Yeah, and he can cancel out of his run into two different specials. And Rashid gets a roll for his V-Skill. Still going to stick with Ken, but damn that makes his V-Skill more disappointing.
Iām thinking that it may be possible to use run>throw like a pseudo Kara throw.
Iāll test it more once I get hands on with the game again, but when I played I cancelled normals like s.mp or s.lp (the tip) into run and got successful throws. I think one of the main keys will be not to become too predictable when cancelling into run. And also properly spacing out run so that if you cancel the run with a low hitting normal, to make just the tip of your hitbox hit.
This wonāt work unless you hit confirm the run. St jab is also out of the question since it doesnāt provide enough frame advantage anymore. A st mp could work if Ken can cover the distance and the same goes for st hp. An interesting point is that throws can be comboed into in SF5. So if the opponent is close enough, Ken might have enough time to run and grab before they can tech.
You can cancel a regular st hp to v-skill -> cr lp so you can probably connect a cr or st mp after a CC. The thing is, itās not easy to react and press v-skill on time. If the st hp provides enough block stun to make canceling into run safe on block, it will be very easy to get some huge punishes after a CC st hp. If not, we will have to practice our recognition of that instance a lot.
From what we have been shown till now, punish is the name of the game for Ken. His run will enable him to perform heavier punishes than most of the cast from far out and his ex srk (shoryureppa) has crazy horizontal range and starts at 3 frames. Couple that with the fact that an effective Ken will need to be able to hit confirm from a single button (cr mp) and you get a character that requires great reactions to reach his full potential. Momochi will have a ball with him in SF5.
is s RH his USF4 far st hk? If yes, iāve seen it punished a few times but it was not well spaced. Spaced correctly it seems pretty hard/impossible to punish due to range and pushback.
yeah, thatās what was happening in the stream. He got a counter hit a LOT with st.hp, but sometimes he would cancel with a FB, or at best run and do a throw. No way to hit confirm one button into run and be fast enough to combo off something like c.mp or target combo. But i do think they should be going for lights after a run.
Itās possible, but the thing is knowing youāll get a Ch (frame traps etc) and comboing afterwards, and fishing for a Ch and trying to react and combo.
Trust me once people have had ample time with the game youāll see some devastating CC combos.
The run is looking slightly more lackluster as the other characters get revealed, but if it can set up anything that resembles a 50/50(So guessing between grab/DP for instance) is enough for meā¦even with the loss of hard knockdown throws, I find a lot of USF4ās Ken is so good because of the decisions he forces on the opponent. To me thatās how I envision Ken playing, trick after trick. Just layering guesses on top of one another and having the guts to go in and choose your offensive options and capitalize on them effectively.
Iām still in love with this incarnation and I REALLY want to get my hands on him as soon as possible.
The run itself isnāt lackluster, it in fact seems well balanced. Not a gimmick and not broken which is a good thing. What IMO needs improvement is the V-meter gain you get from it. Letās face it, landing the step kick is not that easy or worth it with how negative that thing is and Ken has to fill 3 bars in order to be able to use his V-Trigger. I thing he should get more V-meter from using his V-skill.