Ken Combo/Tech Thread

There’s also a Record block feature as well, to get the dummy to do things when they leave blockstun. Nifty to practice frame traps.

Awesome sauce…tks fellas

Wow Brentiscool really played solid vs. infiltration. He definitely could have won that match with a few less drops.

Hi temps, this is a great find. But, since it involves running on normal hit, I’m finding it to be very very difficult to hitconfirms the sthp on meaty, when my opponent blocks I’m at a disadvantage. Crush counter Emo is not a problem thanks to the option select though.

I’d say the CC is actually usable, the normal hit combo a way to highlight the oddities that make the whole thing work… cuz in that situation, if somebody has back recovered they probably did back recovery into a long ranged poke to try and get some damage on an attempt to meaty a quick rise. so you will either get the CC or nothing

This is all great stuff. I had a question about these two options - why not always go for the s.HP here? You can always cancel to vskill run, and get the big LK tatsu, HP shoryu follow or possibly react to the CC with a b+MP combo. Is it because it’s harder to react with slower s.HP to the backrise (since you have to watch for regular quickrise too and react accordingly)?

Also, any thought as to the best follow up if you land the meaty s.MK? I’m thinking finishing TC2 and doing HK tatsu (since you’re in trigger) is best, but you could link LK tatsu and juggle HP shoryu instead.

I use em all… it’s good to change up your rhythm. only thing with s.FP is you can’t confirm on normal hit, you have to blindly run in and just go for it if you want the normal combo. so I use s.FP mostly if guys are button happy and I’m very confident I’ll get a crush counter. I’ll use s.MK because it also moves you forwards so you get a better mixup after.

s.MK I just finished the TC but more often than not I let it hit, recover, then mix up after that. it’s easy to confirm the s.MK in footsies I find but it’s hard on wakeup when you don’t have the luxury of seeing the guy walk into your foot or something

the nice part about the v-trigger setups is they all start the same way (dash x2) and you have plenty of time to react to the quick rise/back rise, just changing the button you press. you should be able to do it with practice.

outside of vtrig it’s a little harder since you have to decide between v-run or dash x2

Ken has a coast to coast combo if the conditions are right.

s.HP (CH) > b.MP > Fireball > V-Trigger > s.HK > LK.Tatsu > EX Tatsu

Guaranteed to take the opponent to the corner no matter where you are on screen. Even if you are perfectly pinned against the wall.

Thanks, I guess the canceled vskill run doesn’t give you time to confirm a CC. S.MK sounds like the more reliable option.

Speaking of confirms, is it worth trying to confirm a counter-hit off of a standalone cr.MP? I was trying this in training mode, and it didn’t seem very practical.

imo confirming off a single CH c.MP into super is pretty doable and probably an important skill for Ken long term, because a c.MP is our best button to press after a midscreen throw -> dash

That’s a good point. Using CH cr.mpxxsuper (or EX tatsu) in a specific pressure setup, where you have less variables to worry about than in a true neutral situation, makes sense.

I just found it took a lot of concentration to hit that cancel on reaction.

i don’t know if i’d say best. cr. mk is good after forward throw. you can also train them with fwd throw…walk the slightest step forward then hold f+hk . after throw st. mpxx hadou v trigger seems easier for me than cr. mp. just a a few thoughts.

I’d say cr.MP is better than cr.MK after forward throw because the latter doesn’t give you anything more unless you make a total guess (you can’t confirm the hit). Cr.MK does have use since it hits low though.

I’ll have to play with the s.MP VTC though, there may be something to that. Timing a VTC is pretty strict for Ken, so knowing easier setups to do so is very useful.

You can also go for:
CC st.HP> Run> b+MP> Hadouken (VTC)> walk cr.HP> MK.Tatsu> EX SRK for more damage, stun, better wakeup adv but slightly less corner carry.

**meaty setups for s.RH **

https://www.youtube.com/watch?v=66_sWqPhP-o

step kick, back rise - v-run, s.RH

sweep, quick rise - sweep xx v-run, whiff s.LP s.RH

crush counter sweep (no v-run) - dash, whiff s.FP, dash, s.RH

RH tatsu in v-trigger, back rise - whiff s.LP, s.RH

You can confirm with s.LK xx tatsu midscreen.

**
mk tatsu note - if you only get 2 hits or a low juggle, stuff that is meaty on a point blank hit might not be. you lose ~2 frames, for instance, against Chun Li. maybe more against other characters.
**
RH tatsu
- noticed a really fucking obnoxious habit of people staying down after this tatsu and then banking on you not knowing the timing for a meaty so they can mash their face on their stick and get out. use these instead.

dash, c.MK, neutral jump - 5 frame safe jump
dash, whiff s.LP, neutral jump, s.LP - hits on 2nd frame so you are +5/+3/+7
dash, whiff s.LP, neutral jump, c.LK - hits on 2nd frame so you can confirm into b+MP

**more setups for the meaty s.FP **

RH tatsu, back rise - s.LK (whiff) s.FP

sweep, quick rise - dash s.FP

sweep xx v-run, back rise - sweep xx v-run, c.MK, s.FP

corner forward throw, knockdown - whiff c.LP c.MPx3, s.FP

super - v-run, s.FP (hard knockdown, they can’t do anything about it)

back throw safe jump
if they stay down, whiff s.FP, forward jump - 5 frame safe jump

I personally would aim to optimize corner carry because Ken’s damage once he gets to the corner is insane. That’s my game plan when going into V-Trigger.

yo loyalsol, can you give me any tips or pointers to start hitconfirming stmk sthk consistently. practice isnt making things better for me at all.

To be honest that one is really hard to hit confirm on reaction. You have to basically be looking at what your opponent is doing prior to the s.MK hitting to sorta guess if it will hit or not.

Though something that is actually easy to hit confirm is the s.MK on counter hit. You can do a LK Tatsu if it counter hits and it gives you a lot of time to see and hit it.

both b.mp > st.hp and st.mk > st.hk just require you to train like hell and hopefully increase your reaction time. Try doing some sort of mental exercises if it’s really annoying you that you can’t seem to get it down, there are things you can do at home that can help increase natural reaction time. You could also just grind the hell out of training mode too. You have to be mentally aware of the hit/block, just look straight at the area where the move hits and hover your hand over the follow-up button. Training yourself to EX fireball if TC1 is blocked also helps a ton, keeps you safe if you mess up.

Ken is hard. Capcomplz.

try cr.mk ex tatsu. you can confirm it…gives great corner carry.