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

Hello all!
I decided to drop my main and focus on Ken and another since USF4 came out, and Ken has been a lot of fun to play.
Lately I have been just burning through matches to try to get my footsies really natural, so I can utilize all of the less used moves and catch opponents who aren’t completely familiar with the character.
I’ve connected st.hk (counterhit) into cr.mk into Ex.tatsu a few times in matches now, and I am looking forward to counter hit srk >FADC> cr.hp>lk.tatsu into that ambiguous left/right setup, which impressed my friends.
Since I’ve begun to main him, I’ve fallen in love with the kara focus dash, it catches so many people offguard.
Finally I’ve noticed that I’d rather red focus into U1 than srk>fadc into it for the full animation, this is my first post so I haven’t skimmed all of the recent posts since USF4.



made these for fun just some stuff even most veteran Ken players dont know about

I knew about the cl.hk srk fadc u1 combo on crouching characters. That first combo is buff though. What button do you kara?

Look at his visible inputs in the video

Can somebody please help me against a good Dhalsim player ?

lp.dp to keep from getting button happy
air and ex. tatsu to get in
Get the knock down and stay on him.

Also check the google docs in the match-up thread for further info
https://docs.google.com/folder/d/0B8QbEhtHggFOQk5pbFU4WlRfc3c/edit?usp=sharing

I am trying to air tatsu him but his Knee single handedly beats even the EX air tatsu :confused:
or even I ground Ex Tatsu him i get thrown again at the maximum range :confused:

Have to be patient with him.

Tatsu doesn’t have a dominant enough hit-box to out prioritize good anti airs like Sim’s back.roundhouse (knee).
Instead, the usefulness of air tatsu comes from the fact that it changes your trajectory quite a bit, moving your forward by a fair margin.
This is useful in two main ways when trying to get in during the neutral game:

  1. From further out, you want to jump at a range where tatsu will carry you into range to connect, but an empty jump will cause Sim’s AA knee to whiff.

If he commits to the knee and you empty jump, you should be able to land safely and punish the slow recovery of his AA (low forward xx ex.tatsu should always connect). Since Sim’s back.roundhouse is pretty slow to start-up, he shouldn’t be able to react to your empty jump/tatsu. He has to guess every time you jump from that range, and the more that you empty jump, the riskier it is for him to try to AA (a wrong guess results in big damage/stun and lots of corner push from the combo into ex tatsu).

This sets you up to either:
-empty jump while he blocks, allowing you to get into stepkick/overhead/kara throw/low forward range
-air ex.tatsu from the front while he blocks, getting you right up close with enough frame-advantage to safely throw out a cr.short

The fourth scenario is that he AAs your tatsu with the knee. It’s not a free mix up, but I think it’s heavily in your favour.
One outcome costs your meter and health, two outcomes give you good positioning, and the last outcome gives you big damage and great positioning.

The other range to use air tatsu is from closer in, where a simple jump fierce will hit in front, but ex.tatsu will carry you over his knee and hit him cross-up.
At that range, Sim has to guess between back.roundhouse (beats your frontal jump, loses to cross-up tatsu) and back.strong (the scoop, which can beat the cross-up tatsu but is likely to lose or trade with your frontal jump fierce).
He can try to block the front/back mix up on reaction (hard), or he can try to slide underneath it. Since the slide causes you to trade sides, I’ll generally avoid the cross-up option if I’ve got Sim cornered.

Hope that helps.

You didn’t say anything about fireballs but grounded ex.tatsu goes through yoga fire so he cannot throw fireballs for free.
Ken who knows this will have a different game-play vs dhalsim: footsies against Dhalsim; Dhalsim normals have range but they have bad hurt-boxes, are slow and do not do enough damage. Which is why Dhalsim is not considered good tiered. Just have to walk forward.
I think the fundamental parts of this match-up are : remaining calm while taking his pokes, stopping Dhalsim mixups (can newbstomp you if you don’t know), know the frame data on some of Dhalsim’s better moves.

Cr.LK > cr.LP > cr.LP > cr.HP works on Elena… Yes her hitbox is that wide

We might just want to use cr.LK > cr.LP > cr.MK/cr.HP XX HP SRK on her.

So I can’t find any discussion of this online: hp-dp, lp super on the 2nd hit, kara U1. Works mid-screen. Thoughts? Works inconsistently without the kara, at least on some characters. Able to pull it off after a while, using the “memory” function in training. Takes around 500 damage, give or take, depending on the circumstance.

how do you kara u 1 with mk itll focus?

Well, I’ve been able to do it. You can also use hk to kara. I think U1 has priority. I use a mapped PX3 button to make it easier, too. Otherwise, it’d be ridiculously hard. [edit]So you can’t do it with mk. You have to use hk for this to work.

You just have to be pressing forward, when you press the hk~PPP. (Finally found a video of it). https://www.youtube.com/watch?v=6dNZlJF_FZw

As a side note, here is a fun trick: C.hk, dash, dash, lp-upper (hits very meaty at the end of the animation), mp super, kara U1.

can you do lp srk kara ex srk mid screen? is it character specific?

Not sure if it’s character specific. But I’ve pulled it off in certain circumstances. You can also mp-dp xx lp super, as an anti-air.

Here’s another cool trick I’ve started playing with.

Any of you ever end your combos in light dp? Except in the corner for dp, ex dp.

It’s decent against Sagat because you get an auto-safe jump if you hold upforward and he quickstands, but I generally just stick with fierce dp (for the f+hk feint mixup) and sweep (for jump-in whatever/crossup tatsu mixup) for my knockdowns.

Here’s a neat setup against Bison, at least to demonstrate proof of concept. After Bison blocks a fireball from mediumish range, immediately lp upper to juggle an EX scissors. Follow that with either a hp super, or a kara mp super (depending on how far he is). If you land the hp super, you don’t even need to kara the U1 follow-up. Otherwise, kara-U1. Takes about 550 damage.