Ken Combo/Tech Thread

i know you should have your meaties on point but i see missed meaties on nash where he does quickrise vtrigger so i just put a small os together that doesnt have any real commitment since the block/hitstun of cr strong and stand short is more than enough time to do w/e you want to do.

(i know its stupid to os for a mistime but nash’s vtrigger is scary enough to need one) (you could also just dp on reaction but i suck at that.)

new meaties. not all of them are totally perfect setups, a few you need to add a little delay yourself, where noted. some are boss though

rh tatsu quickrise: dash forward s.LP. perfect meaty
rh tatsu quickrise: whiff s.LP c.MP hits on 3rd frame of the c.MP so it is +6 on hit +3 on block

rh tatsu backrise: dash forward s.MP - hits on 2nd frame, +4 on hit +1 on block. confirm with s.LK

rh tatsu no quickrise: v-run whiff s.LK neutral jump (5 frame safejump)

if the 2nd setup there whiffs, wait just a tick and you can do the safejump off it as well

mk tatsu quickrise: dash dash c.MP hits meaty, will combo into itself
mk tatsu quickrise: dash dash c.MP with a few frames delay, same deal
mk tatsu quickrise: dash dash s.MK with just 1-2f delay, hits meaty

fierce SRK quickrise: v-run s.LP hits just after they wake up, beats any jabs
fierce SRK backrise: v-run s.MK hits perfectly meaty, 3rd frame of the s.MK so it combos to LP SRK on normal hit / c.MP on CH

back throw midscreen, no quickrise: v-run then neutral jump

back throw into corner: use the input buffer to do a s.RH right away, beats any buttons. combos to LK tatsu on normal hit.

you can also make c.LK hit meaty after rh tatsu by whiffing s.LK but the pushback seems very strong there so nothing combos except s.LK

Are these the same if Ken is in V trigger?

found something even better. if you v-run out of a normal, the run always cancels on the same frame so if you hit a move meaty, you get more frame advantage out of it. so after a fierce SRK vs grounded opponent you can v-run forwards into s.FP, hits meaty on 2nd frame, then v-run cancel will let you link b+mp on normal hit, and c+mp on crush counter

meaty s.FP xx v-run, b+MP FP xx rh tatsu - 271 dam / 426 stun
meaty s.FP xx v-run, s.LP b+MP FP xx rh tatsu - 273 dam / 453 stun

CH meaty s.FP xx v-run, c.mp b+MP FP xx rh tatsu - 316 dam / 510 stun

figured this out when I accidentally confirmed a CC s.FP into c.mp in a match, and the weird behavior when you v-run out of s.RH

haven’t tested yet but I’m in the lab right now so I will report back

https://youtu.be/CurAkR3LHkU

fuckin dope

just let the run continue to get a throw after ppl start respecting your meaty setups

Holy shit, TMNTemps (love the avatar by the way) thank you for all the tech, and keep up the outstanding work!

Nope, they are different. You have more frame advantage pretty much across the board

roundhouse tatsu, quick rise - dash c.MP (hits on 2nd frame)
roundhouse tatsu, quick rise - whiff s.LK, c.MP (hits on 3rd frame)
roundhouse tatsu, back rise - dash s.MK (hits on 3rd frame - possible to do too early)
roundhouse tatsu, back rise - dash s.FP (hits on 2nd frame - possible to do too early)
roundhouse tatsu, back rise - v-run s.LP / throw (hits just after wakeup but beats 3f mash)

fierce SRK, quick rise - dash, dash, s.LP (perfect meaty)
fierce SRK, back rise - dash, dash, s.MK (hits on 2nd frame so is +4 on CH)
fierce SRK, back rise - dash, dash, s.FP (perfect meaty, hits on frame 1)

mp SRK, quick rise - dash, dash, s.LP / throw (beats 3f mash)
mp SRK, back rise - dash, dash, s.MP (hits on 2nd frame)

back to regular Ken
MP SRK knockdown vs. grounded opponents

MP SRK, quick rise - v-run s.MP (hits on 2nd frame)

MP SRK, back rise - dash, dash, s.LP (hits on 2nd frame)

MP SRK, no quickrise - dash, dash, s.LK neutral jump (add 1f delay to safe jump otherwise your jump in will whiff, good way to fake high and go low)

unfortunately it’s a hard read, quick rise or back dash. if you dash, dash vs. quick rise you are +/- 0 (bad spot)

the higher up they are when you AA, the more delay you need to add. just walk forward for a few frames. but don’t try for the crazy 2nd frame of s.FP shit.

those fierce SRK meaties I’ve posted work consistently off s.FP xx v-run, lk tatsu, fp SRK as well

Lots of stuff to work on. I find that so many players online are spamming their jab after I connect with a Fierce/mp Srk AA, heck even on throw sometimes lol. Hopefully these are solid ways to beat this, it seems so cheap to just mash jab and stop pressure. They aren’t even guessing just going on auto-pilot.

You have to v skill after anti airing or ending a combo w dp. It’s possible to beat wakeup 3f jab w a throw even, quick rise or back rise. Takes getting used to, still grinding it w the dummy on random recovery w wakeup jab. After throw I think you have like 18-20 frames to dash forward with a st.mp or cr.mk, beats wakeup buttons everytime, backlash attempts before they’re airborne, and jumping. If they’re near the corner after a throw abs you dash forward you’re close enough for a grab immediately following said dash, beats wakeup 3f jab

Think I’m just gonna give up on Ken. 6500 LP to 6800 down to 6000 down to 5800 up to 6300 back down to 5700 -_-

Feel like I can’t win unless I’m absolutely focused and on point, and generally a step ahead of my opponent with mix-ups. Don’t think I can master Ken in this game, just feels waaaay too momentum based. I mean, when I win it’s hype, but fuck EVERYONE just beat you in mid-range. I just want to play safe for once and throw some fucking c.mk and fireballs and ya know, spam some shit and wait for a mistake.

This ken is just freaking blow you up, or sit back and wait to blow you up. Guess I just don’t have the dexterity or capability to play him properly. Literally been up for 6 hours going up and down in rank. first time I’m actually pissed off with the game.

Sorry for the rant Ken family…But the game matches me up with Platinum guys, people with 10K LP and I go toe-to-toe, sometimes winning 2 out 3 even in ranked. So I start to think, hey, maybe I’m not a scrub. But my wins are just not consistent with Ken man. Thinking about just jumping over to Nash or waiting for Guile.

Ken players will have a hard time imposing their will in the neutral unless they’re comfortable with precision counter poking and whiff punishing. If that doesn’t fit your playstyle then I can’t hate on you for wanting to make a switch. I can only recommend sticking with it since you will reap the benefits of strengthening this aspect of your neutral

Dammit Mocha! So many close matches I can’t pull out the W! but I do want to become a better overall player. Guess it’s time to really start practicing one hit confirms for TC and getting his CC option select down to muscle memory.

Points are just points, don’t take em to heart too hard. As long as you feel like you’ve played well and the way you wanted to play, win or lose you’re still growing as a player. You can’t win every game and there’s always going to be someone better.

RH CC option select ain’t hard (shouldn’t take longer than 10-15min to get the timing down in training mode), the hard bit is remembering to apply it in the heat of a match.

One button hit confirms on the other hand is gonna be some difficult shit. I think if you dedicate a little bit of training mode time to it at the end/start of each session you should eventually get there. At least that’s how I’m going about it. The theory is that by getting better at confirming the mk or b.mp on the TC, you should see an improvement in your reactions as well. I’ve got old man reactions so I’m hoping this training is gonna help change that.

Tks man…tbh, no one else appeals to me in the cast like Ken. But I do feel like I can’t sustain a long play session. Like I’m out of creative juices lol so I get predictable. Get a knee bash throw, you know I’m dashing and going for another one. Ex Tatsu on the corner? I’m definitely going empty jump and try for a repeat combo. AA with C.HP? I’m running under and either going for neutral jump or throw or a meaty combo, all not difficult to block. I don’t like my play to be on an assembly line. So I definitely need to chill with rank and play all modes, lobby should be fun now anyway. I do like that rank is best of 3 though, and most players have been running it back.

  • oh and some Kens online are definitely timing the cross up Tatsu off of CC sweep without using the RH. It’s easy to spot as a Ken player, but definitely feels tricky. Also after AA c.hp like to immediate mk Tatsu sometimes.

I’ll try and practice it before and after every session. Someone mentioned that it helps if you glance at your opponents health bar and see if it goes down red and use it as a visual cue. I’ve also heard to pay attention to the sound. I’ve got to get it. I see it’s pretty much impossible to level up without it. And I can CC OS all day in training, especially the RH one. online in an actual match I barely get a follow up step kick lol.

I may be late bro but playing on tilt is a no go. Take a break because at the end of the day points really don’t mean sh*t. Stick with it you’ve put in so much work so far with this character, taking L’s are rough we can all testify to that notion, but as long as we’re playing to improve or to help implement new tech/strats to our game plan then you’re doing what you’re actually supposed to be doing.

S.N I can’t stress enough how important it is to really pay attention to your opponents habits and tendencies in matches. Play with an active mind.

Lol Don’t quit Omni.

Tks man…much needed boost

Momochi was pretty spot on with this vid I see

http://youtu.be/ZNQd0Te2QXU

I think you should just v skill after any srk ender or srk anti air. If you set the dummy with a 3f jab on wakeup on random rise you can eventually get used to seeing both the back and quick rise with a well-timed jab, cr.mp, or throw

How do I set the dummy to do the jab on their wakeup? There’s like 5 slots for recording player inputs, but it seems like there is a break between them. Like if I put all of the recorded inputs to jab, when I go to replay what I just recorded the computer will jab jab jab jab jab, pause, jab jab jab jab jab.

There’s 5slots for your normal record function. And then there’s another 5 slots for wake up recording (I.E whatever you want the dummy to do when they wake up). It’ll randomly scroll through whichever slots you have active for playback as the dummy wakes up. Combine this by setting recovery to random and you can train meaty timings to your hearts content for quickrise, backrise and normal wake up.

“Record wakeup action” it’s an option in the training menu