KEN
![KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2) KEN-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOM (2)](data:image/gif;base64,R0lGODlhAQABAAAAACH5BAEKAAEALAAAAAABAAEAAAICTAEAOw==)
KEN
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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
See AlsoKST to MDT to Grand Junction, CO, USACAMMY-202405 Ver. Battle Change List | Buckler's Boot Camp | STREET FIGHTER 6 | CAPCOMCombo 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