Ken General Thread: Go with the Flow

I think CC is limited to invincible reversals and LP dp has no invincible frames. Like Rashid’s DPs aren’t CC’able except for the ex version.

I think its because Ken’s lp srk recovers so fast. In Max’s own words “it feels like Super Turbo dp”

Ah that makes sense. Yeah no point in crush countering a non invincible DP any ways.

2:35

Kens V-Trigger should activate with a roll/tumble forward. Instead of a run. Comboing into VT, Ken should still be able to combo like normal, if not quicker. Ken seems weak, like baby arms in the #SCR2015 build.

  1. Run cancel is not fun. Please speed up (just a little)
  2. Give back Alpha air grab.
  3. Make forward/roundhouse TC, link into standing short from close. that’s it.

Giving the TC the ability to combo would either A - Increase the hitstun from st.lk B - Increase the start-up of st.mk which could in turn cause something broken to arise, be it through having an insane st.lk or a ridiculously good st.mk. Implications man, implications.

I’d like an air grab that’d be fun. I think we’d even be able to combo into it through HP launcher shenanigans. +1 on that.

Run cancel COULD be fun, we haven’t tried it out yet. As far as usage as a tool goes it can definitely have it’s uses. I’m hoping for some reliable CC confirms with it.

Ken’s V-Trigger seems fine to me, wouldn’t necessarily say the animation needs a change.

Kens v skill and stepkick is still terrible I just wish they gave him the roll instead.

His cr.mk is complete ass. VERY short range and fireball doesnt even link on hit!! unless your close. So stupid.

yup, every Ken player has echoed it, at least it’s universal at this point, lot of Ken, Ryu, Nash sucks now posts, so I think Cappy is aware. Strange that they have to change these things though, I thought the philosophy was that everyone was supposed to be a monster. So why isn’t the entire cast like Bison and Cammy? Defined play styles and are good at them. Ryu with all the easy links, and strong into sweep, all of that stuff made sense, I don’t get the reducing attitude in the adjustments for the game, everyone should all have amazing tools and then maybe, maybe tone stuff down that seems to be braindead.

Like would a donkey kick on Ryu and a great range on low forward break him? Let’s see!
Would Step kick being safe on block and Run being instant cancelable break him? Let’s see!
Would letting Nash get meter quickly for his mix-up dash combos break him? Let’s see!

I feel like Capcom isn’t being as free with the development as they could/should be, this is the time to make everyone monsters, and see what’s really broken and what isn’t right? So why start from low end and adjust to high instead of making everyone high? Particularly frustrating when that was in the design philosophy. What, it doesn’t start until the game is shipped?

I think you guys are a little too pessimistic. True, Ken relied on step kick in SF4 because most of his other tools weren’t that great. His SF5 iteration plays a lot more similar to SF3 were his step kick was also useless but Ken was top tier because he had other, better tools.

For starters, i think most of you underestimate the utility of his TC. Back mp is safe on block and has gotten a range increase even compared to 3rd Strike. The fact that you can confirm/ frame trap with cr mp, back mp is huge with the way this game works.

He also has very good damage output, an amazing overhead, great dashes, a dive kick, an easily confirmable CA, the BEST whiff punish and CC options in the game (v-skill, plus his ex srk starts at 3 frames, travels half the screen and does really good damage). The fact that he can now cancel his lights in to srk instead of linking it doesn’t hurt either.

You also have to take the options of the rest of the cast into account before drawing any conclusions. There are no crazy shenanigans anymore, most characters have a very similar number of options. There are no crazy setups, hard to react to specials, or generally things that would require equally crazy tools to balance out. Ken seems very well rounded right now, which means that played solidly he should be able to hold his own against any other character.

As for an air grab, i really don’t think he needs it. He has an invinsible srk, plus (finally) some very good normals for anti airing. His anti air game is already one of the best in the game.

Lot of crying in this thread too. Hmmm…maybe I’ll pick up Ken first 2 days see if he’s worth crying about LOL.

I’ll admit that c.MK to fireball seems ass for both Ryu and Ken. Not even sure why they let you c.MK into fireball anymore with the crap properties on both of them now. Ken seems to work more on aggression now so may not even have to do it much if enough things are found through his run game.

Damn, the way things are looking with the whining in most character threads, the whole cast will be low tier ^_^’’

Ken’s step kick actually looks like a good long range tool, IMO, and I’m betting it won’t be long after the 2nd beta is out before people find some really good pressure options with the run.

Just gotta give the people some hands-on time with the game. Chill.

Yeah, lots of crying and a little premature at that. The same goes for Nash, another character i intend to use a lot alongside Ken and Urien ;).

As for cr mk to hadoken, i think i get why they did it like that. Since there is no FA in this game, grappler types have gotten armored moves instead to help them close the distance. So 2 hit far reaching strings shouldn’t be safe for free and thus easily spamable. If you want to make cr mk to hado safe, you have to burn some meter (ex hado). It’s a little excessive to be sure, it would make more sense if hadokens had just a tad more pushback as to make it mostly safe at max combo range. I am pretty confident that something like that will be implemented sooner or latter, at least for Ryu. They’ve already tweaked his cr mk for the better.

Ok after capcom ruined nash I was looking at ken, seems like he sucks now too wtf? He literally has the worst v skill in the game what’s the point of it? I honestly feel those buffoons working at capcom don’t know wtf they are doing. Whole point strailhead from those idiots mouths was to make Ken more offensive with his run, how can he be offensive if he can just get punched in the face for free everytime he uses what they gave him?

Exactly lol play the character first, he still looking day one as f*ck for me.

He really does still have great offensive options, and the potential for some crazy mind games.

We will see , I feel if he stays as is he’s going to be garbage, but like you said we need to play the chatacter first , and luckily I will have that opportunity soon albeit still a beta version of the game that can change.

To be honest if you looked at 3S and SF4 Ken at a glance without knowing the game properly you’d probably think they were both garbage too.

Noooooooo way I disagree with you on that one, everyone in sf3 had the same mechanic parry. Everyone has something unique (lol) in this game kens mechanic is worse (imo prefaced with the fact of not having tried him) than everyone else’s. When he was first revealed he looked sooooo much stronger than ryu now even with Ryu being stupefied by capcom ryu looks better too me. Everyone elose has a very skill with armor projectile invincibility etc. Ken just has a run you can easily react to tied to a move that is easily punished with 0 invincibility or any utility other than surprising the opponent occasionally. I mean huh? Meanwhile everyone else is going through projectiles, getting armor, teleport ing all overt the screen getting bazookas lol

Ken has good buttons and the thing that makes his run scary is the fact that he doesn’t always have to do it, and if I train you to try and react and punish my run game. I can set up CCs.

Be as wary as you want to be but all in all at the end of the day Ken won’t be bad.

Everyone talks about his run, but im sure the properties of his V Trigger are vastly unexplored as well. Most likely due to it being a 3 bar V skill and pre beta Ken not being able to gain meter off the crush counters.

Does anyone know all the benefits of his V trigger?

Flames bro.

All I know is he gets a crossup air tatsu in v-trigger, and he can combo his ex srk after a lp srk(he may or may not be able to do that without v-trigger).