Watching that video i am pretty sure back mp range is the same it was in beta2.
I agree about combos but i disagree about footsies and cr mk. This is not 3rd strike, Ken doesn’t have 3 SA to confirm with a cr mk. Cr mk no matter how good won’t improve his footsies much. Even from max distance he can only follow with hado. The only way to make it really good is increasing hitstun and blockstun by a lot and this wont happen since no character has a cancelable cr mk with those properties. If you want Ken to be a pure footsie char in V you have to change him completely.
As the hybrid he is now, his magic buttons are st lk, cr mp and st mk and they were pretty good in beta 2 for their usage. They cover most distances they had reasonable startup and they convert to damage. Improving Ken would mean helping with conversion. St lk -> hado comboing and/or back mp increase in range would make him a very strong char. Or they could make back mp positive on block but that would be a little too good.
In 3S his cr.mk is a defensive tool. I dont know many people who can legit hit confirm off of it raw. It’s a very small window. The majority of Ken players get SA 3 off of cr.mp because it has more hit stun.
I want ken to have solid footsies options. Right now he gets bodied in the neutral game by most of the cast. I want his cr.mk buffed because it’s so bad it’s almost pointless.
When he had his b.mp he was kind of like Dudley with st.hk where he could counter hit you pretty hard. I doubt their going to give him that capability.
Yeah, it was indeed a defensive tool and conversion was not a pure reaction, but if your opponent was walking in range and standing you knew you could cancel.
I just think that buffing cr mk to the point that it makes a substantial difference to his footsies would take that move outside of the scope that Capcom has for SFV. A range increase would help a little with his counter poking game though, and i feel it’s warranted with a 6 frame startup.
Actually I have to sadly say, I was trying to play him like Beta 2 and a lot of shit just wasn’t working any more. Like when I did anti-air c.HP > V-Skill and then did a meaty c.MP the target combo would consistently whiff. It royally messed up the mix up off the anti-air which was one of my favorite things to do with Ken.
I thought Ken felt great in Beta 2, but this version just isn’t as fun. I really hope they put some things back in. If nothing else just the range on the target combo.
^ Oh yeah trying to mix up after a cr.hp anti air definitely messed me up too. It felt like they recovered faster now because I used to be able to do a meaty thunder kick and today I kept getting counter hit cr.jabbed out of it. I’m sure the added start up on thunder kick doesn’t help. The lack of cr.lk,cr.lk>hp.srk also really hurt my options on that mix up.
This stuff is exactly why I don’t get over excited about a character being in the game regardless of how good or how cool that they look in a trailer, lol. As I said before, it’s BETA. So I don’t think he’ll stay like this. Which is why I’m not all up in arms about him just yet.
Do his Tatsus LK/MK still hit crouchers?
In beta 2 Ken wasnt that great to justify nerfs , i mean he was fine he needed just few tweaks but just that.
On both Ryu and Ken they have to reverse range of their cr MP to cr MK.After all they want buttons for specific purposes , cr MP should act as frame trap button which gives u advantage on block.
Change to his st MK doesnt sound that bad but b+MP definately is
It seems that CC St. hp -> run -> cr. mp is now possible which is a big albeit situational damage buff. Has anyone tried St. HK -> run -> lk tatsu before the beta expired?
I think for the latter I mainly did St.Jab resets. Short Tatsu works but you have to delay it a bit… instant Short Tatsu nets you one hit with no juggle. Delayed Short Tatsu gives you option to follow-up Fierce DP/EX DP.
If he isn’t changed on release I have him for worst character in this game atm. I expect some pretty significant changes to the cast in these last 2 months though for sure, nobody is safe you better hide your tech. Overall I feel like the way he is now the gameplan the devs are designing him around he can’t even apply, there are no buttons to properly lockdown with when close, you can press cr.mp but can’t consistently confirm into anything from it now so it seems dulled in that sense. His buttons overall feel fine but the way they work with one another is borked at the moment, his range is fucking terrible.
Run still seems like a gimmick apart from using it from CC confirms or to chase a knockdown, apart from that it’s just an unsafe approach. Did his V-Trigger receive any changes? I honestly didn’t try anything out after seeing the big nerfs and switched back to Chun. Because even though I think he sucks his V-Trigger is for sure one of the best in the game in terms of application of confirmed damage.
As it stands at the moment though, pretty lackluster character IMO worst of the bunch.
So now we can do roundhouse -> run -> lk tatsu -> hp/ex srk? I am talking about regular hit, not CC. If yes, that’s another good but situational buff since it’s pretty hard to confirm a hit in time to press run. Unless of course roundhouse -> run is now safe which i highly doubt as it should be -4 on block.
While i do agree that the payoff of nailing the opponent with some of his buttons can be at times lackluster, his run isn’t a gimmick. At least not because it’s unsafe. You can’t have a safe run, it’s just broken. And it certainly isn’t useless outside of CC combos. It’s useful in the neutral for positioning you can use it to cancel from a sweep or a cr hp to keep up the pressure and you can even setup safe approaches for step kick (lp fireball is your friend) in order to get a knockdown and half a v-bar or 1/4 of v-bar if they block.
I don’t want it to be safe, I want it to not be beaten by jabs mid-animation - ala Guy run in USF4 which isn’t broken by any means. People always expect that I want it be safe when I say it’s ass, I just think it has no application in furthering his overall design.
I don’t think it was even possible to combo it at all by itself without any sort of counter-hit.
As for hard-confirmation, eh… I just OS the St.Roundhouse so V-Skill comes only during CC state occurs. Didn’t really ran into any problems from playing around it otherwise.
Also, St.Fierce CC xx V-Skill, Low Strong doesn’t connect/combo.
Also how fun to know, stuffing Dictator’s St.Forward (before active frames) is almost impossible. It’s possible with St.Roundhouse and St.Fierce near the tip of Dictator’s St.Forward at least, but don’t be surprised if Light and Medium attacks are being beaten clean majority of the time. Whiff punish Dictator’s St.Forward using St.Fierce xx V-Skill USUALLY does not put you in range to follow-up with Jab DP or Short Tatsumaki… unless you are right outside the tip (Jab DP works only… but hard consistent-wise). On crush counter go to the usual if at proper range since Target Combo works (it can whiff sometimes though, but it can work consistently at a specific range just fine).
So while everyone was too busy crying over Ken nerfs I was looking for an optimal punish combo. I found:
s.hp (CC) run, b.mp xx (ex)hado, VT, s.mk, s.hk (TC) xx hp.shoryu into hp.shoryu
347 damage
374 damage with ex hado
EX shoryu instead of the second hp.shoryu does less damage because of the dmg scaling. And yes you can only hit the second hp.shoryu in the corner but the combo drags you from mid screen to the corner anyway.
Ken is still anime.
*bonus:
air ex.tatsu, hp.shoryu (1 hit) VT hp shoryu hp shoryu works and does 328 damage. The last shoryu will whiff if you hit the second shoryu too low or too high.
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