Not all characters can cancel special moves but the cancelable normals and the frame advantage was increased to allow for more combo extensions for every character.
I personally feel Ryu has a scarier frametrap/rushdown game then Ken.
The reason why is because of Ryus forward throw. He drops them right in front of you and can either frametrap/throw then repeat.
Ken on the other hand throws you full screen like he wants to zone you?
Ken maybe gets more damage from his frame trap game but how are you supposed to make the opponent fear being frame trapped when they can just get thrown full screen and reset back to neutral?
My biggest issue is they removed my overhead combo. Proof they are watching this fucking forum and nerfing shit unnecessarily. Fucking Capcom. b.MK is neutral on hit now ⦠WTF.
Ken wonāt get too much tournament use at this rate. Honestly I think he may be the weakest character of beta 3. It doesnāt mean heās bad, but there are better options.
Nash was the original character known for being able to cancel a special into V Trigger. Seems to be the original character that was focused on it. Normals are pretty much universally able to be VTCād except for overheads.
I just realized Ken has the least amount of anti projectile options next to laura, and at least she has the 1 hit of armor on her ex elbow that moves her quite far. This makes the ryu match up insanely hard. Not only does he have a better fireball his tatsu actually goes through fireballs unlike kens. Us not being able to activate our v trigger in the neutral safely to get the projectile nullifying tatsu just makes this worst. Ryu also has better midrange buttons, and since step kick is unsafe that gets rid of the one thing that could keep him in check.
Itās not impossible to deal with projectile heavy characters we play patient, and space our jumps properly. We can use ex hadoken to get through them, but the reality is its so much more work then all the other characters. Kenās not my main character, but I do enjoy using him. Does anyone have some insight to what makes him an effective character?
Jump (neutral , forward)
Collide Hadoken
EX Hadoken to take advantage
Air EX Tatsu
EX Shoryuken
Super
(Am not sure about Tatsu MK on the ground)
If he is close and does a blockstring to Hadoken u can interrupt him with Shoryuken MP-EX between.
For cr MK u can whiff punish with st LKxx , for st MK u have to use cr LP/cr MP/st MP.
cr MP beats proactively st LK , cr MK (i believe that Ryu with the cnew hanges now he can whiff punish cr MP with cr HK).
In Beta2 if your opponent was good at AA Shoryuken u could make his DP whiff with air tatsu like in SF4 , if Ryu was trying the same your Shoryuken MP would hit him unlike his.
Generally from full screen he has the upper hand for Fireball war with his better Hadoken and parry , u have to play him closer than mid range which according to new changes he is better.
U have to make every hit count and be all over the place
Max range step kick is safe to everything other than super. Especially with the pushback on block. Youāre meant to use it from a much farther distance than most are doing ATM, but people will adapt.
Iām guessing Capcom figures Kenās run will make up for his limited anti projectile options since he can cover forward distance extremely quickly and always suddenly put himself into a range where a blocked fireball is unsafe. Providing that theory actually comes to place. Making reads with V Skill to stuff attempts at fireballs sounds like it will end up being part of the meta as well.
Someone hasnāt played Ken you can literally take 2 or so steps forward into a fierce it is MURDER on block, honestly almost as bad as a Shoryuken. It also has almost 0 pushback on block like Hadoukens. If you donāt get a punish of some kind on this move you must have had a stroke at the controller and should see a doctor. There is pretty much nothing about this character left to discover and his MK Tatsu oki still exists a bit but the moment people realize backroll > kenās mixups heāll only have his punishment game to work with. So heāll do fine against scrubs and lose against good people that donāt play with punishable normals because he has arguably the worst normals in the entire game for footsies. He is without question the worst character in Beta 3.
I already tested max range step kick in training vs Chun and she doesnāt have anything with enough speed+range to punish it at max range other than super. Maybe in real battles the timing/spacing to max range it is rather specific, but negative 7 on block with something that puts Ken that far away after from max range leaves not much to punish with. There are very few normals with shorter than 7 frame start up that have the range to punish.
I agree that Ken isnāt that great regardless at this point, but step kick can be ranged to be safe to most things.
This is not true at all. DevilJin is right. Spaced correctly the step kick is safe from pretty much everything. It is not as bad as I first thought. You canāt use it like SF4 otherwise you will get punished for free but if you space it right it can catch a lot of people off guard because it comes out quite fast after the run is complete.
I was able to catch several people off guard after CA or Tatsu with Step Kick
It seemed to beat out wakeup buttons really well and basically puts you right in the opponentās face when they quick rise.
They are pretty much forced to block.
Kenās V-Trigger was still good in the sense that the activation gives him a really good tool in the neutral game, but yes the damage output in V-Trigger is much worse.