Ken Combo/Tech Thread

I start to see improvement on the b.mp confirm even tho I still suck at it, maybe got 10% more success. The click for me was to not consider b.mp - st.hp as one target combo but really b.mp alone then nothing or st.hp xx ex.fireball or st.hp xx tatsu.

If I think of it as a target combo I want to do it too fast for some reason, but you actually have quite a bit of time between b.mp and st.hp (it’s good to do it slow anyways because it causes a frame trap).

I grind training mode every day for like one hour doing both his target combos confirm, it can get frustrating.

I’ll try that, I’ve been surprised in this game before. Like I was amazed how much easier it was to do s.MPxxHado VTC than it is to cr.MPxxHado VTC.

Has anyone been messing around with his corner combos with V-Trig & Fireball?
Found these (TC1 starter):

crMP > TC1 > H.SRK (1st hit) > VT > H.SRK (Delay a slight bit & execute before they hit the ground) 310

cr MP > TC1 > H.SRK (1st hit) > VT xxEXFirballxx HSRK is 319

st HK( st HK > VT > TC1 xxxLSRKxx xxHSRKxx does 324 itself)

st HK > VT > crMP > TC1 > xxLRSK xxxHSRKxx is 333
st HK > VT > stLP > TC1 xxLRSK xxHRSKxx is 309

The best one I know is :

Anything that leads to hadoken xx hadoken xx vtrigger > cr.hp xx ex.hadoken > lp.DP > hp.dp.

more fun stuff

sweep into f+RH is a natural perfect meaty vs. quick rise. your f+RH hits on the 3rd active frame so you are +4 on CH, +2 on hit, and safe on block. however, if they back rise you are going to get blown the fuck up since you have 17 recovery frames that gotta tick by after they stand up

https://youtu.be/tjEtwQes3eY

If they stay down, sweep whiff f+RH v-skill s.LP/c.LK hits on the 2nd active frame. confirmed 4/10/2016

Whoa, combo’ing off an overhead is some great stuff.
Are there any frame differences on backrise vs quickrise?
If not, this would be a sick setup in the corner.

there is, back rise is 5 frames slower than quick rise. if you anticipate quick rise and go for this setup, but they backrise instead, you are completely wide open for 17 frames so you could potentially eat a massive punish.

it may be possible to react to their recovery animation and just let go of HK so that you get the feint instead, but you are still at disadvantage that way. feint overhead has 31 frames and your opponent is able to act on frame 30, so you are -2 in that case.

in the corner I would just go with dash -> something because the “fork in the road” is a little bit later than it with this setup, which is a big commitment.

off sweep,

dash s.FP hits meaty on quick rise so you can get the big crush counter combo (s.FP xx v-run, c.MP b.MP FP etc)
dash s.LP (whiff) s.LP hits right after they wake up on back rise

if you are further out you can also v-run.

v-run s.LP/throw are good meaties on quick rise
v-run s.MP hits meaty on backrise

this one would be more if you have noticed your opponent back rising consistently, and you guess that they are going to try and quick rise jab (which would normally beat a back rise meaty), you hit them with this, and have the extra surprise factor of it being an overhead so even if they block you still might tag them and go immediately into a mixup. landing the full f+RH b.MP FP etc. combo is the same damage as landing a crush counter s.FP

Working on the corner throw loop:

dash, s.LP / c.LK hits on the 2nd active frame.

dash, kara throw is a good meaty throw setup. dash, throw whiffs due to throw invincibility


if they don’t quickrise, you have two options after that.

option #1 go back to into the normal / throw mixup.

dash, s.LP, dash, whiff c.RH or c.FP, s.LP / c.LK - hits on 2nd active frame

dash, kara throw, dash, c.MP, s.LP / c.LK - hits on 2nd active frame

replace s.LP / c.LK with kara throw to get back to the meaty throw setup.

option #2 go for a high reward setup

dash, s.LP, s.FP, s.LP, s.FP

dash, kara throw, dash, s.LK, s.FP

That’ll hit your s.FP on the second active frame so you can do the big crush counter combo on CC. You can omit the s.FP and use this setup to get very close to the wakeup timing, then shimmy a bit instead.

Against some characters, you are +6 if you hit it meaty so you can confirm with a c.MK. Haven’t done the research yet on who it does and doesn’t work against, but it doesn’t work against Nash or Ken. It does work on Chun. You are too far away to do s.FP c.MK xx hado xx vtrigger.

What are you using to kara throw?

LK ~ LP+LK

Thanks!

I though they removed the kara throws but I am surprised to see that it actually works. Extremely small kara throw but still.

Wait. Seriously? Ken has a kara throw? How is this not bigger news

They did add Kara throws back in, but most of the buttons didn’t give you enough range to make them worth while. Or in some cases it moved you backwards.

It’s so weak it isn’t really worth it, barely even noticeable.

Well it’s not like the execution is super hard, so why not. But yes it is pretty much worthless.

kara throw is only to add startup to your throw, not to extend the range.

basically comes down to if you prefer to manually delay your throws, or use an input trick to make the setup solid

crouch short > stand jab > mk tatsu > ex dp is so good in v-trig

Guys i remember that i had seen frame advantage on hit and on block of canceled VSkill from his normals , could someone repost it plz?Thanks in advance

Hey is standing medium punch into his V-trigger worth considering?