Ken General Thread: Go with the Flow

i suspect the buffer window after run somehow makes the crMP comes out later than it can come out, making it a ridiculously hard link

there’s definitely a specific window where you can get an optimal run cancel, though. it feels different on block as well. what I’m doing is holding down during the run and time the MP plink to the moment he starts crouching.

yeah wow his run cancel blockstrings are actually really interesting. anyone else playing around with this? it’s easy to feel when you’re doing it correctly it feels like it’s really solid pressure, but it’s hard to keep up the timing

Kens dive kick is realllly bad. I thought it can be used like cammys to catch throws/cr.jabs/cr.lk but it completely whiffs.

Put the cpu on crouch and then do 2 cr.jabs and try to ex dive kick it will always whiff.

His dive kick has too much forward movement and height restriction. This makes me so sad it had soo much potential :frowning:

yeah that shit seems awful

Probably because its not a divekick. You must have been on some real shit if you thought they were giving a shoto ex cannon strike

Sry if this has been posted, but

Jab Shoryu has lower-body invincibility
Medium Shoryu has full-body invincibility
Fierce Shoryu has no invincibility
EX Shoryu has full-body invincibility

Why not? Its not like ken has amazing shoto buttons like in sf4. Low forward and step kick are ass in sfv.
Obviously I wouldn’t expect it to be as good as cammys dive kick. But atm its only use seems to be to punish fireballs.
Which I dont like at all theirs only 1 zoner atm which Is ryu.

It should be a universal tool like his ex tatsu in sf4.

rapid run cancel shit
https://www.youtube.com/watch?v=JvoWienlBZo

seems like you can cancel out of run early or late and get slightly different results/mixup. maybe more blockstun? new combo possible? I think s.Hp run cancel c.mp is hard because it can only be done as an ā€˜early’ cancel whereas you can get s.HP run cancel c.lp either early or late.

Is there something I’m missing? I just recorded Ken to do reversal uppercut on block and tried to pressure him and every single one of his options except standing mp (not sure bout crouching) was unsafe.
The only thing remotely safe but isn’t a true blockstring was mk>hk target combo but it can be uppercutted after the mk.

I don’t get it. You got all these tools to get in, then you really don’t have safe options to do something there?

Ken seems like the only fun character in the game so far, he has some stuff that you have to lab and work on instead of braindead day one stuff. he does not feel so limited like the rest.

Cr.lk, cr.lp, cr.mp, and b.mp seem like the buttons you want to use when your up close.

St.mk seems like a good neutral tool that you can confirm into his tc on hit. Low forward is a decent foostie button as well since kens walk speed is decent.

Thank you but dunno, rather stay with Necalli who has a plethora of safe options.
Ken feels shit so far.

Some basic SFV Ken stuff after 20 minutes into the lab.
Rly enjoying SFV Ken gameplay so far.

Whoa that is interesting. That could make his run actually not super garbage. Unless he is still minus then it is pointless.

his run is not meant for up close cancel pressure

What is the actuall purpose of his run? Just combo extensions? Seems like it has no place in neutral.

Can you punish fireballs on reaction using tatsu in Vtrigger?

Not really caring for this version of Ken atm…so much is unsafe, but target combo is really good. Once u get fancy everything starts to scale as well. He doesn’t suck, but not feeling the run, v-trigger is sick.

Ken seems to be very unsafe, hes a lot of fun though. His V-skill isnt that good, it leaves him way to open to be punished.