Ken Combo Thread

Somebody requested it, so I might as well make one. Definitely a good idea anyways, we also need a matchup thread that i hope someone else will keep updated.

BNB’s:

[details=Spoiler]Cr. Lk - Cr. Lp - St. Lp - Cr. Mk - Tatsu/Hado
St. Mk - Cr. Mk - Tatsu/Hado[/details]
1 Meter:

Spoiler

Cr. Lk - Cr. Lp - St. Lp - Cr. Mk - EX. Tatsu - St. Hp - Dp

2 Meters:

[details=Spoiler][/details]
3 Meters:

[details=Spoiler][/details]
Counterhit:

[details=Spoiler][/details]

Tag-in:

[details=Spoiler][/details]

I just filled in a couple, we’ll consolidate and i’ll keep the thread updated. Will also add damage values when I have time to test these out, but if somebody posts a combo putting the damage would be fantastic.

one bnb that i think every ken player should use when they aren’t going for tag is cr lk, st lp, cr mk xx hp srk. it deals 213 damage and is kens most damaging hit confirm for no meter.

midscreen tag in: cr mp, cr mk hp srk or cr mp, cr mk xx hk tatsu for pushing people to the corner

corner tag in: lp dp, cr mp, cr mk xx hp srk. st hp, cr mk xx hp srk. thunderkick, cr hp xx hp srk.

please take into account that the thunderkick combo is based off my team of ken/juri and her pinwheel ender sends opponents high enough for ken to connect thunderkick.

Im having trouble connecting cr mk on a combo :frowning:

I cant hit that coner combo with 2 srk… Is it a meter tag, or launch tag?

I’d note that if you’re running Ken on point, you really have a few questions when you connect with a hit

Do I want to tag my partner in on this for loads of damage?
If so, then the next question is
Can I spend a meter?
If so, connect quickly into Tatsu, tag cancel, free jump in combo (have to do a vertical jump in the corner)
If not, go into the magic series launcher with as few button pushes as possible

If I do not want to tag my partner in, you should probably do the SRK/Tatsu standard combo

No metre

cr. lk, st lp, cr mk xx hp dp 213 damage
cr. lk, st lp, cr mk xx hk tatsu 164 damage
cr. lk, st lp. hp dp 180 damage
Target combo xx hp dp 270 damage
Target combp, lp dp, cr.mk xx hk tatsu 292 (TC has to be done pretty much at point blank or else lp dp will whiff)
Target combo, lp dp, cr.mk xx hp dp 346 damage (TC has to be done pretty much at point blank or else lp dp will whiff)

Target combo, lp dp,cr.lk ,cr.mk xx hk tatsu 301 (TC has to be done pretty much at point blank or else lp dp will whiff, character specific)
Target combo, lp dp, cr.lk cr.mk xx hp dp 306 (TC has to be done pretty much at point blank or else lp dp will whiff, character specific)

Corner only

Target combo xx lp dp, cr. lk, cr mp, cr mp, cr hp, hk tatsu 361 damage

1 metre

cr. lk, st lp, cr mk xx ex tatsu, st hp xx lp dp, cr.mk, hk tatsu 329 damage
cr. lk, st lp, cr mk xx ex tatsu, st hp xx lp dp, cr.mk, hp dp 356 damage

Target combo xx ex tatsu, st hp, lp dp, cr mk xx hk tastu dp 415 damage
Target combo xx ex tatsu, st hp, lp dp, cr mk xx hp dp 451 damage

Corner

Target combo xx ex tatsu, st hp, lp dp, cr lk, cr mp, cr mp, cr hp xx hk tatsu 444 damage, (builds more metre and easier to do then above 1 metre combos but less damage)

2 metre

Target combo xx lp dp, cr.mk xx super 465 damage

so
L. Srk > Cr. lk or Mk > F. SRK —awesome punish, lol… 230-260 respectively, there is a bit of timing for max damage.

I need help coming the Mk into the srk though… i can;t the timing right
also, when I do other combos like cr.mk into fr. tatsu, I get the launcher or the Fr. Normal… arrrg! any ideas?

actually, hp xx lp srk, hp srk is a better punish that is easier for more damage.

sounds a lot easier
does the Hp have to connect?

any tips for the other stuff, like linking crap together…lol

I feel like i have problems opening up ppl with ken. He’s my point character for my team. Most people say my ken is eh, but i use him mostly to build meter and set up lili for damage. I just feel i need to spend time refining my ken.

Ken jump in tatsu is shaping up to be real good in this game. Also his b+mk overhead is 15 frames like juri’s but you get ground bounce on CH.

Yeah i don’t use that overhead enough. I’m always afraid someone is gonna mash jab on me. Jump in tatsu is really great though, i will agree. It’s his best + on hit and block.
Most of the time i’m fishing for either a hk tatsu team cancel or hp srk team cancel. I think that’s why people think my ken is lacking, because that’s all i use him for. I think i should be able to win with ken on point and he shouldn’t be “that” support character.

Best thing i like about Ken in this game is his anti air light DP forward medium kick to his super :slight_smile:

Just started using Ken yesterday as my Subs are causing me frustrations.
Team 3rd Strike Chun and Ken looks fun.
having difficulties doing Lp SRK, Cr. Mk , Hp SRK.
problem I’m having is the Cr. Mk. Seems if I hit LP SRK deep Cr. Mk whiffs, If I hit at just the tip I can do it without any problem.
So where I have this difficulty comes from a Cross Rush.
Didn’t know if anyone else had this same issue or the above mentioned Cr. Mp, Cr Mk HP SRK or Tatsu are better options?

What are some methods you are using to put Ken in a Cross Rush?
I try my best to micro manage both characters. I get one in -the other out and partner back in. has pretty much been my playstyle

yea, it needs to connect to get that 290 man. and as for linking, i’d advise just to slow it down a bit because links are slower than sf4 timing wise.

jumpin hk air tatsu. or play neutral/footsies and wait till your about 1 character length away, and pester them with b+fk ( izuna kick? ). and after you conditioned them to expect a tatsu every time you jump, you can just do empty jump low short> whatever you want. it’s not hard to open people up. just takes time and understanding of the character.

how about using F + Mk?
I won’t claim to know what I’m talking about with Ken but from facing him in SF4 I know it was pretty effective tool.
Didn’t know if it was a good move to throw out this time around or not.
I’ll keep the Izuna Kick in mind though
I’m really digging him in this game. Ken and Chun are working out pretty great in the lab and in a few endless test sessions.

What are some good setups off the jump in Tatsu?
Been trying to space and timing combo of cross up LK Tatsu -Cr. Lk, Cr. Lp, St. Lp, Cr.mk xx (multiple options - mostly HK Tatsu cuz Chun can do some nice things off it)
any hoo can’t seem to combo it

Is it possible to do lp srk juggles after a tag cancel or cross rush? I can do it on grounded opponents or anti-air, but after tagging ken in I can’t seem to connect even though it looks like they are in range.

Yeah you can connect the Lp Dp into HP Dp. I kept trying to connect Cr. Mk or Cr. Mp as listed above but couldn’t even get that to land.
basically do your Lp Dp as Ken is coming in and hammer out your HP.
For my playstyle I’m actually preferring Cr. Mp, Cr. Mk, HK Tatsu – makes bringing Chun back in really easy and she can follow it nicely.
Doing HP Dp or Hadouken if Chun’s health is too low. As I’m not terribly familiar with playing as Ken the Hadouken offers up some safe distancing

yea f+mk is obviously a must to use.