Ken General Thread: Go with the Flow

Pretty sure his fireballs have better frame data. I was finding it much easier to uppercut jumps over v trigger fireballs.

A lot of things have better frame data in V-Trigger.

With Ken it is almost a comeback mechanism because when he goes into it, his damage output is insane.

This is pretty much true. He can get insane damage off of one good hit confirm into v-trigger and really balance out the outcome of the round. The options he has to combo into v-trigger are ridiculously good whether it be hit confirming off of a fireball, an AA mp.srk, CC st.hp\st.hk. A Ken with both CA and v-trigger stocked is a scary Ken. This mostly the reason I quit being so upset about the crappy range on his normals.

For the confirms, I know that that the cmp tc combos need close spacing but it isn’t too stringent, and also that is pretty much the only thing ken has…it is true you have the option of lights but those aren’t as bnb as the cmp tc or even c.mp c.lp…the other combo initiations are from footsie OS and stuff and aren’t really bnbs. I don’t really see how ken can initiate a combo at mid range anyway other than a frame trap/footsie option select cancel. So this is the reason I put c.mp tc as Ken’s go to combos.
Let me clarify the air tatsu: first I don’t mean go v-trigger randomly and then do it…I mean you have the (great imo) option to do it when vtrigger is active, which is usually when you just activated to combo them and they are knocked down. Secondly you are supposed to confirm the c.hp from the tatsu so it is safe…trust me I have been confirming cross-up tatsus for 4 years sf4, and confirming them without trouble in the sfv beta as well. (I will concede only in training room so far).
Finally about the s.rh crush counter: you don’t run when its blocked or hits normal, only when it Crush counters. If you are skeptical I will say that:
(1)theoretically the s.rh gives quite a long time to cancel into run, and plus the Crush counter adds a little bit of ā€œfreezeā€ you might have noticed, so I’d say you have about a second to react to an obvious crush counter animation/notification; and 1 second is like ez-pz lemon sqzy in sf.
(2) I did it in training mode around 17/20 times and I just start trying it. Set to random block and random counter hit and everything…only ran in and successfully combo’d at crush counters.
hope this helps some kens.
p.s. the one thing i regret not exploring was the adjusted frame data in vtrigger as mentioned by some of you…but I was trying to get the regular stuff down first. More lab work next time.

the faster run in V-trigger is a lot of fun. I haven’t remembered yet to check and see if his dash gets better too. it’s already 15 frames normally which is crazy fast, just as good as CHun’s in SF4, if it gets quicker that’ll be ridiculous

Ken in v-trigger seems like an extremely strong character, only problem is v-trigger only gets charged by v-skill and I’m not sure if his is any good. It has outstanding range (3/4 screen) but it is very punishable on block

You also get 1/2 bar of V-Gauge for landing crush counters and Ken’s s.RH and cr.Fierce are great for getting crush counters. Charged V-Skill is also good when your mixing up your neutral runs into throws. You get them itchy to push buttons and then you bust out charge V-Skill to counter him them instead.

After spending the most time with Ken in this beta, I like hi

Do his v-skill from far enough range and it can’t be punished. I was able to land it quite a few times

My go to frame trap was crouch medium punch in back+MP. If back+MP counter hit I would link into standing light in heavy DP. If they opponent block I was at -1 which isn’t all that bad.

I was testing dash and run while V trigger is active. There are no difference in speed and range of the run… it’s same within or without V skill.

That step kick is so unsafe though, Only use it after a HP to build meter or from like full screen. But I did catch a few people back dashing running away from me. Still, would like a little more use for it besides full/3/4 screen. Felt too unsafe even at max. distance.

Got ranked #10 in the beta before I stopped playing. So much ownage lol…Everyone thinks cuz your Ken you gonna flowchart.

Not sure why he back rolled into the corner or why he hit a button on wake up, but it felt good to combo off a meaty hadoken lol.

Ken really feels like a SFIV Dudley who trades his comboable overhead for a fireball in this game. You whiff punish with his heavy normals into run like how Dudley does into MGB, have extended juggle combos, and do a million damage when you bait out that counterhit.

either s.fp gets more hitstun in v-trigger, or the run becomes cancelable earlier. there are a lot of links possible in v-trigger that you can’t do without v-trigger active

https://youtu.be/YUxXMxXdsyQ Got a little Ken Montage from the beta! Too much fresh meat!

New OS I found. CC allows you to do specials at the end of a long hitting CC normal.

I also discovered this a few days back. You can also do it with standing HK and crouching HP.

After the CC crouching HP you can do a late medium tatsu to Critical art looks awesome btw.

Yeah every character kan do it if they can link their CC but with kens CCs you get a nice full run combo :slight_smile:

Good luck whiff punishing with any of his heavy buttons, far too slow and st.hp doesn’t have the range or hitbox for it. Just feels somewhere between SF4/SF3 Ken to me.

Dibs on my colors!!! XD lol
#1(red),2(blue),5(gold),7(white) and 9(orange)
Dang they look great, those are my favorites.

http://i.imgur.com/xV1Jh0R.jpg

For anyone wondering. They blow, can’t we have a colour editor?

I’ll be playing colour 10, 4 or 5. (No hair colours changes, boo!)