Ken G'eneral Discussion Thread (Frame Data, Techniques, Combos, and etc.)

Thread Index:

[INDENT=1][LEFT]Post 1 = Frame data (AE, Super, Vanilla).[/LEFT][/INDENT]
[INDENT=1][LEFT]Post 2 = Damage, Stun and BnB combos.[/LEFT][/INDENT]
[INDENT=1][LEFT]Post 3 = Links to every useful Ken thread.[/LEFT][/INDENT]

Frame Data - AE (Super) [Vanilla]

[COLOR=#141414][FONT=Helvetica]CS. LP - 4/2/5/+4/+7 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]CS. MP - 6/3/18/-7/-2 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]CS. HP - 6/3/19/-4/+1 (same) [same] Forces Standing[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]CS. LK - 6/2/7/+2/+5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]CS. MK - 8/3/12/-1/+7 [/FONT]/COLOR [same] Forces Standing
[COLOR=#141414][FONT=Helvetica]CS. HK - 8/3/21/-6/-2 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]FS. LP - 4/2/5/+4/+7 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]FS. MP - 7/5/5/+4/+7 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]FS. HP - 11/3/16/-1/+3 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]FS. LK - 4/3/7/+1/+4 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]FS. MK - 7/3/13/-2/+1 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]FS. HK - 12/3/21/-6/-2 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]C. LP - 3/3/6/+2/+5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]C. MP - 5/5/8/+1/+4 (5/5/9/0/+3)[/FONT][/COLOR] [same]
[COLOR=#141414][FONT=Helvetica]C. HP - 5/5/22/-9/-4 (same) [5/4/23/-9/-4] Forces Standing[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]C. LK - 3/4/7/0/+3 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]C. MK - 4/2/16/-4/-1 (4/4/14/-4/-1) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]C. HK - 7/3/22/-7/UKD (8/3/21/-6/UKD) [same][/FONT][/COLOR]

[COLOR=#141414][FONT=Helvetica]Neutral Jump LP - 7 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]Neutral Jump MP - 5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Neutral Jump HP - 7 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Neutral Jump LK - 7 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Neutral Jump MK - 6 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Neutral Jump HK - 6 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]Forward Jump LP - 7 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Forward Jump MP - 5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Forward Jump HP - 5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Forward Jump LK - 5 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Forward Jump MK - 6 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Forward Jump HK - 5 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]MK overhead - 15/2/17/-5/-2 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Step Kick - 11/5/11/-2/+1 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]HK overhead - 21/22/20/-4/-1 (same) [23/2/20/-4/-1][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]Target Combo - 6/3/24/-9/-4 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]Focus Attack lvl 1 - 22/2/42/-28/-28 [/FONT]/COLOR [same] Forward Dash gives -2
[COLOR=#141414][FONT=Helvetica]Focus Attack lvl 2 - 17+13/2/42/-22/Crumple (same) [18+12/2/42/-22/Crumple] Forward Dash gives +4[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]Focus Attack lvl 3 - 68/2/42/Crumple [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]Throw - 3/2/20 [/FONT]/COLOR [same]

LP/MP/HP Hadoken - 14/#/47/-7/-3 (same) [same]
EX Hadoken - 14/#/43/0/+3 (14/#/44/-1/+2) [same]

[COLOR=#141414][FONT=Helvetica]LP SRK - 3/11/18+8/20/KD (3/3+8/18+6/-14/KD) [4/11/17+9/-16/KD] 1~2F Invincible[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]MP SRK - 4/311/25+14/-29/KD (same) [4/311/25+9/-24/KD] 1~6F Invincible[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]HP SRK - 3/2212/30+9/-30/KD (same) [same] 1~4F Invincible[/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]EX SRK - 4/2228/45+9/-41 (4/2226/45+9/-41) [5/223*7/45+9/-40/KD] 1~11F Invincible[/FONT][/COLOR]

[COLOR=#141414][FONT=Helvetica]LK Tatsumaki - 6/1(4)2(6)2/11+6/-6/-2 (same) [6/1(4)2(6)2/12+8/-9/-5][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]MK Tatsumaki - 6/2(5)2(5)1(5)2(5)2/14+9/-4/0 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]HK Tatsumaki - 6/2(6)1(5)1(5)1(5)1(5)1(5)2(4)2/12+12/-5/-1 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]EX Tatsumaki - 6/2(4)1(3)1(4)1(3)1(4)1(4)1(3)1/9+14/-3/+1 (same) [same][/FONT][/COLOR]

[COLOR=#141414][FONT=Helvetica]Air LK Tatsumaki - 8/2x4/10 (same) [same][/FONT][/COLOR]
[COLOR=#141414][FONT=Helvetica]Air MK Tatsumaki - 7/1x5/10 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Air HK Tatsumaki - 7/1x5/10 [/FONT]/COLOR [same]
[COLOR=#141414][FONT=Helvetica]Air EX Tatsumaki - 6/1x6*2/4 [/FONT]/COLOR [same]

[COLOR=#141414][FONT=Helvetica]LP Super [/FONT][/COLOR]- 1+1/218(20)137/31+12/-29/UKD (same) [1+1/228(20)137/31+12/-29/UKD]
MP Super - 1+1/228(20)137/31+12/-29/UKD (1+2/228(20)137/31+12/-29/UKD) [1+1/228(20)137/31+12/-29/UKD]
HP Super - 1+1/228(20)137/31+12/-29/UKD (1+2/228(20)137/31+12/-29/UKD) [1+1/228(20)137/31+12/-29/UKD]

[COLOR=#141414][FONT=Helvetica]Ultra 1 - 1+9/225x7*1/32+50/-94/UKD (same) [same] 1~11F Invincible[/FONT][/COLOR]
Ultra 2 - 1+6/2(5)93/8+42/-40/UKD (same) [N/A] 1~14F Invincible

Super Ken’s New Techniques

  • AA U2
  • Air Tatsu > U2
  • SRK > FADC on block: -2 (-1 in Vanilla)
  • CS. MK > U2 (1-frame link)
  • CS. LP/FS. LP > U2 (1-frame link)
  • L. SRK > Kara EX SRK - 230/250 (doesn’t work against Adon, Cody, E. Honda, Guile, Hakan)
  • L. SRK > Kara MP Super > “fake” U1 - 566/100
  • Corner: L. SRK > F. SRK - 130/150
  • Corner: L. SRK > M. SRK - 160/175
  • Corner: L. SRK > EX SRK - 230/250

AE Ken’s New Techniques

  • Early AA L. SRK > EX FB (both hits combo)
  • F. SRK > FADC > EX FB (both hits combo)
  • L. SRK > EX SRK in the corner still works, but it’s harder compared to SSF4
  • Improved TC Hitbox but not “fixed”; CS. HP whiffs if CS. MP hits/block stuns at it’s farthest distance
  • Improved CS. LP Hitbox but not “fixed”; it block stuns specific crouching characters consistently

Damage/Stun/Meter Comparison - AE (Super) [Vanilla]

Close Standing:

LP - 30/50/20 (same) [same]
MP - 60/100/40 (same) [same]
HP - 90/150/60 (same) [same]
LK - 30/50/20 (same) [same]
MK - 70/100/40 (same) [same]
HK - 110/200/60 (same) [same]

Far Standing:

LP - 20/50/20 (same) [same]
MP - 70/100/40 (same) [same]
HP - 100/200/60 (same) [same]
LK - 40/50/20 (same) [same]
MK - 80/100/40 (same) [same]
HK - 130/200/60 (same) [same]

Crouching:

LP - 30/50/20 (same) [same]
MP - 60/100/40 (70/100/40) [same]
HP - 100/200/60 (same) [same]
LK - 20/50/20 (same) [same]
MK - 60/100/40 (same) [70/100/40]
HK - 100/100/60 (same) [110/200/60]

Neutral Jump:

LP - 50/50/20 (same) [same]
MP - 80/100/40 (same) [same]
HP - 100/200/60 (same) [same]
LK - 40/50/20 (same) [same]
MK - 80/100/40 (same) [same]
HK - 100/200/60 (same) [same]

Forward/Back Jump:

LP - 40/50/20 (same) [same]
MP - 70/100/40 (same) [same]
HP - 100/200/60 (same) [same]
LK - 50/50/20 (same) [same]
MK - 80/100/40 (same) [same]
HK - 100/200/60 (same) [same]

Focus Attack:

Level 1 - 60/100/20 (same) [same]
Level 2 - 90/150/40 (same) [same]
Level 3 - 150/200/60 (same) [same]

Throws:

Forward - 120/80/40 (same) [same]
Back - 130/80/40 (same) [same]

Hadoken:

LP/MP/HP - 60/100/10+20 (same) [same]
EX - 90/100/-250 (same) [same]

SRK:

LP - 120/100/30+40 (100/100/30+40) [120/200/30+40]
MP - 150/200/30+3016 (same) [160/200/30+3016]
HP - 140/200/30+301010 (same) [same]
EX - 180/230/-250 (same) [240/250/-250]

Tatsumaki if the knee hits:

LK - 110/120/20+201010 (same) [90/100/20+201010]
MK - 150/170/20+20101010 (same) [180/200/20+20101010]
HK - 180/210/20+2010101010 (same) [240/250/20+2010101010]
EX - 210/250/-250 (same) [same]

Air Tatsumaki:

LK - 50/50/10+30 (same) [same]
MK - 60/50/10+30 (same) [same]
HK - 70/50/10+30 (same) [same]

Step Kick - 60/100/40 (same) [same]
MK overhead - 80/100/40 (same) [same]
HK overhead - 120/150/60 (same) [same]
Target Combo - 130/150/30 (90/150/30) [same]

Super (6 hits) - 370/-1000 (same) [400/-1000]

Full Ultra 1 (17 hits) - 500 (same) [546]
Full Ultra 2 (12 hits) - 476 (same) [N/A]

Combo Damage/Stun/Meter Comparison - AE (Super) [Vanilla]

C.LP > C.LP > F.SRK - 172/260/120 (same) [same]
C.LP > C.LP > C.LP > F.SRK - 182/280/140 (same) [same]
C.LP > C.LP > C.LP > F.Super - 356/100/-1000 (same)

C.LP > C.HP > F.SRK - 242/410/160 (same) [same]
C.LP > C.HP > EX SRK - 274/434/-170 (same) [322/450/-170]
C.LP > C.HP > HK Tatsu - 226/378/140 (same) [258/410/140]
C.LP > C.HP > EX Tatsu - 258/410/-170; 298/450/-170 if the knee hits (same) [same]
C.LP > C.HP > F.Super - 426/250/-1000 (same) []

C.LP > C.LP/CS.LP > C.HP > F.SRK - 238/400/180 (same) [same]
C.LP > C.LP/CS.LP > C.HP > EX SRK - 266/422/-150 (same) []
C.LP > C.LP/CS.LP > C.HP > HK Tatsu - 224/372/ (same) []
C.LP > C.LP/CS.LP > C.HP > EX Tatsu - 252/400/-150 (same) [same]
C.LP > C.LP/CS.LP > C.HP > F.Super - 399/260/-1000 (same) []

C.MP > C.MK > F.SRK - 232/360/160 (N/A) [N/A]
C.MP > C.MK > EX SRK - 264/384/-170 (N/A) [N/A]
C.MP > C.MK > HK Tatsu - 216/328/ (N/A) [N/A]
C.MP > C.MK > EX Tatsu - 248/360/-170 (N/A) [N/A]
C.MP > C.MK > F.Super - 390/200/-1000 (N/A) [N/A]

C.HP > F.SRK - 240/400/140 (same) [same]
C.HP > EX SRK - 280/430/-190 (same) [340/450/same]
C.HP > HK Tatsu - 220/360; 280/410/140 if the knee hits (same) [260/400; 340/450/140 if the knee hits]
C.HP > EX Tatsu - (260/400; 310/450/-190 if the knee hits) (same) [same]
C.HP > F.Super - 470/200/-1000 (same) []

CS.HK > F.SRK - 250/400/140 (same) [same]
CS.HK > EX SRK - 290/430/-190 (same) [350/450]
CS.HK > HK Tatsu - 230/360; 290/410/140 if the knee hits (same) [270/400; 350/450/140 if the knee hits]
CS.HK > EX Tatsu - 320/450/-190 (same) [same]
CS.HK > F.Super - 480/200/-1000 (same) []

C.LP > CS.LP > FS.LP > C.HK - 146/210/120 (N/A) [N/A]
C.LP > CS.LP > FS.MP > C.HK - 186/250/140 (N/A) [N/A]
FS.MP/CS.MK > C.HK - 170/200/100 (N/A) [N/A]
C.MK > Hadoken > FADC > C.HK - 200/280/-370 (N/A) [N/A]
C.HP > Hadoken > FADC > C.HK - 240/380/-350 (N/A) [N/A]
Target Combo > Hadoken > FADC > C.HK - 248/300/-380 (N/A) [N/A]

Target Combo > Hadoken - 178/230/60 (138/230/same) [same]
Target Combo > EX Hadoken - 202/230/-220 (162/230/-220) [same]
Target Combo > L.SRK - 226/230 (170/230) [same]
Target Combo > F.SRK - 242/310/110 (202/310/110) [same]
Target Combo > EX SRK - 274/334/-220 (234/334/-220) []
Target Combo > HK Tatsu - 226/278; 274/318 if the knee hits (186/278) []
Target Combo > EX Tatsu - 258/310; 298/350/ if the knee hits (218/310/; 258/350/ if the knee hits) [same]
Target Combo > F. Super - 426/150/-1000 (386/150/-1000) []

F.SRK > FADC > EX Hadoken - 200/250/-680 () []
F.SRK > FADC > EX SRK - 240/300/-680 (same) []
F.SRK > FADC > Air EX Tatsu - 270/350/-680 (same) [same]
F.SRK (2nd hit) > L.Super > “fake” U1 - 576/150/-1000 (same) []

F.SRK > FADC > “fake” U1 - 326/150/-430 (same) [same]
Target Combo > F.SRK > FADC > “fake” U1 - 380/270/-400 (340/270/-400) [same]
Early AA L. SRK > “fake” U1 - 296/100 (316) [296/100]
C.LP > C.LP > F.SRK > FADC > “fake” U1 - 310/220 (same) [same]
C.MP > C.MK > F.SRK > FADC > “fake” U1 - 370/320 (N/A) [N/A]
C.HP > F.SRK > FADC > “fake” U1 - 399/350 (same) [same]
C.HK > F.SRK > FADC > “fake” U1 - 409/350 (same) [same]
CH F.SRK > FADC > Full U1 - 539/175 (same) [563/175]

C.MP/MK > Hadoken > FADC > U2 - 456/200 (same) [N/A]
C.HP > Hadoken > FADC > U2 - 496/300 (same) [N/A]
C.HK > Hadoken > FADC > U2 - 506/300 (same) [N/A]
Target Combo > Hadoken > FADC > U2 - 471/230 (431/230) [N/A]
C.LP > CS.LP > FS.LP > U2 - 377/140 (same) [N/A]
FS.MP/CS.MK > U2 - 455/100 (same) [N/A]

J.HP/HK > C.LP > C.LP > C.LP > F.SRK - 259/445 (same) [same]
J.HP/HK > C.LP > C.LP > F.SRK - 252/430 (same) [same]
J.HP/HK > C.LP > C.LP > C.LP > C.MK > HK Tatsu - 256/445 (same) []
J.HP/HK > C.LP > C.LP > C.LP > C.MK > EX Tatsu - 291/485 (same) [297/485]

J.HP/HK > C.LP > C.LP > C.MK > F.SRK - 280/480 (same) [287/450]
J.HP/HK > C.LP > C.LP > C.MK > HK Tatsu - 268/456 (same) [299/480]
J.HP/HK > C.LP > C.LP > C.MK > EX Tatsu - 292/480 (same) [299/480]

J.HP/HK > C.LP > C.LP > C.HP > F.SRK - 308/550 (same) [same]
J.HP/HK > C.LP > C.LP > C.HP > EX SRK - 332/568 (same) [368/580]
J.HP/HK > C.LP > C.LP > C.HP > HK Tatsu - 296/526 (same) [320/550]
J.HP/HK > C.LP > C.LP > C.HP > EX Tatsu - 320/550 (same) [same]

J.HP/HK > C.LP > C.MK > F.SRK - 276/470 (same) [284/470]
J.HP/HK > C.LP > C.MK > EX SRK - 304/492 (same) [354/505]
J.HP/HK > C.LP > C.MK > HK Tatsu - 262/442 (same) [298/470]
J.HP/HK > C.LP > C.MK > EX Tatsu - 290/470 (same) [298/470]

J.HP/HK > C.LP > C.HP > F.SRK - 308/550 (same) [same]
J.HP/HK > C.LP > C.HP > EX SRK - 336/572 (same) [378/585]
J.HP/HK > C.LP > C.HP > HK Tatsu - 294/522 (same) [322/550]
J.HP/HK > C.LP > C.HP > EX Tatsu - 322/550; 357/585 if the knee hits (same) [322/550; 357/585 if the knee hits]

J.HP/HK > C.HP > F.SRK - 312/560 (same) [same]
J.HP/HK > C.HP > EX SRK - 344/584 (same) [392/600]
J.HP/HK > C.HP > HK Tatsu - 296/528; 344/584 if the knee hits (same) [328/560; 392/600 if the knee hits]
J.HP/HK > C.HP > EX Tatsu - 368/600 (same) [same]

J.HP/HK > C.HK > F.SRK - 322/560 (same) [same]
J.HP/HK > C.HK > EX SRK - 354/584 (same) [402/600]
J.HP/HK > C.HK > HK Tatsu - 354/568 (same) [402/600]
J.HP/HK > C.HK > EX Tatsu - 378/600 (same) [same]

Corner: C.MK > Hadoken > FADC > C.HP > F.SRK - 298/500 (same) [308/500]
Corner: C.MK > Hadoken > FADC > C.HP > EX SRK - 326/522 (same) [378/535]
Corner: C.MK > Hadoken > FADC > C.HP > HK Tatsu - 326/507 (same) [378/535]
Corner: C.MK > Hadoken > FADC > C.HP > EX Tatsu - 347/535 (same) [357/535]

Corner: C.HP > Hadoken > FADC > C.HP > F.SRK - 338/600 (same) [same]
Corner: C.HP > Hadoken > FADC > C.HP > EX SRK - 366/622 (same) [408/635]
Corner: C.HP > Hadoken > FADC > C.HP > HK Tatsu - 366/607 (same) [408/635]
Corner: C.HP > Hadoken > FADC > C.HP > EX Tatsu - 387/635 (same) [same]

Corner: CS.HK > L.SRK > EX SRK - 334/420 (314/420) [N/A]

Corner: F.SRK > FADC > Air EX Tatsu > “fake” U1 - 459/350 (same) [same]

Ken Tips, Tricks and Knowledge Index:

“Good Morning, Mister Masters!”

Frame Trap 101

Powerhouse Ken!

Ken’s Fake Thunder Kick Mix-ups!

Ken’s UNBLOCKABLE Jump-in MK/HP with videos!

Ken Hitbox Data

Character Specific Match-Up Thread

Ken’s Option Selects Thread

After seeing a lot of recent Ken’s successfully using** neutral jump crossup tatsu** (online Ken vs Daigo, etc.), I need help on its execution.

It seems like it works on most of the cast, but may require a different timing. Pretty sure it’s hardkick tatsu, but does it need to be “karaed”? I’ve been experimenting and it seems a good time to try this mixup is after a f.shoryuken knockdown where they don’t quickstand. Usually after f.shoryuken I FTK -> if they don’t quick-stand it seems the nj.crossup tatsu can be fit in. Been experimenting but can’t successfully hit every time. After connecting we just c.lk s.lp c.mk ex tatsu?

Any tips on landing** regular jf.crossup Tatsu** (not EX)? I used to play Ryu before realizing Ken was the real shoto, and the timing is completely different. Are we usually using lk tatsu because that has the most combo potential?

On a related question, any tips or** good setups to use with EX tatsu?** I know both ultras can be “gimmicked” and connect after a crossup EX - any particular requirements or notes on ranges, setups etc.?

To share some information in the OP: if you don’t know how to** kara EX tatsu you definitely need to learn**. It’s very easy (similar to Kara throw) and is incredible. I can’t believe they removed Ryu/Akuma’s escape tatsu and left this in. His kara-EX tatsu literally helicopters across the entire screen and is nigh unpunishable. His regular kara-tatsu also has very good range but I feel is unreliable as EX is too likely to come out. Videos explaining the concept:


http://www.youtube.com/watch?v=lL0SV60RVUk (basically you plink hk/mk for the kara-EX to come out)

It’s all timing. You have to input the HK Tatsu at the peak of Ken’s neutral jump and he’ll float forward just enough for it to cross-up. If you do the input too early (on the way up), Ken will just awkwardly float around. If you do the input too late (on the way down), the HK Tatsu will not cross-up. There is nothing that needs to be “karaed.” Here’s a couple links to JoontheBaboon’s posts discussing it (here and here). The most common set-up is forward throw, LK Tatsu (cross-over), neutral jump HK Tatsu but I’ve seen Banana Ken use it after landing an EX Tatsu combo too on certain characters.

an easy setup to land this and get a combo is normal throw take a step back air lk tatsu and you can get a short or jab if it hits, the nj hk tatsu you just have to do it at the peak of ken’s jump it is pretty easy to do

yea i been messing with that neutral jump hk tatsu. one setup you can use is you throw them, jump over them, neutral jump then hk tatsu and youll cross up. but when i throw someone and wait for them to get up to do the neutral jump tatsu, i fuck it up.

just practice getting the tatsu at the peak of your jump and don’t try to do it so much on your opponent do it once and mix it up, also by the way you worded it don’t wait for them to get up throw them take a step forward then do it because they can dp you if you wait to long

The easiest way to get the correct timing is:

Forward throw, immediate jump forward (change of sides), immediate neutral jump, HK tatsu at peak of jump (crosses back over to original side).

It is very awkward and whiffs if timed even slightly wrong. It is also unreliable if your opponent crouches.

Know about it, throw it out every once in a while maybe (can be good for avoiding some reversals), but I wouldn’t rely on it.

Peace,

G.

I’ve been using jumping heavy tatsu to get in quick, hopefully it actually hits them (hit or block is fine imo) lol. My mentor Banana Ken was using it so I gave it a try and it’s not bad.

I use this too. I tend to try it on characters that can zone Ken out well or when their normals make life hard for Ken’s footsies.

Basically, Rose, Seth and sometimes Akuma will make me think about it.

Using tatsus to alter Ken’s jump arcs in open play is possibly one of his most overlooked capabilities…

Peace,

G.

I completely agree.

Character Hitbox does play a role in NJ X HK Tatsu, but the most important part is how close you are to your opponent when you Neutral Jump. If the opponent’s head is facing towards you (ex: Throw), it’ll be harder to cross-up because they wake up slightly farther away than when their feet is facing towards you.

So the best time to do it is after EX Tatsu (or MK/HK Tatsu if you do it up-close) because Ken always lands right next to the opponent, or after a knock down when the opponent’s feet is facing towards you (“hug” your opponent’s corpse).

Good content G77! :slight_smile:

amazing thread so far.
frame data for vanilla, super AND AE plus Hitbox info!?
congratulations G77 and keep up the great work :slight_smile:

I can’t take any of the credit here. Joon put in the hard work, I am merely the custodian.

My aim is to keep it organised and easy to understand. I’ll also do my best to take on suggestions etc.

Peace,

G.

This is an Epic thread! Thank you G77!!
How do I read where the invincibility frames are for all of Ken’s Shoryuken’s?
Also does the frame data on the focus attack have the start up for the attack of the focus attack [when realesed] for each level?

Edit News: 16/07/2011.

First post restructured drastically.
Full Focus Attack Frame Data included.
SRK invincibility info added.

Keep an eye on this post here for further edits and updates…

Peace,

G.

thanks for bringing this up guys, been looking all over for it

keep it up :slight_smile:

Since Ken L. SRK’s damage increased to 120 in AE, it looks like AE Ken’s max punish with 1 meter in the corner is CS. HK > L. SRK > EX SRK - 334/420/-180.

(compared to Super Ken’s max punish with 1 meter in the corner which was CS. HK > EX Tatsu - 320/450/-190).

30 less stun, but 10 more meter gain and KD :tup:.

OK, this is something that I’ve been wondering about for awhile now, and and that’s how to best deal with focus attack abusers? I’ll be zoning with cr.mk xx hadouken, and and they’ll absorb the cr. mk and the hadouken won’t even come out. So wat are the best ways to deal with focus attack spammers with Ken?