Ken Combo/Tech Thread

Have you messed around with setups if they don’t quick rise? Maybe there’s more room for s.hp meaties.

You can definitely cover both quickrise and normal rise timings, i’ve managed to do it manually and i am now in the process of searching for optimal auto timings. But the backroll option blows it up completely so i think that the best way to land it by far, is during an air reset.

Hey, fairly new to talking about Street fighter in a technical way

1 What’s the difference between linking into and chaining into

  1. What does OSing CC & target combos mean? Couldn’t find in any glossary

Is the max damage stun combo in the corner:

j. fp>TC2>hp srk/EX tatsu? (depending on meter)

  1. Certain moves have a property than allows you to cancel into other moves. Generally when you cancel from a normal to another normal (typically lights or target combos) this is referred to as a “chain”. You’ll see it denoted as " insert move here xx insert move here". The “xx” refers to the chain/cancel. If its something that increases in strength as you chain or has different frame data properties it’s usually referred to as a target combo in Street Fighter

  2. OS (or option select) is a way to have the engine “select” a preferable option for you based on a given situation. As it relates to Ken, you can cancel most normals into his run v-skill. CC refers to crush counter-- a property that certain normals get when they counterhit. It usually results in some special reel property, but more importantly crush counters have extended hit-freeze (in layman’s terms the game slows down slightly when a crush counter occurs). This is key to Ken’s crush counter option select. Since the game “slows down” when a crush counter lands, there is a larger window to cancel into Ken’s v-skill. In fact, this window is so large that if you do the cancel late enough, Ken’s run will not come out (no increased hit-stop, so there is no increased window). If done correctly, you cancel into run on crush counter, but do not if the s.fp is blocked or just hits normally. All from the same sequence and timing of buttons.

Hope this clears things up :slight_smile:

Sorry about that, I’ll update the glossary now to help anybody in the future who doesn’t get it. The guy above did a great job of explaining ;p

Just a list of combos, was too lazy to go ahead and see if they were posted already, so here. :}

So there is good news and bad news on the st hp front. The good news are that after landing a sweep, dash -> st hp -> st lk -> st hp will land a meaty st hp if the opponent normal rises or quickrises. Timed well it will land both times at the last active frame too, which gives enough frame advantage for dash -> cr mp to be linkable on CC.

But the opponent can opt to delay quickrising which will make the st hp whiff completely. This delay window is short, so if you delay your st hp by a frame or two it will still land meaty enough to beat jabs and throws but you won’t get the maximum extra frame advantage required for new links. Still not a bad option.

Variations on a Tatsu combo

Starting with HP just for the sake of simplicity. Works great with cross up jMK cMK etc.
Damage/Stun after combo. Including jump in (jHK) in brackets

No V-trigger
0 bar: HP, Quick Step, L Tatsu, H DP 207/320 (274/435) [Has to start with sHP]
1 bar: HP, M Tatsu, EX DP 290/445 (347/545)
3 bar: HP, M Tatsu, Crit 442/285 (480/405)

V-Trigger
0 bar: HP, VT, HP, L Tatsu, H DP 311/466 (352/555)
1 bar: HP, FB, VT, HP, M Tatsu, EX DP 328/555 (370/627)
2 bar: HP, EX FB, VT, HP, M Tatsu, EX DP 359/585 (397/652)
3 bar: HP, FB, VT, HP, M Tatsu, Crit 423/465 (480/555)

In V-Trigger
0 bar: HP, L Tatsu, H DP 289/406 (346/510)
1 bar: HP, M Tatsu, EX DP 308/474 (363/571)
3 bar: HP, M Tatsu, Crit 460/330 (496/455)

Might not be anything new. I’m just trying to get used to fighting games again and these are some I came up with. It’s been awhile :slight_smile:

You can do No V-Trigger variation with L Tatsu, H DP, but It’s unreliable. Works in corner, but other that that you’d have to start it with something like bMP for the DP to hit.
Using cHP instead of sHP gives you ~15 more damage

@VonAntero When starting with st hp, you can always connect an hp srk after an lk tatsu if you run cancel the hp into the tatsu instead of directly canceling the hp into tatsu.

Oh nice, thanks. Updated the earlier post (0 bar No V-Trigger)
Need to learn about the Quick Step next.

Anyone have tips on lk > lp xx to dp? In Super I think I delayed the lp a bit to get the dp out, but that doesn’t seem to work in 5. I have no problems with the TCs. For example, cr.lk x cr.lp xx h.shoryuken, cr.mp > st.lk xx h.shoryuken . My dp comes out too late.

nm I got it but still a lot of misses.

mind shedding some light on how you got it down? Seems like a systems quirk I don’t understand is interfering with my execution

Messing around with mk/rh tc xx f.Srk xx vacation xx fireball xx super, it’s tough timing the input to the fireball for some reason but it def connects

Cr.lk > cr.lp > dp.hp works ?

Man with v-trigger enabled and 1 bar in the corner Ken can get 344 damage combo
c.mp -> ex fireball -> lp srk -> hp srk.

Yes

Well, i go back to training ! Thanks a lot !

I posted in another thread about this. You can also use st.lp instead of cr.lp as it will also hit crouchers. It’s all up to preference but I find doing cr.lk>st.lpxxhp.srk to be easier because you can basically 2-in1 the inputs.

Like: cr.lk, forward+st.lp, QCF.hp will make canceling the st.lp much easier.

My jam for low mixup is cr.LK, st.LP, st.LK, f.DP. Works like a charm and puts you at a good distance if they block for some counter pokes.

I just do the classic start at down forward, input the short and the jab, wiggle the stick to down and then to downfoward, hit fierce if I see a connection.