the hardest thing about ken is his mixup, its really hard to do air tatsumaki crossup to combo without v-trigger, i mean its the only mixup he has air tatsu crossup or jump in fierce punch
i can get it done about 50%
i hope they revert back the overhead combo also if anybody has some tips i would be glad
Hm did they buff it in beta 3? I never could get it to combo in Beta 2 (felt negative on hit to be honest). I might have just been hitting it too high or something.
yes without trigger you can combo into Light Punch into Light Tatsu, but only if the air tatsu hit the lower body of the opponent not the higher i think, thats why its pretty hard to do it for me
with trigger its pretty easy doesnât matter does always combo into back medium punch full comob
That seems fairly unreliable to use legitimately without some form of set-up to enable it, I canât remember getting it to work without pure luck being on my side
Wow I canât believe youâd even try to compare the two of those characters on the bandwagon hatetrain that everyone is riding ever since they got to try him out, heâs obviously better you idiot.
Iâm not blaming this on your ability to land combos or even create them, but holy shit did they neuter the fuck out of his style factor. What a joke.
I for one really love the Crush Counter Crazy Spin after a HK, itâs basically mix up city afterwards This may be his only buff from beta3. His BNBs are pretty basic too, which is great (less execution, more thinking about the actual match up)
iâd say maybe make his HK a frame or two faster to make it that much more dangerous (like his 3rd strike HK). Also, give back Kenâs cr. lk cancel-ability like it was in beta 2, just to give him another option for low hit-confirms. Maybe increase some of his damage scaling combos⌠well, maybe not. Although, he does get good stun damage out of his lights⌠so thatâs a plus.
Thereâs a lot of times that you could go for dubble hp.srk instead of lp.srk, hp.srk. It doesnât work if you do the tatsu combo though but usually thereâs better options than that anyway (except if youâre out of range for a TC punish and its not gonna be a CC then yeah go with s.hp VS lk.tatsu)
For example as CC:
s.hp VS b.mp xx hado VT s.mk s.hk xx hp.srk hp.srk
even s. mk (showcased one in my Ken combo video) or cr.hp works well, but s.lp is very basic so I wanted to include those in the crush counter video. basically, anything goes after a reset, freestyle and make a fool out of your opponent
Nice, Iâll be sure to include that combo into my game! It does 335 - 347 dmg (if hit deep) and a ton of stun. However this only works if you drag the opponent to the corner with it.
Using Lp Shoryu -> EX Shoryu works mid screen, just as with any of his other juggling combos. Double HP shoryu feels like itâs only possible out of a s.mk -> s.hk target combo because it juggles the opponent high up in the air.
All that crush counter stuff would be cool if their was a reason for a smart opponent to you know ⌠ever actually get hit by it. That shit is going to be few and far between after a couple weeks against good players since none of it is tight against jabs or a lot of it even 5f throws. With the buffer now mashing will always be frame perfect reversals and delaying a normal will have to be done intentionally. His st. FP has some use against someone delay mashing though and the occasional st. RH CC by luck is going to be a thing.
Personally his st. RH CC nerf still lets you OS it and gives you slightly less damage potential in exchange for a bit more mixup. st. RH is obviously supposed to be the corner stone of his entire gameplan which for it being 13f startup is a bit awkward. It is a buff/nerf so he comes out pretty even on it compared to before after spending a bit of time with it and definitely plays more into his âaggressiveâ gameplan though it is much less flashy imo.
He is easily bottom part of the cast just on normal hitboxes and frames still, but given how bland the entire casts options are whether that is âterribleâ or not is still up for debate. Looks like the game might be kinda balanced since the majority of the characters seem to aim for a similar gameplan with similar reaching normals.
Balance might be like Tekken where it is more about skill, but some characters have better frames, launchers, and anti-tech options making them the better options at high level play because you can do more with the same gameplan by playing them.
yes, there are a lot of gaps in Kenâs frame traps, easily beaten out by 3f jabs or as you said 5f command grabs, but you should never go for these long-start-up normals until after youâve conditioned your opponent to block tight frame traps like his lights, mids and hadous. eventually theyâll want to stick a limb out to try to stop you. thatâs when you punish them heavily for it. if they like to press buttons, shut em down with a shoryu of your own and keep the momentum going.
I like to use S. HK as I retreat from a safe block string, like jabs x2. I inch my way backwards , and try to hit HK at max distance. if they reversal, you just walked back so youâre safe. If they block your HK at max distance, youâre pretty much safe. The hit-stop on counter hit is amazing because you can easily react with a V-Skill and go for a nice combo or mix up. once they start fearing s. HK, you can go for dash up grabs instead, or dash up -> frame traps. Very 3rd strike-like if you ask me.
S. HP has poor range, but you can inch yourself a bit forward to allow Kenâs hook punch to connect. useful after pestering them with lights+ mids (cr.lk, cr.mp, inch forward s.HP)
cr. HP works as a tight frame trap after a regular jab. useful against guys who have a read on your tick throws
also works as an anti air, obviously
normal priority system⌠use your medium buttons to beat attempts to jab out of your setups. if they switch to strongs to try and reversal normal out, s.fp is now fast enough to crush their medium buttons. and you will hit everybody with crush counters, no matter how good they are, when you bait their reversal
a 13f startup move is not the cornerstone of anybodyâs gameplan when it is 2.5 times slower than most common buttons in the game
No one said shit about using mediums to frame trap so have no idea who you are talking to other than yourself.
Talking about how in the video it was made to look like you were going to be using fierces in blockstrings and getting counter-hits like in SF4 when their frames donât support the mixups shown. cr. LK->cr.FP is not a smart blockstring.
Er⌠Fireballs in most street fighter games have 13f startup or so âŚ
Otherwise agreed, which is why I said it was odd. They are putting a lot of emphasis on it is probably his highest reward move once he gets v-trigger while also being his longest ranged. It also I think was only -3 in beta 3 making it pretty damn safe at max range. Nothing else from max range converts to stuff consistently any more because of the st. LK hitbox nerf and the additional pushback on cr. MP except for cr. MP->link FP or EX DP.
st. LK->EX Fireball still has some use especially as the optimal 4f punisher into VT activation. st. MK also is still super solid at -2 on block and being confirmable into the RH followup.
i should point out that these are concept frame traps. of course these wonât work in an actual match, I could only set the dummy to block my first attack, my options were limited.
In an actual match i wouldnât even attempt these until only after iâve gotten a good feel on my opponent, iâll throw those kicks once in awhile to see how they react. If iâm getting jabbed out of my frame traps, they can expect a raw shoryu (hell, even a lk tatsu) the next time i put them in a similar situation
it is, if you know they want to tech your tick grab. cr. LP is safer, but cr. LK visually looks different which is enough to throw someone off
since grab range is incredibly short in SF V, crush countering these becomes a whole lot easier
said this in a previous post, cr HP is there to fish out those grab attempts and anti airs