Ken Combo Thread

Ken isn’t really a Combo Machine. I abuse chain combos all day, because it’s really easy to start mashing the 3-frame cr. LK . If you don’t wan’t to tag in your partner then finish the chain with a sweep and a attemp a mixup with the hard knockdown.

I really use him as an assist character, just to get in and let Asuka do the work.

Ken has damaging combos, but tagging will often lead to more damage. His most damaging combos are actually pretty strict on timing.

depends on your point character. One of my basic one bar combos leads to near 50% damage. It does more damage because Lili has an unscaled launcher until she reaches 50% but still it’s good to do air tatsu, some move, hk tatsu, tc, jump attack, fierce attack and go into launcher. This method also can give you ken a 60% combo if he has super arts as well.

What I love about Ken is HK Tatsu. I use a strong bnb character (Nina) and it is working perfectly.

wait some frames, then thunder kick (ground bounce, because of the air state at the end of the crumple), cr.hp + mp.srk/f.srk = 375 damage.
or
thunder kick, cr.hp + cross assault = ~600 damage (depends on your other character, of course)

-kicks up some dust- man things have really gone to heck in a handbasket. Well anyway i came here to talk about some ken combos i’ve been trying to condition myself to learn just in case ken gets hit with the nerf hammer coming up.

I’ve been trying to work with his empty jump game. He def has one of the best empty jumps in the game. That cr.lk is very great in opening up opponents. What i’m doing from that is either doing tatsu to stand them up or lp srk into hp into lili who does her feisty rabbit into rabbit thorn for some pretty dumb damage. What i’m also doing with ken tatsu is mixing it up. instead of doing a hk tatsu i’ll do a lk tatsu to get a free throw for additional mix up. I would condition my opponent to eating hk tatsu and do a lk tatsu in between and nab them with a throw. I do the same thing with Lili’s sunflower lance and stop after the first hit for some throw damage and additional mix up. I really think though that lp srk is a move i have over looked for far too long. It’s where ken gets his damage from. He does more damage when he scores an ex tatsu to lp srk to hp srk and if you want to make your opponent really feel the pain you tc to your opponent and it can get pretty dumb. The only issue is that the lp srk into hp srk requires some getting used to and the timing is exact. If you are a second too early or late you whiff and you can’t tc out and that could mean a dead ken. It’s a high risk high reward. I could easily go for the hp srk as it is more reliable and there isn’t a huge margin for error aside from being read by your opponent. I just wanted to bring some food for thought and see what you guys thought…you know being that this form is dead and all. Anyway have it it everyone. Let’s get creative here =D

Ken 450 dmg combo corner beat into me by Gamertag GettemDaddy tho his probably does more dmg buh i dunno how he does it soooo heres mine…

hk air tatsu mixup, mk,ex tatsu,lp srk,lp,mp,mp,hp,hk tatsu 17hits 450 or 445 1 meter #POW

after first ex tatsu u can be fancy and do c.lk, c.hp, then another ex really pointless buh runs time down n looks amazing :slight_smile: also 2 ex put them in corner from midscreen to pull of this combo buh the scaling ughhh…

Gamertag: Mr Oww Ken/Marduk since day 1

I like to use Ken’s overheads until they stop crouch blocking, then I’ll try to connect a close crouching Mk into tatsu tag cancel into a link combo into launch, finish off the combo with a ken juggle. The they have a 50/50 guess on weather I am going to go for the mk into tatsu again or overhead

Personally, I don’t really use Ken to open people up…I use wear away at the opponent slightly and set-up a HP DP xx Tag cancel so I can get Heihachi in safely to do what he does best.

But when I have to go in, I’ll usually play footsies with Ken’s cr.mk and far standing mp, and mix in a few CADCs here and there to set-up a tick throw, DP (if I have the meter to make it safe), overhead, or cr.mk xx tatsu.

Overall though, I think Ken works best as a set-up character. He has some decent tools to use on his own, but I think where he truly shines is setting up free tags or long extended combos with his tatsus. But I’m sure that we all know this at this point. :wink:

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was that a dp into standing heavy???

I’m not quite sure what you mean. :stuck_out_tongue:

Dp is a uppercut a heavy is a heavy attack