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

It builds the most meter if it’ll kill, so I use it as the round ender.

It builds 70 meter as opposed to 60 from M & H killing on the first hit.

Ah yes, I tend to do it in round enders. Or if I can hit confirm off of a jab. You know, those type of players that call it random but always pressing 101 buttons up close to mid range.

Hi guys, been trying to pick up ken master seriously after dropping him since ae. There are some questions which i hope you guys can help me with. Been trying to pick up some advance tech to improve my ken gameplay.

  1. i understand that most of ken safejump need to be manually timed. Is it possible for you guys to provide me some safejump setup that beats 4f dp? (since to my understanding i think it’s not possible to safejump 3f dp)

  2. I have been trying to learn some kara tech with ken. So far i have kara hado, kara shoryu, kara grab and kara focus down already. But i would like to ask you guys is there any advance tech for kara tatsu? And if so how do you guys do that and what is the input command for it?

  3. I have read through the ken’s unblockable thread but it seems to be dated way back. So does ken’s unblockable still works in ultra?

  4. After reading through some threads here, i think it’s possible to neutral jump hk tatsu to crossup but i can’t really seems to get it down. So how do you guys do it and which charc does it work on?

  5. and lastly after reading so much of the famous escape tatsu, i don’t seems to be able to it? So is it still possible in ultra? So yes, could you guys please show me how to do it and what’s the input command for it?

Haha hopefully i don’t seems to appear to be asking for too much from you guys. Any help will be appreciated, thanks ^^

Need zee help on Dictator matchup

His stuffs are just stopping down all my options

anyone ? :frowning:

and some notes on Claw and Blanka too, they just single handedly kick my shit

@ maxman initial approach is to zone him. He has to walk forward and lose charge so less scissor pressure… stay safe tho and footsies him. Against scissors: jump. Focus. Counter hit them. BLOCK. On his knockdown consider option selects ie mp srk for ex reversal. Tatsu for teleport…the problem is delayed wakeup…you have to make an educated guess or kind of delayed wakeup reaction os.
Claw really little fireball usage…feeds his ultra. He is susceptible to jump ins you have to get an insight into his antiair options. Also capitalize on your pressure strings …c.lk his backdash…throw his blocks…ken has good frame traps if he likes to poke out. Also know that vega cant do much to open you; only slow over head and a weaker than ken kara throw…what he really wins with is you letting him hit you with trappy combos. Block.
Blanka I dont really know how to lose…any rolls in vacinity can be jabbed… funky balls are all punishable… I guess you are threatened by his f ootsies…stay solid and whiff punish him.

around 4:50 on this video

around 6:38 here

10:27 here

Does anyone know why Momochi jabs at the fireball before doing his Ultra 2?

I think he’s using the crouch jab as a buffer to hide the qcfx2 input. Otherwise you’d see him bobbing which would give away that he’s looking to U2.