Guys what’s the timing for HK Tatsu ender? You get a meaty throw and overhead right? Any vids up for the timing. Been looking at other Kens and resize i need to end in MK and HK Tatsu more and also use b.mp a lot more instead of always throwing out c.mp

If no one answers you by tomorrow I’ll make a video about it in the morning. Probly just a quick and dirty one but that’s fine. I’m pretty sure you’ll be able to threaten low/ throw meaty, but not overhead.

Basic one is forward dash once, keep holding forward and look for back rise. You should be able to react to either quick or back rise and time your meaty accordingly.

guys, how exactly do you time meatys?

I still screw them up myself. Personally plan on grinding them till they’re second nature

Use the wake-up action feature in training mode and record the dummy jabbing or throwing. Turn on normal recovery or back recovery (I’d recommend putting it on random so you can work on manually timing your meaty on reaction) then knock them down and practice those meaties.

My method is I set the dummy into the corner on random get-up, waking up with throw. Knock them down and just practice reacting visually to the type of get-up they’re performing, and getting my meaties down.

Hey guys, there was a page with a boat load of setups for ken. I can’t seem to find it. Could anyone kindly link it to me please?

Thank you

Setups? Kind of a vague word. You mean combo paths, stuff after knockdown, or what?

tks man, need all the help I can get. Let’s do some battle Lounge sometime too, I’m OmniCloud on CPN as well.

Experimenting with other stuff, and kind of busy atm so I’m going to pass on making a video for now, but basically after you hit with h.tatsu you do 1 forward dash and then you can get meaty throw/ button on their wakeup. You just have to watch their wakeup and time it.

Also I’m absolutely scrublike at this game, doubly so online, so it’ll be a little while before I feel comfortable enough to join lobbies with dudes. Thanks for the invite though, man.

Today I learned that Ken’s Critical Art can punish max range Vega F + HP if you do it as a reversal. Unfortunately cannot punish Nash’s max range F + HP but you can punish it close to max range. EX Tatsu doesn’t travel far enough to punish either one at max range (though it can punish Nash’s F + HP if you block it where his forearm is at about Ken’s head while crouching).

So dirt easy meaty set up in the corner off forward throw.

c.LP for timing, c.MP

It hits on either the 3rd active frame every time. This allows you to combo it on hit into another c.MP since it leaves you +6 on hit. If you happen to get a counter hit you have enough time to confirm it into s.MK > Target combo. On block it leaves you +3.

It’s insanely good against characters who lack invincible reversals.

Edit: This is for quick rise btw

Ken’s super is active frame 5, so it can punish a nuts amount of things that you wouldn’t think.

@Tooserius

maybe it was my list? I’ve added a few too

tech traps for different KDs - all on grounded opponents. will beat anything that’s not invincible.

roundhouse tatsu, quick rise - slight delay s.LP then throw or b+MP
roundhouse tatsu, back rise - dash in s.LP then throw or b+MP
roundhouse tatsu, normal wakeup - whiff c.FP then neutral jump rh - confirm with c.mp midscreen. b+mp in corner.**

** this setup can be a safe jump. it’s not as foolproof as I’d like, there is maybe 2 frames of wiggle room in here that will either make your jump in whiff, or make it not a safe jump. still the timing is ambiguous in this game where you can’t FADC and don’t have to worry about OSing an invincible backdash it’s a pretty good way to bait DPs. even vs. SRK characters that can’t be safejumped, don’t press a button while you are in the air and you’ll get to block their reversal attempt and take your CC punish

mk tatsu, quick rise - one dash s.LP then throw or b+MP
mk tatsu, back rise - two dash s.LP thne throw or b+MP
mk tatsu, back rise - hold-up forward looks like a safe jump to me

fierce SRK vs grounded opponent, quick rise - one dash s.FP crush counter combo
fierce SRK vs grounded opponent, back rise - one dash s.RH crush counter combo (need very slight delay here or your RH will whiff)

this is vs. grounded opponents only, vs airborne that will mess with the timing. you can adjust but you can get fucked over

AA MP SRK, quick rise - one dash s.FP, delay as necessary to compensate for opponents height
AA MP SRK, back rise - don’t dash, just throw hadouken

I was gettin murdered trying to consistently punish buttons on an AA MP SRK, when they backrise. I can’t find anything that great for it so instead I just throw a hadouken. Depending on which one you use, you can make it hit very meaty and then use that to safely cover your approach or even combo into step kick. That works for quick rise too but you can get a stronger mixup by dashing up and either pressing s.FP early if you know they are going to press a button, or walk up further and throw/s.LP into throw/frame trap

The meaty set up I was talking about.

5 frame start-up with pretty decent reach.

Still has nothing on his SF x TK Super Art though :razz:

Reacting to that counterhit might be tough, but otherwise seems like really good shit. I hadn’t thought of labbing fthrow in corner, but it’s a good thing to explore.

Edit: moreover, if they wakeup with a crouching button the mk will whiff. I think off of CH meaty cr.mp, linking into sweep is the best option, because you can run cancel to keep pressure up, and it won’t whiff if the cr.mp hits.

I didn’t play enough SFxT to understand. It was nuts?

2 frame start-up, 340 damage with similar (if not more) range than his SFV Critical Art and only cost 2 bars instead of 3.

Ugh so annoyed this character relies so heavily on 1 hit confirms. Think he’s simply not for me.

The only 1 hit hitconfirm I can think of is s.mk, though. Hitconfirming in general is something you just have to lab. Take a little but of time a few times a week and it’ll be easy no problem.

2 frame startup is some third strike shit, holy hell.