Ken Combo/Tech Thread

got tired of people not punishing nash back fist on block so here is a short video showing your options

at max range sadly ken doesnt have a punish however any poorly spaced ones (like the ones that come out on a v reversal attempt. if you have vtrigger st rh vtrigger into your favorite combo is an option and at ranges where st rh will miss ex tatsu or CA are your go to options and you dont even need reversal timing for those options.

hopefully ken players will start punishing nash for making bad decisions.

Donā€™t know if itā€™s been posted already (only did a quick check), but I discovered something incredibly wonky with Ken today.

You think max damage 1 bar 4f combo starts with b+MP? Nay, you cannot be more wrong: it starts with st.LP.
[ st.LP, b+MP > st.HP xx M Tatsumaki Senpuukyaku, EX Shouryuuken ]
IIRC it does about 255 damage and 355 stun. It also works midscreen, and makes the opponent travel from one corner to landing right at the center of Training Stage The Grid. With this revelation, itā€™s pretty damn crazy how small the damage differential is between Kenā€™s faster and lighter punishes compared to his slower and beefier punishes. It also hits more way more consistently than [ cr.MP, b+MP > st.HP ] due to less knockback, meaning this just might be the go-to BnB combo. And hey, you donā€™t want to spend the meter? It still deals more damage than TC1 xx non-ex specialā€¦

I mentioned it was a wonky combo, because you actually have to play with the cancel timing on the TC, or play with the cancel timing on the st.HP xx M Tatsu in order to make the opponent ā€œfloatā€ high enough for the EX Shoryu to connect.

I have yet to perfect the timings, but so far this is what I find to work consistently:
[ st.LP, b+MP ] is frame perfect timing
[ b+MP > st.HP ] delay the st.HP as late as possible
[ st.HP xx M Tatsu ] cancel the st.HP into Tatsu ASAP


Similarly, I wanted to see if I could juggle H Shouryuuken afterā€¦ and yes you can. But the timing is even more super-incredibly-ridiculously-wonky (need higher ā€œfloatā€). Pushes opponent to roughly middle, and deals about 185 damage IIRC. It deals less damage than TC xx H Shoryu, but has more corner carry. And it doesnā€™t leave you point-blank like H tatsu. Could be useful if youā€™re scared of applying okizeme pressure on characters with invincible reversals.
[ st. LP, b+MP > st.HP xx M Tatsumaki Senpuukyaku, H Shouryuuken ]


I donā€™t see any non-CC cr.HP combos; this is a 6f button that deals 90 damage (st.HK damage) and is special-cancelableā€¦ donā€™t be leaving damage on the table!

Use cr.HP to punish moves like:

  • poorly used sweeps
  • Lauraā€™s M Bolt Charge, Volty Line, Twist Barrage
  • Karinā€™s Tenko, EX Tenko/EX Orochi, H Mujinkyaku
  • R. Mikaā€™s Shooting Peach (all versions)
  • etc etc etc

IIRC, cancelling into M Tatsu floats the opponent enough to follow up with EX Shoryu.


PS: jw why use cr.LK xx cr.LP to hit confirm instead of cr.LK xx st.LP?

Hereā€™s some examples of moves you can punish with Kenā€™s step kick. Punishing Dhalsimā€™s s hk is hard.

https://www.youtube.com/watch?v=JHNpEwkUB7A

Made a little video to explain how to interact with Giefā€™s V-Trigger, so here ya go:

https://www.youtube.com/watch?v=lBSlxiNsNEs

Two quick things I found -

st.hp is a straight link into super, so you can just confirm it on hit if you donā€™t get a CC for your run OSā€¦thatā€™s pretty neat right?

second is after cr.mp > st.lk xx m.tatsu do like a VERY short step like literally a frame or two backwards and do super early j.hp for a ridiculously ambiguous jump-in, and do j.mk or tatsu if you want a cross-up, both stuff DPs or make them whiff to boot.

Does it cover both quick and back rise?

Tried it and I might be doing it wrong but it doesnā€™t seem to work on backroll.

However with the same setup I tried slight walk forward instead and then heavy air tatsu (no vtrigger) and it did stuff both. Sometimes the normal recovery DP just whiff instead tho. But itā€™s kinda meh if they donā€™t actually DP it doesnā€™t hit like it should to combo. At least I canā€™t make it hit right.

I was getting cr.mp off of it every time, Iā€™d record but my game lags horribly. Iā€™ll probably record on the lowest spec when I get the time to show it, and I didnā€™t test back rise I was just messing around in training and found it.

So ken can force Nash to block after he v reversals free. If you os f rh

What about EX Tatsu? Covers around the same distance

I havent tried ex tatsu yet. Iā€™ll try it now because Iā€™m salty that nash even exists right now lol. never in my life have a seen a character turn bad players into threats like he does.

Just in case this helps, try a HCB for the input in case it inches Ken even SLIGHTLY forward to connect the tatsu

im having trouble not canceling into ex tatsu on block. i gotta work on that timing. special cancel oses have always been a weak point for me. thats why in 4 i kept the os game pretty basic.

IIRC canā€™t V-Reversals eat inputs? It may be squashing your EX tatsu input upon activation

st.hp(CC) ~ v-skill > b.mp xx h.fireball xx VTC > st.hk > l.tatsu > h.shoryuken -
344 damage, 558 stun

cr.mp > b.mp xx h.fireball xx VTC > st.hk > l.tatsu > h.shoryuken -
308 damage, 478 stun

@Froztey Please update.

Yeah I leaned that canceling V-trigger off of anything ending in FB you are better off doing a RH afterward and finishing the combo with lk Tatsu. It looks really good too.

Yep if I do a FB cancel I do RH all the time too.

Lately tho I had more success activating v-trigger out of a single cr.mp (could be whiff punish or regular hit) and then cr.mp xx mk.tatsu xx super (or ex.dp). I stole this from Saionide, I saw him do it a lot.

yea I like canceling off c.mp even on block. Then I go for st.lp b.mp I think itā€™s safe but sometimes I seem to get beaten by a jab. Maybe the c.mp can land too far away. But yeah the FB v-trigger cancel is definitely safe on block, but I canā€™t find a way to put st.lp in the string, it pushes you to far back to connect b.mp.

if you cancel your c.mp too late, you wonā€™t have enough frame advantage. to stop from getting jabbed out you need to cancel on the 1st frame. it seems you can cancel it very, very late. sometimes you have to adjust your combo too, c.mp xx vtrig c.mp only works on frame 1. you have to drop to b+mp or just raw lk tatsu to compensate for the late cancel

and holy shit boys i think iā€™ve found a good half dozen more perfect meaty setups which will give us some fun stuff to play with. i want to test them first. check back again tonight

huhā€¦my numbers were wrong? Thatā€™s weird, I double checked almost all of them. Iā€™ll jump on training mode and do a quick check myself again.