Ken General Thread: Go with the Flow

I’m working on getting good air resets from CC cr.hp and I’ve found using tatsus to fake cross-up/cross-up is the best way to mess with someone, here’s one example below. I have a couple of other things, would anyone be interested in a longer video displaying more reset scenarios? -

Ending your combos in HK Tatsu may be one of the better options. Less damage, but the positioning is perfect to keep your offense going. You can cover all wake

Also, V-Skill outside of block strings is really damn good. Whiff punishing with a sweep starts your offense, c.HP > V-Skill starts your offense on an anti-air, etc.

Think of more uses besides just block string > V-skill.

Every single Ken play I face turtles and runs away jumping back with fierce punch behind their lag safety net. You guys need to grow a pair and play the character properly.

Do we have a combo compilation?
I played him for 4 hours, got rank 300 and all I used was fireball, step kick, run>throw, mp uppercut, cr.hp and his kick TC ending in heavy SRK or super.

And after 3 years of SF, I finally understood how Short xx Short xx Super works, lol.
You hit the shorts when your stick is on the down position, and only hit the third short if you see the first short hit.
Before that I always tried to hit 2 shorts, then do the full double qcf motion.

One or two, I wanna work on something but the way training mode works makes it annoying

this is probably known but after using ex tatsu in the corner a medium tatsu straight after will cross up with juggle abilities, anyway are hadoken block strings unsafe in v-triggor mode?.

Actually, the last part is how you’re SUPPOSED to do it and how it has worked in every other SF game. See the shorts hit then quickly do the super motion, go load up SF3 and give it a try. SFV is very weird right now where there are inconsistencies in where you can cancel. SFV ken requires you to input the super motion a lot earlier than normal. If you try to do it the way it’s always been done it won’t combo. I’ve noticed this with other characters as well and I really hope they clean up some of these input issues.

Uh… no? Thats never how I did it. short, buffer qcf, short, qcf, hit the button for the super if the shorts are hitting, works every time with ken in3s. Also works perfectly in SFV

I’ve been getting a lot of mileage out of going for cross up air lk.tatsu without v-trigger. On hit or block it pulls the opponent close to you and is great for setting up a tick throw. You can only link into cr.lp from it on counter hit which is hard to confirm because of the way the game says messages on the screen. It will say cross up and then say counter so by the time you know it was a counter hit then it’s already too late. Only way to confirm is to cr.lp x2 into hp.srk. You can try just cr.lp > lp.tatsu > into whatever at your own risk. It’s unsafe if blocked but you get really good damage is successful.

That tatsu is really good. When I see Ken jumping over my head I just try to get out of the way, I don’t like blocking that at all. I either do an early s. lp, dash forward, or c. fp (mika’s shoulder that moves her out of the way). It’s hard to deal with his crossup stuff. Then while you’re thinking about all that, he can always empty crossup and throw you or something.

It’s not like sf4 where you’ve got random ambigious crossups, but the position it puts him in is just good.

There are a ton of ways to set m.tatsu to cross-up at the moment, it’s such a cool little gimmick he has I love it.

Yea that works and it’s the easy way, but doing the full motion quickly after the second short is “better” since it does not commit you to the qcf that you already buffered. It frees up your inputs if the shorts are blocked. In fact pre buffering is more detrimental in newer games since inputs are stored way longer than they used to be.

Messed with this character for about 2 or 3 hours. The biggest thing that stands out is his st.mk, which is pretty damn good, might be a little too good. A far ranging move that hitconfirms into hk into HP shoryu for like 200 damage? Kind of reminds me of fei cr.mp CH into rekkas, except no counterhit is necessary.

I can’t even hit-confirm that shit.
Dunno how you guys do that.

I used to say the same thing when people talked about hit confirms in sf3. It’s just one of those things you have to grind out in training mode.

Like I used to wonder how people hit confirmed c. mk xx super with chun li in sf3, then after practicing I got it down and now I can hit confirm ken c. mk xx super which is much harder.

That confirm is easy Art you fuckin’ old man

Hey, I’m 36 years old myself that’s how shit goes. I remember when I would dp blanka balls on reaction perfectly in sf2. You’ll be old soon too. =P

I AM FOREVER YOUNG MY REFLEXES WERE FORGED IN THE HEAVENS.

Yes, this. Noticed this earlier and thought it needed to be addressed.

Can you do this with your dick though?

http://i1133.photobucket.com/albums/m584/fanspam/zangiefreversal_zps2tjvgnqd.jpg