Ken Combo/Tech Thread

s.FP active for 3 frames, really? now that is interesting…

About the meterless cc combo
cr.hp(CC) xx v-skill > l.shoryuken xx VTC > m.tatsu > h.shoryuken
It actually does 323/465 when timed optimally

I personally like c.HP (CC) > MK Tatsu > EX Tatsu. Totally pointless, but swag as hell. :slight_smile:

Ok so I think someone mentioned it already but I can’t find it anymore. I saw this for the first time on Momochi stream he was training it.

You can actually late cancel the cr.mk and confirm with a shoryuken on hit, I used to think you could only do super after as a confirm. Maybe I was the only one not knowing that but I feel like it makes cr.mk way less shitty.

It definitly takes the cake for hardest Ken confirm tho and if you fail it’s CC city so you need that confidence.

You can also do it with lk.tatsu (or mk.tatsu if you do it from really close) but from max range it’s only one hit so very little damage but knockdown + it’s way easier than the shoryu.

Also am I fucking it up or is there actually no way to have a setup for throw after a hp shoryu knockdown ? The run setup doesn’t seem to work I arrive a bit early so I have to delay manually.

yeah cr.mk is a host to many late special cancels. Earlier during release I’m pretty sure I mentioned late cancel ex Tatsu off low forward as way to check and convert massive damage on opponents who like to walk back during Ken’s pressure.

I also believe while having simple meaty setups off all KD’s are great, it is extremely important to practice manually timing aswell. Just up’s your game sense and is easily transferable to every other character

does this still work?!

sure does!

Oh so maybe it was you who posted what I was looking for.

For manual timing definitly I agree, I mostly have trouble with manual throws. I fuck them up a lot that’s why I was looking for an easy one.

Ken set up that i use off of RH. If they back tech whiff jab and st. hp counters 3 frame jabs.

https://www.youtube.com/watch?v=qoTMqY3jris

If you plink the grab it works after hp.srk run setup

As someone that mained yang in iv for a decent amount of time, I feel that kens cr.mk is really similar. Hell, even kens st.lk is similar. They both have the same amount of active frames and startup on both moves. Hitbox wise, actually similar as well. If kens cr.mk hurtbox extends a bit further than his Hitbox, then yup, damn near identical.

I hope yang makes it into sfv because no one actually mastered yang in iv, I love experimenting with his seie-enbu super, and in action, people just panic with the way I use it. Hell, if divekick would be too powerful, just change it into a divekick like hwaorangs from sfxt where u have to input a command on the ground and use it pre-emptively.

What are my options for oki after hp.srk & forward throw w no recovery? Are you guys just manually timing your meaty in those situations?

try reading the whole forum, look for the thread that says “okizeme” right in the title

You can confirm off of non ch low forward?

New thread, didn’t even realize it was there. Thx

Yeah you can confirm non ch low foward; it is really useful since it keeps opponents in checkat that range when they want to walk backwards

Yes Mocha! That’s how Momochi originally practiced it, without CH. The timing between normal hit/CH hit is exactly the same. When he landed it just so happened to be counterhit.

It’s easier in a real match than in training mode though, since in a real match you get other cues from your opponent’s actions, whereas in training mode, you’re relying 100% on reacting to hit/block.

Even Momochi doesn’t get it 100% in training mode.

I absolutely agree with that, that goes along with any other confirm. Like target combo confirms, CH > super confirms, cr.mk confirms…etc.