Ken General Thread: Go with the Flow

https://youtu.be/OF1CiIymdKU
It’s not in english but momochi gives a short breakdown during a match in this new footage.

No Ken in this six flag build guys, sorry

Saw this posted somewhere else and did a breakdown of what it showed off:

The run cancel combo out of HP is sick. It’s cool to know that, as things currently stand, Ken can, st.Hp > V-skill > cr.Lp, and from there combo. Super freaking dope.

It also looks like ken gets SRK off of lk.Tatsu midscreen. Very much a return to the juggles style of 3s for him.

Dash is longer than I thought too, though I hadn’t really noticed it either way before.

I like how they somehow made the SRK visuals more fiery in V-Trigger. It’s like a god damn mixtape mode.

New overhead animation is super crispy, and the feint seems less telegraphed to me, which is cool.

Kens EX Divekick thing got straight up, beat by regular tatsu in air, so the thing plausibly doesn’t have the strongest hitboxes. It does cause a juggle state if you catch them out of the air with it though, so that’s sick. I like that juggle state is applied a little more liberally in this game. Personal preference, but yeah, it’s a cool thing.

It seemed like Momochi’s standard fatty punish, like off of his opponent whiffing SRK, was, st.Hp > V-Skill > cr.lp xx lk.tatsu > ex SRK, which is pretty fatty damage and looks cool, works mid screen, and only burns one bar of meter. Ken is kind of a gross monster, lol.

Didn’t notice the first time, but you can cancel sweep with V-Skill, a la Abel.

And V-Triggered fireballs do mad fucking grey life.

Good stuff to Momochi for showing off a lot of shit within like, the two games he was allowed.

All that can be mashed out of or punished. His opponent gave him to much respect. When you play online scrubs or people mashing incessantly like I did at evo you’ll see it is punishable as sin. If you have a respectful opponent who won’t let go of down back it has its use as a mixup, but this is like Nash teleport mixup you get used to it pretty quick. Only thing I saw was st. FP (not b.FP) seemed to not be to bad according to Momochi in his vid and I didn’t try that normal. cr. MK, b. FP, st. RH and everything else though is definitely not solid on block. Also I tried run DP a few times and just got hit everytime, so either I got hit before I could cancel it or you can’t cancel into specials. A guy at evo told me you just CAN’T cancel into specials and that was without me prompting him with the question so I’m not sure which one it is for sure but you can’t b.FP->V-skill or cr. MK->V-skill without risking getting full combo’d. I can’t imagine cr. MP has more blockstun than his fierces.

Honestly if you are going to do redash pressure it might be better to use it than his dash, but his dash seemed faster than the minimum time you had to spend in his run before he cancelled or pretty darn close to the same time. I just didn’t feel it was a solid option when playing him given the type of opponents I was playing and if day 1 stuff can blow it up I can’t imagine it will suddenly become solid at high level.

It is going to be a hit confirm tool more than a mixup tool, it isn’t like Abels f. MK where you get close then are 0 on block and can block. Since you can’t cancel into block either they can just super or uppercut you there and there is nothing you can do to defend.

True true I forgot to factor in the lack of long hit stun with strong/forward normals. That being said cancelling Cr.fp or cl.fp seem likely to be the way to go.

His dash is also being overlooked (it looks really good imo)

Fierce punch> v skill> Cr.lp>dp/lk tatsu> dp looks to be a very strong hit confirm for good dmg.

Ohhh and did anyone catch st.lp>b.mp>b.fp>RH tatsu work mid screen? I would timestamp but I’m posting from mobile.

Seems kinda balanced then. I mean, Ken is still a shoto, I’m not sure I want his game to revolve around stop and go pressure runs. Just want to make sure step kick is still viable, but it’s clear you definitely have to space the v-skill out. Ken’s dash and own zoning game should make his well rounded, hit confirming off his normals really shouldn’t be a problem with that quick dash of his, should be a strong footsie character.

I see what you mean though, counter RH is basically GG, he can absolutely wreck you afterwards.

He’s wearing his work out shirt outside and dyes his hair blonde but doesn’t do his eye brows.
Ken seems like a serious bro.
All he needs is a v-skill of protein shakes, steroids and jager bombs.

He probably bleached his 'brows once, got some in his eye and thought… ‘Dang, I’d rather take a hadouken than get bleach in my eyes again’.

Or he saw Miley Cyrus and thought 'bkeached ‘brows just look… off’

Damn dude, did you have a notepad with you while playing? :lol: Good stuff though, best analysis I’ve seen for any character in these forums thus far.

Hey OmniCloud. Remember PlatinumBD, Vega player from GameFaqs? Haha, it’s been a while. (New PSN ID in Sig)

After watching that video I’m not too sure how I feel about Ken’s step kick. In SFIV it was easily one of the best normals in the game, however with it only being able to be used after V-Trigger, it’s way too predictable IMO to hold anything near the value it previously had.

^ not really predictable when it has the same start up animation as run.

It becomes a mini mind game, (is he gonna step kick to control distance, or is he running in for a throw, frame trap setup/string pressure etc.)

With that being said, it’s definitely not as strong as SF4 step kick, but we have a much faster f.rh Though. Honestly if you’re good there shouldn’t be any major issues when it comes to getting in on your opponent with Kens sf5 toolset. GDLK forward, and backdash, a damn run lol, and a divekick esque air ex tatsu.

I’m beginning to realize We’re gonna have to run through alot of bandwagon Kens hahaha.

Can Ken Kara throw from his T+HK?

That’s for sure… me being one of them haha. His new design, moveset, tools, and hair were too much for me to resist :lol:

That’s a good point, I just think once SFV gets some mileage, high level players will start punishing that step kick if it isn’t precisely executed. In SFIV you could throw it out more loosely and I don’t think that will be the case in this game.

If you’re in range for a throw, you aren’t going to step-kick unless they buff the block stun by a lot. The distance for a “perfect” step-kick doesn’t really allow Ken to create a mind game with anything other than bait the counter to the step-kick(Buffered jabs, strongs, if they’re crazy maybe a DP once in a blue moon) when you see that run from around half-screen, you pretty much know you’re getting step-kicked. It looks good as a space closer, but not the almighty god button it was in SF4 with application in every aspect of neutral.

I remember people testing that out at E3 or something and they said that they couldn’t find a kara throw for Ken, I think? Could be wrong. If he doesn’t we still have the run to push a 50/50 on the opponent anyway.

I completely agree not as good as it is in SF4. My main point is with the options he has now, he won’t have to depend on the step kick as much due to having more and faster mobility options on the ground in sf5.

I can agree, all he seems to have gotten is more options for attacking, the only bad things I’ve seen are a shorter cr.mk and a slower step-kick. Aside from that, his fireball seems to have improved, his target combo actually looks good now, his EX air Tatsu is still crazy good and the general mobility is better than it’s ever been, and his EX Shoryuken looks like a crazy good punish option that deals big damage. Ken looks strong and he’s only going to get stronger once we get lab time with him, the mix-ups will be real.

IIRC people tried extensively and couldn’t get it to work. Max’s video also covers this (again, iirc).

He probably has karas from other normals like the rest of the cast tho.

I doubt they’ll give him anything decent because of his run~throw game. Maybe his crouching normals offer a good kara? Throw comes out now if you press throw whilst crouching right? You should be able to crouch kara.

thats why im gonna play him, and pound a protein shake in between rounds. you mad?

Long time man! yeah I remember you, good times back then '-) It’s looking like we’re going to have a better game here though man, can’t wait.

Salty about step kick and kara throw though. Step kick maybe needs a bit more advantage on block maybe, but I’m going to miss grabbing people so much with ken. But his forward Grab isn’t even the same now, he knee bashes you.