After a confirmed fireball into V-Trigger, Ken moves forward and is close enough for an extremely deep st. HK. They’re in hitstun long enough to link a close l. tatsu for the juggle into HP shoryu. Very easy to pull off. This is most definitely his optimal combo for damage and screen spacing
I’ll still use st. Fierce -> V-skill Run as a combo variant from time to time, and mix it up with grabs if they don’t see it coming
You have to walk-up for the Low Fierce xx Short Tatsu to connect for all hits. As it sounds worrisome on paper that you have to walk for the combo, the timing isn’t really that strict at all in practice and in a real match.
Mid-screen I generally resort to confirming Low Fierce xx Short Tatsu, EX Tatsumaki for corner carry. It’s surprising how that does more damage than EX DP alone.
Yup, tested this and it works great! as you said, same damage and stun, I find it easier to pull off than a st. HK, but you can’t deny the style factor from linking a st. HK to a tatsu!
This is how I’ll use these combo variants:
st. HP -> V.Skill, L. tatsu […] for a meterless corner carry with less damage + potential for grab shenanigans
(walk forward) cr. HP , L. Tatsu , EX Tatsu for some nice dmg and corner carry
st. HK , (linked) L. tatsu […] for style and damage
hey if you check on page 26, there’s a list of Optimal combos full with V trigger and meter usage by Knowyourplace, you should definitely peep that
those are some pretty daring combos you’ve got going on, nice vid!
gotta delay HP shoryu after L. Tatsu by a bit for CA to land with HP shoryu (2 hits)
If you can build the meter for 3 bars during V-Trigger Combo, this is your best finisher for damage, otherwise, jump-in Fierce, cr. Fierce -> HP Shoryu (2 hits) -> CA does plenty of damage at 490 without the expense of V-Trigger
funny thing i just watched a video about gootecks, and he said the most important thing to do in sf5 is too find a simple combo for Crush Counter Jump In and other Situation and stick with em
also iam gonna update the previous combo now with cr. Fierce Crush Counter and st. HK, this may take a while
no you can’t pushback is too strong so you can’t link shoryuken in that combo so st. HK is better
yup, I asked the same thing. This was addressed by Ace: you’ve gotta walk a bit forward, then hit cr. HP. You’re basically moving an inch forward while Hadouken hit-stun is taking place, then cr. HP is magically close enough for a L.Tatsu juggle
ok updated my combo list with every Crush Counter please give me combos that are better so i can fix it, i wish i could make a video of those optimal combos but i suck
major props for finding that st. HK -> linked L Tatsu, never would have thought of that. It’s great having a selection of combos to chose from for V-Trigger and 1 or 2 bars and corner specific 1 or 2 bar combos and those combos you listed are fantastic. I would make a video for those, but seeing as how I’ve already simplified my approach with Ken, some of those combos I just wouldn’t incorporate to my game. I’ve narrowed down my gameplan to keeping dem meter bars stocked for a nice cr. MP (counter hit) into super, or a clean jump in into super, or a V-Trigger combo into super for the kill. In every other scenario, I’m using maximum damage-dealing meterless combos and am holding onto my meter for EX air Tatsu as a nice get-in move, situational EX ground tatsu as a combo ender for corner carries, EX fire ball pressure for safe blockstrings (out of a b. mp -> hp, for example), or emergency EX DP. As for Crush Counters, I’ll opt for a nice meterless combo finisher for decent damage, or try resetting the situation for a cross under or grab mix up. If I can secure the win or get a serious life lead, i’ll optimize my damage as much as possible, but my style is likely just keeping my meter for defensive purposes.
well you are completely right, i will do the same Ex Tatsu for getting in and stocking meter for Super or do the blocked Ex Hadouken V-Trigger Overhead/Low Mixup for the kill, Ken has no real big damage addition with Ex attacks, also you can get most time out of jail with b. mp -> hp and heavy tatsu. Emergency EX DP is dumb, it loses against his own medium DP, only use i can think of is maybe V-Run into Ex Dp against far away Shotos, but even then Air Ex Tatsumaki is a better option because its + on block
Gonna share some corner tech if anybody is interested, if enemy is knockdown in corner and doesn’t instant rise, contact on him one backdash, late jump in fierce punch for front attacks and Tatsumaki for Crossup its 50/50,
if you time Tatsumaki right without V-Trigger you can combo into b. mp -> hp and with V-Trigger too
also iam practising some Crush Counter Options after his punish combo ender Heavy Tatsumaki knockdown
Opponent Instant Rise = cr. LP -> cr. HP
Opponent Normal Rise = cr. LP -> cr. HP this will whiff so continue with st. HP -> st. HP
sadly found nothing thats beats Back roll and the other 2
This doesn’t seem to work, they increased the pushback of jump in hp and hk. You can either do
Jump In Fierce -> b. MP -> s. HP -> Heavy Shoryuken (281 damage) or
Jump In mk -> cr. MP -> b. MP -> s. HP -> Heavy Shoryuken (280 damage)
its easier but not better, if enemy is in stun for max damage you have to go for jump in fierce
found a nice blockstring for footsie
on contact: cr. LK -> cr. LP -> cr. MK -> Hadouken does only work for jabs >3 frame startup, gives enough space to whiff a enemies sweep so you can punish sweep
better is relative. are we talking pure damage? or situational advantage? a jumping MK has the advantage of cross up, and brings you close enough for a perfect cr. mp , b. mp
how we use our combos really comes down to preference and playstyle, there is no true “better” combo
Ken’s damage output probably isn’t that great because his corner carry game is strong. Then when you consider meaty attacks are very strong, along with the lack of invincible reversals, Ken might be better than I first thought when playing Beta 3.
Having said all of that, apparently these aren’t optimal combos, so maybe you have to decide between damage and corner carry.