Ken General Thread: Go with the Flow

If they extended his cr.mk then I would say ryu is almost perfect. They just need to extend the range on his st.mp so the second one doesn’t whiff on block and he will be complete imo. Unlike most characters v skill ryus parry is crazy good he can punish bisons scissor spam with it for big damage.

Ken on the hand needs help his gimmicks will only work for a short while.
His fireball is ass and his pokes are shorter then ryus to play footsies in mid range. When ryu activates v trigger he can destroy his opponent mid range.

Ken only seems good upclose but even then the only button he can use is st.hp.
ken is supposed to be about mix up but you cant combo his overhead. No kara throw. Step kick is slow and punishable on block. Cr.mk fireball is punishable on block.

Whats his gameplan exactly? I don’t get it

Ken – Anyone can pick up and play, yet rather hard to master. He’s been completely re-tooled and plays different from Ryu. Utilize his V-Skill and V-Trigger to rush down the opponent. Even when blocked, Ken can apply pressure, so rush to your hearts content.

I’m just gonna chalk this up to character very much in development. For what he is designed to do, his moves currently don’t make a lick of sense.

^^
“Ken can apply pressure, so rush to your hearts content.”

Haha they made it sound like ken is safe after everything once he is in so just keep rushing.

Ye definitely not the case.

Lets hope they atleast make his step kick -2 on block to help him get in and maybe able to combo his overhead for some proper mixups so his gameplan actually makes sense.

You cant parry bisons sk on reaction though. You will get punished if you whiff a parry. Kens run can be used as a footsie tool, say your opponent is staying outside of cr.mk range, you can run cancel a cr.mk for more range then confirm into EX tatsu 3S style or if you have your V-trigger Cr.mk EX fireball S.HP run cr.lp l.srk h.srk. Kens cr.mk has bad range but his run makes up for it plus he can convert it into big damage. Kens counter hit game is also godlike he can combo into mediums after the run from a counter hit s.hp. So S.hp run cr.mp TC HK.tatsu= big damage.

I definitely dig his new look but I sure wish they’d tweak his face and banana hair. The hair style is fine, it just looks like a bunch of bananas.

lol…that’s exactly what it sounds like and what his intro portrayed. But everything being unsafe on block makes that sentence comical. I’m not flooding Capcom forums in protest yet because Ken really doesn’t feel complete, even the commentary usually states something along the lines of “Ken has no way to get in” or “Ken’s normals are all really short ranged”. I’m ok with the length of all his normals, he just needs to actually be dangerous once he gets in.

Ye I agree about his frame trap game definitely much better then ryu at the moment.

What im referring to tho is his mixup game I would like his overhead to be comboable into dp for some scary high low mixups and they can make it punishable on block like -4 or -5.

Im still not sure about what you said about his v skill does it recover faster then just forward dashing cr.mk? If its the same every character in the game can do that.

Finally some good ken play.
Cr.mp TC hp.srk does good damage.
https://youtube.com/watch?v=CQz1dn0WGgI

https://youtube.com/watch?v=dI4sYihTuPg

^Tks for going through all those casuals, all I could find was newcomers messing around. This guy at least knows fundamentals and showed some nice tech with target combo. So is c.mp and the first hit of target combo safe on block? Could be a possible Bnb.

I’m pretty sure as of right now b.mp is safe on block similar to 3S.

Quick little list of things I noticed from those matches.

C.mp, c.mk, fb seems to push you out of punish range(even if your back’s in the corner).

C.mp>TC>special seems like a good go to bnb.

His run game is going to be entirely dependant on how well you can condition your opponent into believing you won’t run.

Good matches though… He should’ve blew Vega up for all of those jumps lol.

Nice matches though

though too many missed oppurtunities to blow up Vega using CA :frowning:

Yeah, it was sad he didn’t cancel any of his fireballs into his CA when he had the chance to in the second video. So, what do you think is the best way to deal with the rolls? Looks like that’s what gave him a hard time.

SRK that junk son!

He had a lot of opportunities to beat that Vega though, and no mix-up with Run to step kick or MK, he only went for throws. Not sure on frame data, but a basic conditioning mix-up I can think of is on block C.HP -> Run -> Throw then, C.HP -> Run -> Step kick then C.HP -> run -> C.MP -> B.MP

How sucky is Ken’s Hado? I noticed in neutral that ken wouldn’t throw fireballs too often. I also saw a WSO stream where Cammy used V_trigger then punished with Spiral Arrow. Please tell me it’s not THAT bad.

V-Triggered Spiral Arrow lets Cammy pass through projectiles and the V-Trigger activation time lets her react to a lot directly after. I can’t really comment much on how good/bad his Hadouken is though. Definitely doesn’t look great.

With the tc knocking down, is Ken still able to juggle with lk tatsu followed by ex srk? Damage wise it’s not that big of a deal but it has more corner carry and most importantly, i’ve been wanting to be able to hit that combo with Ken for the last 20 years or so :P.

YouTube is being dumb on my phone. But check HD Jammerz page. There’s a new Ken video on there that will confirm your dream combo. :slight_smile:

Oh, okay. Thanks for informing me. I really do want to see what else Capcom will do with Ken. As for me, his footsie, pressure and FB game looks garbage.

https://youtu.be/-4s9c2b_XCA

I hope Ken’s FB isn’t so slow that he can c.mk FB from any range and it not be a true block string. I saw in one of the videos a c.mk hit and FB get blocked, I’m hoping it was him mistiming or just using the lp FB. That would really be annoying to have to deal with that again. I’m ok with learning the spacing for it to be safe, but it has to be a true block string with Ken’s garbage range on c.mk.