Ken Combo/Tech Thread

Does anyone know of the following combo i’m talking about.

Top Kens on stream when they get a stun in the corner and want to use meter they’ll do some wild combo using EX Hado, no VTC’s or anything. Can’t remember for the life of me what the rest of the combo is but basically what i’m asking is.

Aside from J.HP C.MP B.MP>S.HP HK Tatsu/HP DP what does more damage as a “they’re stunned and I can do whatever combo”?

*Besides ending with EX Tatsu/DP

I don’t know about any combo using ex.fireball in the corner outside of vtrigger. Are you sure?

In vtrigger the combo is EX.hado > lp.dp > hp.dp.

EX.hado in non vtrigger is +3 on hit so the only choices are lp.dp or lk.tatsu anyways.

In the corner it’s b.mp>ex.fb>lk tatsu>hp.dp/ex.dp

I think the combo you saw was this:

jf.hp > cr.hp > ex fb > lk tatsu > hp/ex DP.

and jf.hp > cr.mp > TC1 > hk tatsu is optimal as far as meterless stun combos go

“New” (at least for me) tech straight from Halibel :

cr.hp (AA) xx m.tatsu (when they are slightly in front of you almost above you).

The m.tatsu hits cross-up meaty and you can DP or CA after.

The problem I have with that setup is, what if you CC with your cr.HP? You’re leaving a lot of damage on the table by going for this (unless you have no meter).

Knowing when to go for cr.HP anti-airs is something I still have problems with. I’m trying to limit it to situations where I know I will win (e.g. baited Cammy dive kicks, Nash moonsault, etc), but I get too comfortable sometimes and get stuffed.

I feel like CC from the cr.hp as an AA is pretty hard to get to be honest.

What combos do you do from cr.hp as an AA when it CC by the way? Because I don’t even know. Shoryu?

The problem for me is that it’s kind of a gimmick to be honest and I am not sure the tatsu is safe on block even if it is meaty and hits pretty far. I need to try more.

Off CC you can get most of the normal stuff, but you can also hado, vskill juggle.

If you dunno if it will CC or just AA vskill cancel is the best option.

I know this works when you CC him with it and he is grounded, but it works when you CC him in the air too?

Easy way to test is set the dummy to do hooligan or Birdie’s hanging chain

When cr.HP CCs, you get vskill, MK tatsu, EX shoryu/CA. You can also do vskill LK tatsu, HP shoryu, but the timing is tight (you have to get the 2-hit LK tatsu) - I usually stick to just vskill HP shoryu (or step kick when I can VTC).

That crossup tatsu is probably same as it is on wakeup, -2 on block (beware of throws).

Trying to get the 2nd srk down after any hit confirm into vtrigger srk but i keep wiffing or getting turned around :frowning: Any help?

examples of what im trying to do.
mk,hk srk vtrigger, srk/ex srk
b+mp, hp srk vtrigger, srk/ex srk

Sorry if this has already been posted and/or is common knowledge.

Has anyone noticed that you can actually cancel HP SRK into CA really late in the animation and gain a sizable amount of damage?

One hit SRK xx CA is 366, but I’ve gotten it up to 460 with a late cancel. That’s almost a 100 damage difference, though obviously scaled a bit more in a longer combo.

Yes the max damage combo with CA I think is j.hp > cr.hp xx hp.shoryu xx (on second hit) CA.

Not much to say except if you’re crossing under, you started the combo very close, which is kinda weird given how slow s.MK is. Somebody posted an option select to auto-correct the direction of the dp after vtrigger cancel (VTC) by doing half-circle back, forward+the dp you want, but it’s inconsistent for me.

You shouldn’t be doing the second combo, instead do b+MP, HP hado vtrigger - you can follow it with a grounded combo for more damage.

Don’t know if it’s posted already, setup that works best against 4 frames jabs (I saw bigBird do the counter hit part at redbull) :

After a knowdown in the corner or from hk.tatsu (basically you need to be on top of him) :

st.mk meaty.

If it hits on counter hit you can use the regular combo with st.lp > TC1 > … (works also against 3 frames jabs).

If on block and you did it meaty enough, frame trap with b.mp (but still loose on 3 frame jabs). Obviously this is the best part of it since people want to press stuff after st.mk.

If hit regular for some reason, confirm TC2.

I am not good enough to pull this off in a real game but I figured some of you guys might be.

The on block part (got it right at 0.13) :

https://www.youtube.com/watch?v=M_nxHAqPuaw&feature=youtu.be

One thing that’s really good is during those times you’re fishing for CC with St.HP, if it hits but isn’t CC, you can confirm with ex dp from a pretty good distance. Always get your damage people!

Hey guys, check out my new video on Ken whiff punishing Dhalsim’s limbs HARD (hitbox data included).
It also led me to the discovery that you can partition the two hits of EX FB so that you can hit confirm into a full jump-in combo after VT (against the entire cast). Pretty cool, huh?
https://youtu.be/stOS7jZkoOU

(Off of closer attack you can actually dash in / walk in after the V Trigger cancel to do whatever combo you want, because EX FB gives tons of hit stun and frame advantage if you VTC).

Hello I’ve been lurking about the forums lately with the release of SF5. I was hot into SF5 the first couple of weeks into release. Slowed down a couple weeks after. Stopped completely until the March updates and then hit it hard and heavy since. I was browsing this thread going through tech drills, the usual b.MP confirms, meaty setups, and screwing around with V-Trigger activation. I was just toying around with different scenarios of activating and following up. I don’t know if these situations were posted or blatantly obvious but I had not seen anything (my apologies if a repost) but maybe someone can do something it.

Dummy parameters:

  • Dummy in video is Chun-Li (4f standing jab, 3f crouching jab, also was running initial unrecorded tests with Cammy)
  • Dummy set to block all
  • Dummy set to jab after successful block
  • Dummy set to c. jab on wake up

With that said here’s the breakdown of the clips:
0:00 – 0:15 - Meaty (b.MK) Overhead after HK Tatsu. Works in and out of corner on both back roll and quick rise when in V-trigger. If V-trigger is not activated, only works on back roll. Overhead need be started immediately or you will be caught by 3f jab.
0:15 - 0:23 – Meaty (b.MK) Overhead after forward grab in corner. Works in or out of V-trigger fine.
0:24 - 0:29 – Hadouken (blocked, works also when ending combo strings) to V-Trigger cancel to s.HK. Results on a crush counter if someone has the habit of jabbing or grabbing after your V-Trigger activation
0:30 - 0:35 – Hadouken (blocked, works also when ending combo strings) to V-Trigger cancel to s.HP. Also results in a crush counter if opponent is jabbing or throwing but will need to have the slightest of delays so as not to cause a block string.

https://youtu.be/VWuYizi-xRs

Lastly, I have a question: is it possible to combo off of a B+MK overhead? If so with what and under what circumstance? Thanks in advance.

Didn’t know about the st.hk after blocked fireball, that’s pretty cool.

I think you can combo after b.mk yes, but it needs to be meaty (I don’t know exactly on what frame it should hit) + counter hit.