[Top 10] SF6 Ken Combos Showcase And Best Combo List

sf6 ken combos
SF6 Ken is too much fun!


What are the best Street Fighter 6 Ken combos?

Always with a fiery heart, Ken uses is never afraid to take on any challenge with his indomitable burning spirit.

Street Fighter 6 Ken is the ultimate version of the character, merging all the best aspects of the character throughout the years. A dynamic moveset combined with the game’s combo system opens the way for some of the coolest-looking combos we have ever seen Ken pull off.

 

10. Light Conversion

Start at: 0:04

Not all the best combos are the most damaging.

Sometimes, it’s all about conversion and how you can transform a simple moment into a great opportunity.

In this combo, we see how a light confirm can turn into massive corner carry with the heavy Jinrai kick ender.

When to use this combo: You can use this come off of light confirms or tight punishes.

 

9. Seven Shoryuken

Start at: 0:40

This combo has to be a dream come true for countless Ken players all over the world.

Being able to pull off a double Shoryuken mid-screen with kara cancels or Shoryuken juggles in the corner is one thing. Still, seven Shoryuken in a row is a whole other level of ridiculous.

Ken’s Level 3 Super doesn’t go into full animation if used in a juggle, and this combo shows Ken performing not 1, not 2, but 7 Shoryuken in a single juggle.

When to use this combo: When you have the Level 3 meter and 2 Drive bars and an urge to be styling on your opponent.

 

8. All Kicks

Start at: 3:33

Ken has been known for his fiery kicks for several years now but his most notorious combos often go around his Shoryuken.

This combo is set apart from all since no Shoryken is required to perform it.

In it, Ken goes from his Dragonlash kick, through his Jinrai kick, and finishes with his Shippu Jinraikyaku Super Art. Chun-Li must be proud.

When to use this combo: This is one of the coolest routes into Super Art 2, taking full advantage of Ken’s multiple kick moves.

 

7. Corner Carry

Start at: 1:11

One of the best mechanics in Street Fighter 6 is the Drive Rush, and its many uses justify how expensive it can be, ranging from 1 Drive bar to 3.

In this combo, Ken converts from a jump-in into great corner carry, extended by a single Drive Rush cancel.

Not all great combos are about damage, and being able to push the opponent so far into the corner with so very few resources is definitely a big advantage.

When to use this combo: Out of a jump-in to carry your opponent into the corner.

 

6. Making Them Float

Start at: 1:00

This combo doesn’t mean much just by itself, but it gets its spot on this list for the ramifications spawn by it.

What happens here is that Ken’s target combo is canceled into Drive Rush jab, which in turn makes the opponent float instead of the expected air reset.

Ken can then follow into jumping strong to OD air tatsu, which can then be followed by a Super Art.

When to use this combo: As a Ken player, you should definitely take the knowledge from this combo and go labbing all possible follow-ups to this air juggle.

 

5. Side Switch

Start at: 4:29

It’s great to have corner-carrying combos, as pitting your opponent’s back against the corner is one of the best positions to be in Street Fighter.

On the other hand, it can be extremely terrifying to be in the corner yourself, so it’s always nice to have an escape plan at hand.

Ken’s Quick Step Dragonlash kick switches sides with the opponent, and can then be followed up for great damage.

When to use this combo: If you’re in the corner and manage to hit confirm to put your opponent in the same predicament.

 

4. OD Air Tatsu

Start at: 1:55

In Street Fighter V, Ken is known to be able to initiate combos off his EX Air Tatsu.

Although those combos can lead to high damage, they don’t come close to how devastating the Street Fighter 6 version can be.

Overdrive Air Tatsumaki Senpukyakku changes Ken’s trajectory so it’s hard to anti-air and the subsequent conversion in the corner is truly scary.

When to use this combo: When you have your opponent in the corner and have him try to anti-air you before changing your trajectory.

 

3. Coast-to-Coast

Start at: 0:51

We already mentioned how easily Ken can put you in the corner even with low resources, so try to imagine what you can do if fully packed.

With all 6 Drive Bars plus Critical Art, this combo shows how Ken can literally bring you from one side of the stage to the other.

The combo seems to go on forever and is finished off with Ken’s Critical Art, draining about 70% of the opponent’s health bar.

When to use this combo: If you have full resources and manage to pull a jump-in mid-screen.

 

2. DP Punish

Start at: 2:50

Neutral jumping to punish Shoryuken is a widely popular method used in Street Fighter V, and knowing your DP punishes is always mandatory against certain match-ups.

We can see Ken neutral jumping to fully punish a Shoryuken with full resources, doing mad damage in the process.

It’s important to note that the combo is relatively simple to execute compared to most of this list, so it’s a very straightforward method to punish your opponent’s dragon punch.

When to use this combo: Use it as a practical and optimal neutral jump punish against most dragon punch moves

 

1. Optimal

Start at: 0:04

Sometimes the optimal combos aren’t the most practical, but they are absolutely necessary to kill off your opponent if you have the chance.

This Ken combo is by no means easy to execute, but it is as of now, from what we’ve learned from the beta, his most optimal combo.

Punish Counter jump fierce linked into stand fierce canceled into OD Dragonlash linked to crouch jab to back strong, canceled to Drive Rush fierce canceled into medium Dragonlash, then linked to crouch jab to back strong, canceled once again to Drive Rush fierce canceled into medium Dragonlash, then linked to crouch jab to Chin Buster canceled into light Jinrai Kick to light follow-up, juggled into itself and finally canceled into Critical Art. It’s heating up in here for sure.

When to use this combo: When you have full resources and find the right opening to kill your opponent with optimal damage.

 

Ken is one of the first two playable Street Fighter characters and a fan-favorite around the world.

This version of Ken definitely looks like the most fun it has ever been, and the way he can opt for damage, oki, or corner carry depending on the situation renders him one of the most practical and utility-based characters in the entire roster.

We can’t wait to see some of the greatest players worldwide pick up this character and show just how strong the character truly is, but for now, these combos are enough to leave all mouths watering.

 

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Andre walks the path of a fighting warrior to pursue self-improvement and to break his limits. His amazing power of creative writing and his unwavering love for games are the source of his willpower.
Gamer Since: 2003
Favorite Genre: PVP
Currently Playing: Street Fighter V: Champion Edition
Top 3 Favorite Games:Street Fighter X Tekken, Grand Theft Auto V, Assassin's Creed: Brotherhood


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