Ken Combo/Tech Thread

You can get actual damage with st.mk and st.hp too tho. But yes if they block it you are negative.

Anyone ever use air tatsu > s.mk xx v-trig as a reset? The dash from the v-trig leaves you directly under them and you get to choose which side you want to end up on.

But don’t you need the EX air tatsu to hit pretty deep to be able to get in range for this? I can see the s.MK having the benefit of not being as spacing-dependent. For sure in the corner, I’d think the s.LP is better though.

I assume you mean air EX tatsu? Wouldn’t you have to dash after air EX tatsu for the s.MK to connect? Seems like a really clever setup, it’s important to have as many ways to get into vtrigger as possible with Ken.

Ah yeah, Air EX tatsu, no need for a dash though! It will reach.

Something I found and have been absolutely abusing in matches since day -2 lol. Wasn’t sure if it was worth mentioning, but with the amount of success I’ve had with it, I think it’s worth learning. It’s spacing dependent; at the right space, while you play footsies, you can buffer a v-trigger. If they press a button and get hit, it’ll trigger the V. This is one of the main reasons I went with Ken over Ryu. His hadoukens are just more fun to utilize because of his aggressive mobility options, and this topped it off for me.

https://www.youtube.com/watch?v=ZtYuiEKwP3o

Found an interesting mixup game ken can employ with his cr.HP anti air.
https://www.youtube.com/watch?v=kv94ZJoXxcU

Great stuff guys.

I didn’t realize that standard counterhits allowed you to OS VTCs, this is cool. I assume you time the VTC late, just like you would if you were OSing vskill after a s.HK?

st.jab auto hit confirm/throw OS into m.tatsu. This is retardedly good for wake-up scenarios.

does it really only work off stand jab?

I’ve been trying to get it working off of c.mp so we can get a decent midscreen option off of a forward throw but I can’t get it to work

Explain how that works, it seems really good.

It’s actually the distance that’s doing it. Basically, the VTC can only occur if the hadouken hits/blocks within a certain distance from you. If you space yourself right, you can throw the hadouken and buffer the VTC, and the hadouken will only make contact within vicinity if they press a button to extend their hitboxes and get hit. If they don’t press a button, they remain too far, block, and VTC is not activated.

In this case, it’s a counterhit, but it’ll also work if the hadouken hits them if they try to dash/walk up, or even if it hits on their recovery frames, assuming it’s still extended.

I can’t seem to pull it off :frowning: .

I have the tatsu/no tatsu down but everytime my throw doesn’t actually grab. Any tips?

I guess this will be patched tho.

Pretty sure it’s due to st.lps unique properties with hitstop? Tt has some anomalies in it’s data that allows something fairly similar to the CC OS but without the need for CH.

Check his inputs, IIRC he holds forward after buffering m.tatsu and does shimmy forward throw.

Damn I missed that, thanks!

And yeah, this is for sure being patched when the next character update drops. Until then abuse the FUCK out of this, it’s so good for walk up pressure.

Ok so now that I got the trick it’s actually pretty easy to do considering how good it is.

I don’t think I’ll use it tho I’d rather not get used to something that is going to go away rather soon.

st.lp pressure is still a part of his game, so either way you’ll still be using st.lp - tick throw. I’d definitely be making use of this tech.

This is somewhat old. This was found 2-3 months ago:


It’s okay I suppose, but it makes the momentum game become linear imo. It’s good to do St.Jab at a distance and OS to Fierce DP perhaps, but you have a risk of doing a whiffed special if the opponent walks back to make the special move whiff.

In fact you were even aware of it a while back since you used to post about the situation before.

BananaKen only posted that video on the 11th, he expanded upon the known tech with this thus I posted it, no need to get pedantic in the details of when/where.

Small tidbit about Ken’s short/jab confirms also and how you should be cancelling into your CA on hit.

cr.lk x cr.lp xx h.shoryuken(1-hit) xx CA does 333 damage.

cr.lk x cr.lp xx h.shoryuken(2-hit) xx CA does 373 damage, a 40 damage increase.

I wasn’t aware of this, and only just now realised. It’s actually quite awkward to do as well because the buffer window feels strange, you can use your DP motion as the first QCF for the CA as usual, but you have to delay your second QCF just long enough for the second hit to register. It’s actually kinda weird to do, I’m so used to just mashing out the double QCF on hit.

I find this quite difficult, so I still usually only stick to single hit h.shoryuken just so I never drop the CA. But if you’re looking to always maximise your damage you need to always cancel on the 2nd hit, not the first.

I saw a stream today showing that you can 3f frame trap with the TC1 if you do the hp super late. You need one EX bar for that, because then you do EX fireball no matter what, if it hits you can ex tatsu on reaction. This is all without v-trigger on.

Dunno if it’s super useful, it sucks that it doesn’t work if they are really in the corner because the fireball whiff on hit. If they are just close to it tho it’s really easier to land the tatsu after.

Made a video showing it :

https://www.youtube.com/watch?v=Y-c11_xNmWQ&feature=youtu.be