Ken Combo/Tech Thread

Granted I’m not great or anything nor do I see all the angles but in my opinion its worth considering. For a few reasons.

  • Standing medium punch works as a poke for Ken and as an whiff punish/counter poke so if you can hit them with it and then v-trigger you’ll get a guaranteed lead into a crouching MP to b.MP target combo or just about any of the usual combos.

  • It can lead to a frame trap if the person blocks the MP then jabs immediately after your activation when you perform a back medium punch which you can combo off of. 0:09 of the video I posted previously shows it catching the CPU jabbing after blocking the starting MP.

That video is legit as F. Nice break down and great production value. I’m looking forward to your footsies video as this as an aspect of my Ken game I am trying to vastly improve. Been hanging out in the training mode and watching my fair share of Juicebox_FGC videos on the matter to up my knowledge but the more the better.

It’s prob possible to do a meaty ex fireball in corner and follow up(havnt tested) but I know or u can do a meaty ex fireball midscreen and have enough time to follow up with the v skill step kick for a 3 hit combo.

the frame data for b+MK and f+RH are the same, just the startup is different. to combo out of a b+MK overhead you have to hit it as a meaty counterhit. vid I made showing a f+RH setup…

https://www.youtube.com/watch?v=tjEtwQes3eY

startup on b+MK is 21 frames so to combo into LP SRK/LK tatsu you have to hit on the 2nd frame CH, to combo like the video above you need to hit on the last frame CH.

Ken has no natural setup for b+MK meaty like he does off the sweep for f+RH, so you have to either manually delay your b+MK or do weird combinations of stuff to get the timing. like MK tatsu, whiff s.LK, b+MK should hit on 3rd frame on quick rise. if for some weird reason somebody does a back rise in the corner after you hit them with MP SRK, whiff s.LP b+MK should hit 3rd frame. etc.

Thanks, TMNTemps. That video is very helpful.

So I’ve found something, not sure if useful or obvious and tried it on chun only but I didn’t know it :

If you manage to somehow scare them from hitting a button after b.mp, a right in their face b.mp into forward + throw (don’t forget to press forward or else it miss if he does nothing) actually beats a throw tech for some reason. Might be a training mode bug or I don’t understand something, but it seems like you are grabbing at the very start of their animation.

https://www.youtube.com/watch?v=H3fKgWSkzs0&feature=youtu.be

A good way to test it is to have the dummy do it to you and see if you can tech it.

I did not think about that.

So yes it’s a training mode bug. Sad.

Ok I have a question that’s plagued me for a while at the worst times. When I get the CC off of the s.HP and go to follow up with a v skill into a jab/b.mp combo why is it that sometimes I get the hit in and others I get blocked. Am I canceling the v-skill too late, not hitting the opponent on the last frame of the CC s.HP, or what?

Not sure if this is aware or not, but after watching some of the sennheiser invitational, I saw cdjr doing some interesting combos. Since release, I’ve been doing VT combos like this:

cmp xx VT, bmp>hp xx mk tatsu, ex DP 275 dmg/410stun
or even just slp, bmp>hp xx mk tatsu, ex dp 281 dmg/431 stun

But cdjr was doing cmp xx VT, bmp>hp xx run, lp dp, ex dp 299 dmg/410 stun
starting with slp into target combo, into that combo gives 309 dmg/431 stun.

Definitely not too hard, but you risk dropping the combo a lot more by going for this, instead of the ezpz target combo into tatsu. But still, pretty cool, and more damage.

Guys I need some help, I think there is a tech I don’t know.

I see Momochi/Julio and Chris T. doing it a lot. They do st.mk and then b.mp and it counter hits. What’s up with that, does it punish the poke after with the right spacing? I am trying that in training and it never works. I really don’t think people in tournaments are bad enough to put a slow move after st.mk so they must counter a jab or something.

Just a case of people missing the punish. It’s the same reason why run canceling normals sometimes catches people off guard.

It’s weird, it happens so much but this is what makes the most sense. I guess I should give people online less respect then if tournament players can’t press jab after that.

Well that’s the thing, people online just mash jab anyways, so it’s probably a bad idea. I made a similar post about this a few weeks ago.

If they’re mashing jab everytime they block a stand mk, then you’re picking the wrong spots to hit stand mk.

Stand MK is pretty fast and has good range. If you’re pressing it at unpredictable moments, there’s no way the other players can react to a blocked stand mk every single time with mashed jabs.

It’s not like everytime but at least it never happens to me to land the counter hit on b.mp after st.mk. Either I do get stuffed by a jab or they just block since usually you are too far for a throw.

This is something that falls under the “just do it” category. It hasn’t happened to you yet, cause you’re not doing it enough on different opponents.

Some opponents react to a blocked s.mk by doing a delayed tech. Some opponents, by mashing jab.

The opponents in the first category will fall for this easy. The opponents in the second category… not so easy, but even they will get hit by it if you vary your buttons enough.

The first step you need to take is to move past the “it’s minus, it’ll never work” mental block, because with that mentality, you’ll fixate on the few times it doesn’t work and go “see it doesn’t work. It’s just a gimmick and not worth doing” then stop attempting it.

It’s definitly a block I have it’s true. I’ll follow your advice then thanks.

Ken’s cancels work because people fear his shimmy. If you go mashing out of his block strings you are going to get bodied.

When people are looking for shimmy is when run cancel is useful.

Goodstuff. Didn’t know if you knew but been testing stuff out and figured out frame data that was wrong. Cr. Mp is -7 on v-skill cancel not -6. Also S.FP is actually active for 3 frames not 2.