Ken Combo/Tech Thread

I can’t connect c.mp>b.mp, the b.mp whiffs all the time. Is there a trick to it?

B.mp has low range, if you aren’t within toe-touching distance when standing maybe use st.lk xx h.shoryuken to end your combo

So, this stuff is probably already known, but I haven’t dug through the entire thread and the OP hasn’t been updated with anything for a while (namely corner stuff).

Anyways, I’ve been messing with Ken’s corner pressure and optimal damage in these situation. Particularly with V-trigger. One thing I’ve been practicing is using EX Hadoken to hit-confirm off of b.mp so that we don’t lose our turn. Essentially, meaty cr.mp, b.mp -> EX Hadoken, confirm off of the b.mp if they hit a button. If I hit with cr.mp, then I confirm that way and go into a regular hadoken -> V-trigger combo (or something else, depending on if I want to save V-trigger or not). If they block it all I ended with EX Hadoken which leaves me at +1.

This is all fine and dandy, but what are the max damage options here?

Obviously if you have a bar to spare, the best option will always be cr.hp xx EX Hadoken, LP DP, HP DP after the V-trigger.

cr.mp (counter-hit), b.mp xx Hadoken xx V-trigger, cr.hp xx EX Hadoken, LP DP, HP DP is 367 damage, 567 stun.

b.mp (counter-hit) xx EX Hadoken xx V-trigger, cr.hp xx EX Hadoken, LP DP, HP DP is 395 damage, 576 stun.

But if you don’t have any meter after the V-trigger (or want to save it), I’ve found the best two options to be:

st.hp, cr.mp xx LK Tatsu, LP DP, HP DP (only works if they’re crouching)

cr.hp xx LP DP, HP DP (works regardless of if they’re standing or crouching)

The first one is slightly less damaging but does more stun (and is worth more style points)

The second one is more damaging but does less stun.

So, the damage/stun values for those two off of the two different confirms would be:

cr.mp (counter-hit), b.mp xx Hadoken xx V-trigger, st.hp, cr.mp xx LK Tatsu, LP DP, HP DP (319 damage, 517 stun)

cr.mp (counter-hit), b.mp xx Hadoken xx V-trigger, cr.hp xx LP DP, HP DP (335 damage, 497 stun)

Trade-off: +16 damage, -20 stun

b.mp (counter-hit) xx EX Hadoken xx V-trigger, st.hp, cr.mp xx LK Tatsu, LP DP, HP DP (344 damage, 524 stun)

b.mp (counter-hit) xx EX Hadoken xx V-trigger, cr.hp xx LP DP, HP DP (351 damage, 486 stun)

Trade-off: +7 damage, -38 stun

In a frame-trap situation you’ll most likely catch them crouching so it more comes down to if you want more damage or more stun. Since stun is unaffected by guts scaling the first option might be more optimal by the time you have V-trigger stocked. But if they are standing, you’ll easily be able to tell during the V-trigger freeze so you can adjust your combo accordingly.

Yeah the OP is light-years behind, it’s like 10% complete…

I’ll finish it eventually. It’s always bugging me knowing I left it unfinished.

What do you guys use against Necalli on knockdowns for his DPs? I’ve been trying to beat out his wake ups, but haven’t really found anything for when he delay his wake ups.

There aren’t really any set-ups to beat DPs, you have to wait and bait those. Barring safe-jumps anyway, but I haven’t looked into those with Ken yet (though Necalli’s should be easy to safe-jump since the one that’s fully invincible is 7 frame start-up…though his EX DP is 3 frame start-up so that could be problematic).

That’s what I was starting to think, too. I have stuff for Ryu & Cammy when I fight them, but him I couldn’t really find anything that would meaty him.

Edit: When Ryu tries to DP on delayed wake ups, you need to either whiff st Lp & stLK or St HK & then meaty with crMP. If he back recovers backwards, just cr MP the moment you see him attempt it or st HK. Normal recover, just use crMP. You have to catch him immediately. The one that I have for Cammy after a knockdown I use with Mk tatsus

Forgive me if I’m misunderstanding something here, but I don’t see how this is anti-DP tech. I’m not sure what knockdown situation this is describing, but these seem to be meaties, which don’t work against DP (won’t work against delayed DP either if they input DPMotion>low block for a few frames>Press DP, kind of like the SF4 “Momochi OS”). But it seems you’re talking about delayed wakeup (tech-roll I’m guessing?) As far as meaties go, if you have meaties for Ryu/Cammy, they should work the same way against Necalli. And if not you can just manually time meaties.

So I’ve found out this setup that I feel is pretty nice, dunno if it’s known already :

After hk.tatsu or throw (corner only) but better for throws (no back rise) :

Dash - st.lp (meaty st.lp for quick rise)

If they don’t rise just jump neutral and it’s a safe jump so you can put out a normal super late and when you land you actually have meaty b.mp/st.lp/cr.mp/cr.lk and throw. It looks kinda weird if you do the jump normal late so I think it’s pretty ambiguous (like they might expect to block the jump normal and do something after like vreversal but their timing get messed up) but I have yet to test it on someone.
If you delay the jump a bit it’s just a regular jump so you can surprise people like that.

Karin is tough. Not only does she completely outclass me on the ground, but I have to watch out for gimmicks like resets and random lp.Ressenha -> CA. She and Cammy have a fast walkspeed that makes their shimmy game fearsome too, esp Karin with her low-forward into Mujin confirms.

I thought I played as best as I could here; I had all the “tech”, so to speak. Aside from her continual st.hp -> shoulder (probably should’ve just pressed b.mp more), what was I messing up on? What should I have abused more?

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

Hoy I feel like I am late on the wake up tech but whatever :

after sweep -> dash - st.mk.

Allows you to combo with b.mp or c.mp on counter hit.

Just a random thing, st.mk has a bit longer range than sweep (and is perhaps your second-longest ranged normal overall behind st.RH). You’ll see Momochi going for it as a punish vs Nash’s mk.scythe, as it’s safer on block, is only 1f slower, reaches further and leads to much more damage.

j HP, s HP, MP+MK, QCB+LK, DP+HP, HP+HK, low to the ground DP+HP does 313 damage, but the best damage combo without any meter with V trigger might be j HP, c HP, HP+HK activation, c HP, QCB+LK, DP+HP which is 368. Anything better without meter with V trig? Thinking of making the switch to Ken from Cammy. Not only is Ken’s health and damage better, but he has a divekick, rofl.

The timing is the same, but the CH gives you a clear visual cue that the c.MK actually hit.

:stuck_out_tongue:

If you like the dive gameplay, I wouldn’t necessarily pick Ken for it. Still, you get to have the fun of offense plus the option of zoning, which is nice as you can give your opponent different looks (instead of always having to go for the Cannon Strike, for instance).

Your neutral will suffer for the switch, but I’m sure you will have quite a bit of fun with the fireball to make up for it, as it’s a pretty good poke in and of itself.

Don’t think I can confirm a cr.mk if the opponent happens to be crouching when they’re hit, can do it when they’re standing though. Tried closing my eyes and going for pure auditory reactions and it’s way easier to hit confirm that way. Secret tech guys, dash up in a real match, close ya eyes, listen for that hit sound, let the super rip

As a Cammy user I suggest doing it as d+mk,QCFx2. That way if u can see it hit, press any kick. Similar to Cammy’s c mk to spiral arrow in footsie battles. Also, it seems to me that Ken’s buttons are superior to Cammy’s. s hk and s hp are such good crush counters, and the target combos oh god! c lk s lp to dp c mp s lk dp and s mp fireball all seem so powerful. Ken’s throw might give a better okizeme situation too.

Why make a thread when you’re not gonna update it?

No need to triple post about it.

@Froztey get off your ass and appease us :rofl:

But it means playing Ken, and that means playing STREET FIGHTER D’: