Ken General Thread: Go with the Flow

People in so much paranoia you gotta come up with new words for the act of it.

everyone see the beard ryu , how people feel too have beard ken ?
for me ken look a lot better compare ryu , i like the concept :slight_smile:

have fun peace :slight_smile:

Even if they’d given him a cool beard in beta 2, they would have nerfed it by now to look something like this:

No

Not c.mp +1 on block

Capcom

Not like this

The changes I’d like to test and/or general thoughts -
5MP - On hit +2 -> +3, lowerbody hurtbox expanded during startup
How bad is that hurtbox change I wonder? At least it got a hit stun boost and you can potentially link out of it into L.Tatsu.

5HP - On block -4 -> -3F
What does this do for run cancels? Maybe it’s decent to close some space now.

2MP - On block +2 -> +1 THE BIG ONE
This is ridiculous, absolutely HORRIBLE change! What other frame trap tool does he have now? Seriously, what the fuck? Do we really only have lights to threaten with?

4MK - On block -6 -> -4
A welcome change but I’m sure it was fairly safe when properly spaced regardless

Target Combo (4HP) - On block -7 -> -13
As stupid as it is, doesn’t matter. You shouldn’t be doing his full TC on block anyway.

V-Skill(?) - Damage 90 -> 70, on block -6 -> -7
No words to express how disappointed I was and still am at his V-Skill. Now it got a little less worthwhile in the damage area.

V-Reversal - Damage 60 -> 40, On block 0 -> -2
I think his V-Reversal is still crazy good, if someone blocks it you should remain on the back foot so meh it seems fair. Still annoying though.

V Trigger Shoryukens (all versions) - forward movement reduced (?)
Goodbye flashy Shoryuken combos you were short lived. So does this mean no more double/triple SRKs midscreen?

EX Shoryuken - Forward movement reduced (?), Juggle potential changed (?)
Oh for fucks sake, this change list is making me wince. Are we going to lose the standard EX SRK BnB with this momentum change?

Going to work on a new avatar picture the moment I get home.

Take a guess what it will be.

These changes so close to release? Boy , oh well at least they said only buffs post release, but that’s probably horseshit too

lk tatsu won’t link, it has a very short hitblox at startup (unless they changed that). Let me give you an example about what the new st mp hurtbox does. Let’s say you as Ken do cr mp, st lp and the opponent blocks. You are at +2, st mp is a 7 frame move. Now if Ken pressed st mp before this change, most light attacks would whiff because they were out of range but st mp would connect and get you a ch. Since the frame gap is 5 frames, if the opponent pressed a medium you would either win or trade. Increasing the lower body hurtbox during startup means that it now loses to every mashed cr light in the game. Worst of all, cr mp -> st lp -> st mp wasn’t even a frame trap in beta 3, st mp would whiff unless the opponent pressed something. Now they made it even worse.

It does nothing to run cancels, still punishable on block. The only think it does is to encourage more raw usage of this button. It’s a good indication that Ken is meant to be played like that.

That’s the proverbial nail in the coffin, i agree.

You are wrong about that. Even if you try to confirm it every time with a cr mp, there will be times that you will mistime the link. Every time this happens you will be in a position to eat the heaviest punish a character has for a combo you can only land point blank. In an online environment it completely discourages the use of that confirm.

I actually laughed out loud when reading this change. I mean it really seems more like trolling than any pretense at balancing at this point.

The st.hp change is basically saying ā€œuse me to catch delayed techs!ā€ I don’t get the Stepkick nerf; it was already pretty terrible.

But damn, I guess they needed someone to be bottom tier. Either that or b4 was literal trolling and we’re going to see a very different final product

I feel like Ken is hard to balance, simply because of his run cancel ability. If you make it too strong Ken will abuse it, but if you make it too weak (as current?) people will rarely ever use it.
Right now I see run cancels only on either hard reads or uppercut crush counter combos. It’s never actually used for mixup. And I dont remember when I’ve seen step kick the last time.

When I see people play Ken they feel more restricted to me than other characters, he was originally designed to be moor offensive but they reneged on that, as opposed to day 1 footage of him that was so much more free flowing imo.

St.hp and st.hk are actually decent buttons to use in tandem with the run, only issue is that they’re slow and leave you vulnerable to counter pokes. But aside from that his up close pressure game feels really gimped now, after that cr.mp nerf I don’t know what to think.

I really disagree with that. His run cancel ability has been limited from the start by the fact you can’t run cancel a normal on reaction, coupled with the fact that every run cancel on block has always been punishable. So Ken was never able to use it with a normal unless he knew in advance that normal would connect (whiff punish) or there was a CC (late cancel OS). Capcom has already made his run cancel game even more negative on block, while also reducing the damage he can get from it. I really can’t see why Ken needed to receive so many and so severe nerfs to his fundamentals game. They’ve nerfed practically everything.

With what do you disagree? You basically said the exact same thing as I did :smiley:
They could make run cancels strong without making them dumb by allowing to cancel preemptively (with minimum frames only, to prevent infinite bullshit of course) into normals that are ā€œbelowā€ the canceled one.
With the order of roundhouse, fierce, forward, medium, short, jab. Meaning, you could cancel medium>run>short but not medium>run>fierce.

To be quite honest, at first I thought that was how they would make Kens run… but when I heard it had fixed distance / run time… I think I began to doubt at that point.

I mean, the issue was never run canceling itself. Beta 2 Ken was not a powerhouse but he was pretty good despite the fact his run canceling game was not that strong. In essence, i think that they had already managed to find a good balance with Ken.

Beta 2 is where it is at. R.I.P Ken before official release.

I think beta 2 Ken down the line would have been a lot stronger than we originally thought, Ken’s design in prior games looks average from the beginning but can become regarded as one of the best depending on where the state of the game shifts. 3S/SF4 I’d use as small examples of it, Beta 2 Ken would have been crazy good after a little lab time and research into the character IMO.

At least maximillian will drop the game now trolololololol

I’m not gonna be an ass hat and act like I was right to already give up on Ken. But this shit doesn’t surprise me. The entire time since beta 2 all they have done to Ken is give him massive nerfs and no significant buffs to show for it. The way they have balanced him has made it hard to even figure out what to do with him. I remember this even being the case going by first hand reports back when he was only playable at game expos. There’s still the chance that maybe he will be better come release. But at this point I wouldn’t hold my breath. Hopefully in time they don’t pussy foot around with his changes like they did in sf4. It took almost sf4’s entire lifespan before Ken players ever got most of changes they spent half a decade begging for.