

How long does it take to beat Street Fighter 6? ›

Powered by IGN Wiki Guides
Single-PlayerPolledAverage
Main Story5417h 7m
Main + Extras10134h 58m
Completionist1259h 3m
All PlayStyles16730h 56m

When was SFV released? ›

Has Ken ever fought Akuma? ›

In the street fighter TV show, from the 90s, Ken fought Akuma after he absorbed both Ryu and gouken ki energy. Akuma claimed he was the strongest warrior in the world at the time having consumed the ki of over 1000 warriors. Upon defeating Akuma, Ryu and Gouken hailed him as the strongest warrior in the world.

Why did Ken's wife leave him? ›

Eliza plays much of a similar role in the UDON comics. At first, her relationship with Ken is seen to go through a rough patch, as she cannot stand to see him risking his life fighting, and leaves him on the eve of the final fight of the U.S. Martial Arts Championship against Zangief.

Who is the Spanish guy in Street Fighter? ›

Vega, also known as Balrog (in Japan), is a fictional character from the Street Fighter fighting game series by Capcom. Vega is a mask-wearing, claw-wielding fighter from Spain who uses a personal fighting style combining Japanese ninjutsu and Spanish bullfighting, earning him the nickname of "Spanish Ninja".

Is JP evil SF6? ›

JP is the main antagonist of the 2023 video game Street Fighter 6, the seventh main installment of the Street Fighter franchise, and the main antagonist of the prequel comic, Days of the Eclipse.

Who is the bad guy in SF6? ›

JP is the villain in SF6 main story and he might be the overall villain in terms of gameplay, too. JP values regality and decorum, and would rather fight from afar than put his fists up.

Is Street Fighter 6 looking good? ›

It looks like any RE Engine game to me, which all look pretty good, in my opinion. It certainly looks better than SFV. The only thing that looks dated are custom characters. No idea why they look so much worse than the real characters.

What is the highest level in Street Fighter 6? ›

Q: What's the Max Level in Street Fighter 6? The maximum level in the World Tour mode is 100. Players will not progress any further after reaching the cap but will be able to defeat all NPCs and bosses with ease.

Is Street Fighter 6 set after 3? ›

Street Fighter 6 released this year on June 2 and takes place after the events of the Street Fighter III series, meaning it will be the most recent entry in terms of the timeline.

Why does Ken look weird in SF6? ›

While they wouldn't go into too much detail, the directors stated that Ken looks this way because he's "on the run from something" and that something separated him from his wife Eliza and his son Mel.

Is Ken divorced in Street Fighter 6? ›

Honda, Ken's character page is by far the most interesting, debunking earlier rumours that he was divorced. It reveals that Ken was accused of some kind of criminal plot, which has forced him to run from his family and business to keep them safe, presumably meaning that he's still got them in his life.

How old is Ken in Street Fighter 6? ›

The Street Fighter II SNES manual reveals that Ken was born on February 14th, 1965. Making him roughly 42 by the time SF6 takes place. Ken shares Ryu's Ansatsuken (assassination fist) fighting style.

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