Ken General Thread: Go with the Flow

I like that you can easily hit confirm and link his super from c.mp at max range. That’s a fast easy 40% if you need it.

any high level ken footage floating on youtube ?

Ken seems to be the only one that i can’t find for some reason

I dont know anyone who stuck with him, I like him though.

For me it was hard to keep using him. It felt like they gave him more risk and took away a lot of his reward. Like mentioned before a lot of his options were expensive for what they did. Some things made no sense. Like let’s give him more advantage on hit,but let’s make it almost impossible to take advantage of that by adding a lot of push back to his normals. While we’re at it. Let’s give his normals more start up so it’s more difficult to land the counter hit that you can’t follow up with anyways. The only change I liked was being able to lk.tatsu in run combos.

The only reason I could even fathom that they added so much push back while being plus is because they maybe wanted the run being used as a follow up every time. And even then. It’s whatever damage for something that’s earned off of a CC from slow normals.

So how much advantage/disadvantage is there actually on hit and block after a run?

Especially talking about
st.hp ->run
st.hk ->run
cr.mp->run
cr.mk->run

Even we dont have exact frame data, did it feel safe to go for st.hk->run mixups or is that like -5 and gimmicky as hell?

This was in beta 2 but was taken out in beta 3 unfortunately. They increased the start up of the super so you can’t link it after a cr.mp. I hope he gets it back in the final build

Run frame advantage is complicated because the windows to cancel into run vary from move to move. Rule of thumb is: on block, it’s real bad!

The beta 2 to beta 3 update I did on infinite beta has apparently failed horribly. I really liked that link. Capcops strike again.

We have to keep hope fellow Ken Brethens

Keep the Hype Alive

He has too much potential to be bad. His V moves are too useful. I think any V Skill that adds to movement and V Trigger that puts you in a “powered up” state will end up being really strong. We’ll see I guess, but I believe.

He’ll be just fine, tweaks happen all throughout development.

They are not going to ship the game with any gimped characters. Everyone will be as strong as they need to be.

Side note I really need b.mp to link into st.mp on CH

He was fine beta phase 2. Wasn’t OP in anyway or form.
They decreased the range of his b+MP which was uncalled for. You literally have to be in the opponents face for it to combo after a cr.MP

S.HP > run> LP no longer works unless it is a counter hit. There was absolutely nothing wrong with this but they took it out.

While in v-trigger mode you can’t do dp into another dp unless the Character is high enough.

They took all of this out but what did they improve on Ken. TBD.

I think Ken is really the last character they are rounding out. To be honest, Ken’s concept seems like it could be one of the strongest in the game when you consider his kit as a whole. I’m not surprised that Capcom was erring on the side of caution with this character.

I don’t think they want any character to be really one dimensional. They nerfed Ryu’s parry, CA hard knockdown, and v-trigger with the clear intention of steering the Ryu meta away from “whore meter for your VT for unblockable CA round winning setups”. The character would have been entirely too focused on his v-trigger/building meter for one overly powerful setup.

Likewise, I think they are trying to make Ken well rounded. Perhaps his run was too effective in prior internal builds and the character just became a pressure machine with little strategy outside of “get them to block something and then start going ham”. The run mechanic looks like it will be useful as a hit confirm on hit, but also as a strong pressure tool against a well conditioned opponent on block in order to prolong your pressure. You have to remember that frame traps are that much scarier in SFV, so Ken’s ability to quickly jump back inside someone’s guard if they’re unprepared for his run leaves him with essentially twice as many frame trap opportunities as any other characters. If he has too easy of a time sprinting inside then you have to make his damage ass because of how often he gets access to that damage.

I don’t think Capcom wants to abandon Ken’s ability to play the fireball/DP shoto game, I don’t think they want him to be ONLY about pure aggression, high damage, and unlimited pressure with an otherwise incredibly weak kit. I think they want him to be just as well rounded as everyone else feels in this game. I think each character caters to a larger variety of playstyles this time around because of their more rounded toolset, so I’m excited to see what Ken actually turns out as. I think his run pressure game is going to be really interesting when they finally tune it as they want, and I would rather the character suffer nerfs to his pressure game than to see his damage gimped so hard that you have to take a lopsided amount of risks just to match your opponent’s performance (COUGH DJ COUGH).

This was already known lol. His b+MP had more range now it has the same range.

Thing is his run was never considered strong, the general consensus was that in the public builds so far his run was pretty mediocre for pressure, it was unsafe in almost all circumstances and then some, you’d be thrown or jabbed for attempting it - on reaction. There wasn’t a point in any of the public builds where Ken’s run was a free get-in tool and I can’t see the eggheads over at the development studio seeing it as strong. Rounding Ken out shouldn’t be on their priority list, if they’re going to redesign him they should stick with what they went for - a shoto created for pressure and rushdown. Of course he’s going to be able to play the DP/Fireball game, any shoto can do that all you need is the fireball and DP to be there. If the saving grace of his run pressure is “catching an opponent sleeping” I fail to see how it’s not a gimmick, Guy’s run/stop in SF4 is a fine pressure tool and is even -2 on block from certain strings to boot.

Regarding pressure/damage his frame traps WERE scary, now that the b.mp range got nerfed his ability to convert into high damage or just into h.tatsu enders in general has been gimped severely, good luck landing that beefy combo when your limbs don’t reach them. Your most reliable hit confirms are not cr.lk - cr.lp which has higher pushback than double short, and can have SRK whiff hits and then cr.mp - st.lk which doesn’t hit for a whole lot anyways, if you could still reliably link into b.mp this wouldn’t be much of an issue but the damage was fucking ridiculously high so I can understand toning down that option.

This grinds me the most. If they came out of the woodwork saying Ken was going to have his own identity and playstyle why fucking bother giving him changes if you aren’t going to break new ground with him. As it stands from beta 3 he is a character stuck in purgatory, he’s somewhat devoted to rushdown somewhat devoted to being a classic shoto. That never bodes well for a character’s design when they’re stuck between what they want to be(COUGHDEEJAYCOUGH).

Yeah, Capcom could save Ken and adjust things that need adjusting before release and for sure he will be my main over Chun-Li, I’m a shoto kind of guy at heart. But if they don’t? I’m just sticking with what I’ve played with, and what I’ve played with was the worst character in that beta by a large margin.

Now you know you’re my boy and we’ve discussed Ken a fair amount together, but don’t go all Deejay positivity mode on me here, because I fail to see the strong point of this character at least in comparison to some of the other beta monsters like Chun, Nash, Birdie, Laura and Gief. His V-Trigger is one of the coolest though and it’s very strong for what Ken wants to do in this game I’ll admit(Unless it got nerfed too).

Enough with the endless complaining. It was a freaking beta. And even if it wouldn’t be he’s getting so much shit without looking at his strong points. I talked to Hamad on stream and I said that Ken got nerfed really hard and that he’s probably not that good anymore. He said: what are you talking about? Ken has the best zoning in the game because of his insane anti airs and his (run) hp.srk is like a kara-tiger uppercut. And he was right, fireballs also don’t have a lot of recovery in this game so with a solid zoning game, Ken was really scary.

His biggest advantage over Ryu was imo that he could always run into your face after a shoryu. And since his corner carry game is probably the best in the game especially with ex.tatsu. I was almost always fighting in the corner and usually there was no way out for my opponent. Once you get the timing right for meaty c.mp you can always hit confirm into another c.mp and if they blocked it he can go for throw, walk forward, shimmy, another c.mp, overhead, CC etc

I wish I could show you guys my Ken because in the end nobody was getting past my Ken and I felt that I really found the way you’re suppose to play him. But for ffs stop complaining so much about a character thats still in its beta form. Obviously they are already gonna buff him.

Chun and Nash used to not be that good too. hah

I think they kept nerfing run because they dont want another Alpha situation. His run is really just his roll in a different form that can’t go under fireballs. His lk roll was way too good in A1/A2.

Got any examples of run xx srk? Just wondering how fast it is.