One thing i noticed about the current Ken design is that he has 2 magic buttons, cr mp and st mk. Both are safe on block (cr mp is probably +2 or more) and both are easy to confirm on hit. What’s even nicer is that they cover all ranges in neutral:
Up close, you want to confirm cr mp to back mp and do:
cr mp->back mp->fireball->v-trigger
cr mp->back mp->fireball->super
cr mp->back mp->hp->special/super
if you are further out, you confirm to a st lk instead:
cr mp->st lk-> ex fireball->v-trigger
cr mp->st lk-> hp srk
cr mp->st lk-> ex srk
cr mp->st lk-> lk/mk tatsu
unfortunately a regular fireball wont combo after a st lk so no super link. Still you can confirm super directly from a cr mp with a little practice.
When in distances where st lk wont connect, use st mk instead. Confirm into st hk and cancel into shoryuken. If you want to land a super, cancel into fireball instead.
The v-skill when not in v-trigger mode can’t be used for much since by the time you can cancel it into a move any whiff punish opportunity has been lost. But it’s still useful mainly when you can confirm a st hp hit. The safest way to do that is by landing a heavy jump-in, you have tons of time to see if it connects and then follow it up with st hp->v-skill->cr lp->lk tatsu->hp/ex srk. The main issue with that is that heavy jump ins don’t cross up and are easy to anticipate and anti-air, so this is mainly useful in punishing throws with neutral jumps. You can also connect st hp following a jump-in mk which does cross-up but there is a lot less hit/block stun so it’s almost impossible to confirm (you have to press hp very early if you want it to link). You can use the whole jump mk -> st hp as a confirm string (it’s a true block string done properly) but st hp is -5 on block so it’s not safe at all at that distance.
Thus the best way to use st hp is with the delayed v-skill and v-trigger OS in case of a CC. Spaced properly, st hp is pretty hard to punish on block, so it’s a pretty safe auto hit-confirm which leads to some nice damage.
When in v-trigger, you can cancel the run early, so it’s possible to link cr mp after a st hp -> v-skill. So you can do st hp -> v-skill -> cr mp -> back mp -> hp -> mp srk -> ex srk/ super for ~420/500 damage which is huge. So while there is no completely safe way to land that hp to run, it’s worth it to try every mentioned venue while in v-trigger mode.
@SkiesOfAzel we’ve settled on different terms than you are using. v-skill is ambiguous since it could mean either step kick or run.
you whiff punish with the actual v-attack. not v-run, stop, into button
I see lots of people making plans for using v-trigger but nobody actually figuring out ways to charge that v-trigger in the first place. you need to land 6 v-attacks or crush counters to use it. v-trigger is most likely going to be a round 2 or 3 thing only and spending a bunch of time developing tech for it at the expense of your normal neutral game is not a stable plan.
also, supposedly Ken lost all of his normal run combos in the latest build so we need to play the wait and see game anyway.
Well, in order to make solid plans for it we need frame data. If CCs fill half a bar, frame trapping with cr hp and fishing for well spaced st hp CCs will become very important for Ken. I would also sacrifice some combo damage in order to use the st hp to step kick link which also fills half a bar if frame trapping to CC is actually viable. Getting v-trigger early in the round is like having a second fully charged super bar, not to mention the added benefits to Ken’s specials properties.
As for the neutral game, that’s what cr mp and st mk are for. Space them properly and confirm. The same goes for st hp and st hk, great pokes if spaced correctly, CC combos as a bonus. This is his neutral game and i doubt it will change till release.
The supposed loss of his normal run combos doesn’t worry me too much since rumors like this pop up all the time. There is a lot of misinformation going back and forth so i tend to only take input from trusted sources seriously. Besides, even if they are trying some stuff out, it’s not necessary that they will stick with them till release.
That would be gay as shit just because it would make him lose a lot of his current stylish stuff, but honestly outside of CC combo’s they were sub optimal anyways. If you hit a jump in cr. MP->TC was always more damage and you can’t confirm a normal hit into v-skill (at least I couldn’t when practicing).
Well, thank god for that. My source had told me that they completely removed hadokens AND every other normal except hp. Turns out that Ono is a huge “Good Morning Mr Masters” fan and wanted to faithfully recreate the feeling of the song in game.
yeah I would say his run combos are a part of his play style now. I think they will be enhanced, not removed.
Also, Ken’s V-trigger is like a comeback mechanic, he’s so beastly in it, would like it to be more balanced and give some of the stuff he can do in V-trigger to regular Ken, or at least make it easier to gain meter with actually landing that unsafe step kick.
Really I just want the air tatsu to be buffed outside v-trigger. As it stands now it is not only almost impossible to setup it is negative or even on hit which is just terrible.