Ken can also cr mp at max distance into raw V trigger for a nice footsie punish. brings you close for a lk tatsu -> shoryu for a meterless V trigger combo. you can buffer V trigger during a medium normal. may not be his most damaging, but has a ton of utilities
i like to use EX fireball as a hit confirm off a cr. lk , cr. lp. If it’s blocked you’re still at an advantage. if it hits, you lead into V trigger
double HP shoryu looks like it’s V trigger + corner specific, which is pretty neat
air ex tatsu, hp. srk -> VT, hp. srk works as well, personally I’d keep my V trigger for another hit confirm, use the juggle state from ex tatsu for a clean Shoryu or a mix up situation (ala 3rd strike), but having that option is great for style points haha
cr. LK -> cr. FP is a 5 frame gap and you have to spend meter to make the cr. FP safe if blocked. Ken’s throws outside the corner just aren’t scary enough to risk mashing out of that. You also lose to cr. LP universally which also beats cr. LK->throw.
A better blockstring against people who don’t have a 3f jabs is going to be cr. LK->cr. MP. cr. MP will beat 4f moves because of priority system and cr. MP gives a lot of interesting stuff on counter-hit and is also + on block. It is superior in that situation in almost every way (also links into SRK for a guaranteed combo on normal hit). It beating mashing also sets up the cr. LK->throw game better since them wanting to mash opens up counter-hit opportunities against their most likely to use option.
cr. FP might be useful their if on same frame collision throws lose to normals unlike SFIV. As it is now cr. FP and throw would hit on the same frame and you’d have an extended hurtbox to get thrown most likely. I got thrown from pretty far away trying stuff like that in the beta, but could have just been timing issues. It does have potential if delay throw becomes a thing. Fishing with cr. FP is just way riskier then someone like Chun-Li because you need meter to make it safe whereas Chun’s is + on block so their is no risk to doing it.
You can even do ex tatsu, hp srk (1 hit) VT hp.srk hp.srk its just really weird I’m not sure yet when you can do it and when you can’t. Try to experiment with it.
Yes, you can condition them to block with cr. lk , cr. mp. I use this block string a lot. On counter hit, cr. mp, CriticalArts works as a solid link confirm. The push back from one of ken’s lights brings you at an optimal distance to bait out grabs. Notice how you can’t tick grab immediately after a lightpunch, you need to move an inch forward. This is where cr. HP comes into play. Once you start tick grabbing them with crouching lights, you can start fishing for those tech grabs with cr. HP. Use this only when you feel like you’ll fish out a grab. After two or three tick grabs, they’ll start to pick up on it and react accordingly, which is what you want. Cr. lk / cr. lp , cr. hp is not a combination a person should abuse in their block string. As i said, it’s mostly just conditioning and playing your opponent.
The frame traps i showcased in my crush counter videos are only conceptual, and shouldn’t be taken as true tight frame traps.
Ken has a lot of hard hit confirms. I’m curious what it’ll mean, especially with the online-play/offline-play divide. Both his target combos are hit-confirmable but are you pulling that off online? I dunno.
if you are in the middle of the stage you can do Ex Tatsu -> late hp. Shoryu -> VT -> light Shoryu -> hp Shoryu -> hp Shoryu or ex Shoryu = mass style points
It’ll come down to if you can hit confirm off ~20-24fs. I think medium hitstop is 12f and cr.mp has a total of 19f with 5f of that as startup. That gives you 24f to confirm the hit and go into either his b.mp or st.lk. His kick TC has something like 22 cancelable frames on hit. Doing two lights in a row gives you something like 9f of hitstop from the first, 4f startup of the second, and then 9f of hitstop to hit the button. So that’s a good 22f reaction there as well.
So basically if you an block an overhead online you can confirm a hit. So get your reactions in order
that combo is impossible to do now that counter hit s. HK spins the enemy into the air. L Tatsu only hits once and cannot be followed up.
while this change may lower his damage potential, he gets mix ups, decent combos and pressure out of it.
I was talking about general hit confirms; you’re generally going to want to either do his kick TC at range or his cr.mp up close because it’s plus. Hitconfirming with b.mp isn’t that great because although you get 27 damage, a bit of stun and better positioning thanks to HK Tatsu over doing cr.mp -> st.lk you also end your pressure right there if they block. If you’re close enough you also want to start with cr.mp for damage and staying plus as well on block.
Basically it shouldn’t be your go to hit confirm compared to your other options and while I wouldn’t say it’s high risk it’s still generally not as good of a choice as the others
I personally only go for back mp when I have meter for a target combo -> EX hadou to make it safe. back mp also works as a surprise Tick grab if the opponent isn’t expecting it, or even a sloppy frame trap. in almost every other instance I’m using cr. mp for close up pressure, his lights, s. mp, s. mk and cr. mk for footsies. these buttons work great for setting up crush counters, tick grabs, dash-up grabs or what have you.
that’s funny how it never once crossed my mind to V trigger Ken’s s. HK… well that just made things a whole lot more interesting, haha!
thanks for the insight
I’ve been in the lab, and I finally got the timing down for triple shoryu. Only works in the corner.
( V TRIGGER STATE )
b. mp -> s. hp , l. srk, h. srk, h. srk.
s. mk -> s. hk , l. srk, h. srk, h. srk.
after the first light shoryu, as Ken descends from his punch, execute H shoryu before he lands. The Key is to land your 2nd shoryu as soon as possible.
A frame too late, you’ll hit the combo, but you’ll miss your chance for a 3rd uppercut. A frame too early, and your 2nd uppercut won’t execute. This is veeery specific.
When you connect your 2nd shoryu, you’ll notice your multi-hit fire punches will hit their legs: get ready, cause this is your cue to land that final uppercut.
at this point I like to look at my opponent falling. When their body is just about to fall onto Ken’s head, unleash the third shoryu.
i’ll be posting an optimized combo vid soon, stay tuned
final thoughts : bump up Ken’s dmg scaling combos, like his his lights -> EX hadou -> V-Trigger combos, make his s. HK a frame or two faster. Give him back his cr. lk cancel-ability, just to have that low-hit confirming option.
As it stands, he has high execution, but pretty low dmg. I feel like you should get more dmg from pulling off a difficult combo, especially if you spend V-Trigger
Another fix is just delaying the juggle (the first Jab DP, not the other DPs on follow-up) itself. Too early (instant) of a juggle makes the triple DP combo in the corner harder than it should be. There is high damage reward on whiff punish for meterless… avoiding it because Dictator and Chun-Li character forums are smart enough not to reveal how dumb some things they have are old SF-like, such example of “party” stuff including +3 Roundhouse on block. Just going to avoid this until release. They are absolute pros at downplaying their characters, and shoto threads were all doing it wrong (especially poor Ryu).
That’s the right mindset. Going overboard and getting too excited about showing everyone what certain characters can do before released may very well get them nerfed. Once release comes around capcom knows we will give them hell if they patch more than they promised they would so we should keep our knowledge to ourselves until then.