Part of me wants to go through Ken’s full frame data now (at least what I can get with frame counting) but then I remember that things will probably be a lot different when the full game releases so there’s probably not much point. With that in mind though, is there any specific numbers anyone would like me to check?
I am feeling myself right now, my Ken is doing insanely well against everyone but Laura and Karin because FUCK LAURA and Karin actually seems quite hard to fight in neutral, I just jump a bunch.
Quick question - so the OS for runs on CC, I haven’t hit training mode because I’m just trying to have fun; but how do I do them exactly? I’d like to be able to OS my st.hp and st.hk if possible, I’m not even sure what my options are from a st.hp CC if I’m honest, I’ve been going into a fierce shoryuken.
I don’t think you can OS st.hk crush counter since the cancel window is so late (10 frames after the move actually hits instead of during the active frames). But for st.hp you just delay the button input a decent amount; if you crush counter, due to the massive increase in hit-freeze, you’ll get run. Otherwise you won’t get run since when you press the button, the cancel window has already ended.
I’ll test it online when I get my next match. Honestly I’m having an easy time confirming the st.hk crush countered but I’ve only recently started doing cr.lk - cr.lp - (trap) st.hp and needed to figure out that OS to really confirm every opportunity I get.
Had a pretty cool moment earlier vs. a Nash, he started with Moonsault’s and I was stopping all of them with cr.hp, he didn’t like that so much and went to the ground for most of round one. Going into round 2 I had full CA stocked and was nearly into my V-Trigger, he Moonsaulted so in response to this swan song he’d devoted himself to I landed -
what do you guys think about ken’s st.mk xx st.hk target combo? it felt like his most important thing in beta 2. if yoi manage to confirm a st.mk hit, you get good damage and knockdown from a good range, with a poke. is it consistently confirmable?
I think it’s his best mid range tool but not his overall most important, I think getting into situations where you can land your crush counters is the most important thing, or his EX air Tatsu. St.mp is also a decent button to throw out around that range just to pile up the block pressure. I find it consistently confirmable same with a lot of his buttons, the only two things I’m finding weird are cr.lk cr.lp confirms because of my muscle memory from IV and cr.mk into super confirms.
What is it on block, does anybody know? I’ve been doing st.mk(block) > cr.mp and counter hitting people, is st.mk + on block?
Weird, everyone must be pressing sweep afterwards because of the long recovery duration thinking it’s punishable. Actually while I’m at it, what’s the frame data for EX air Tatsu? ATM I’m strongly thinking it’s his best tool by far, but I don’t know the frame data for it on block at all, just use it to get in and punish fireballs. I’d also like to know if I can punish Gief’s V-Trigger with light Tatsu, I’ve personally been using V-Reversal at the end of it every time he uses it to end up in an advantageous spot.
This too, if Momo is still playing Ken. Think Choco is playing Necalli at the minute but I’m anxious to see what kind of style Momo is going for, he did some crazy stuff in IV with Cody and Ken, can’t wait to see how his Ken in V pans out.
I like his footsies, really making use of st.lk counter pokes and b.mp.
Argh, Birdie seems to be my current kryptonite. Aside from me still falling for leaping grabs right now, I have trouble against someone who plays him defensively. I have a hard time working my way in and it feels really difficult to whiff punish his good buttons (against Karin and Chun their hurtboxes last for a while so you can at least snipe them with jabs or a cr.mp xx EX Tatsu, against Birdie I can’t find anything yet).
Perhaps I just need to study the match-up more but as of day -17 this feels like one we’ll have trouble with. I fully admit that it’s probably just me sucking at approaching/playing neutral though.
A small oddity of the Birdie match-up is that EX air Tatsu beats his anti-air chain grab, I had it happen in a match for the win and I’m not sure how consistent it is.
Heh, that’d be funny if the explanation was that it has invincibility. “Alright, let’s take away all of the tools that lets him play a strong up close pressure game or a strong neutral game, but give him an invincible dive kick to make up for it!”
I doubt it actually does have invincibility though. Might just have a wonky hurtbox on it.
I assume it’s a really wonky hurtbox, or maybe for some reason they made it throw invincible to dodge air grabs. When he starts the move he does slightly come back and raise himself in the air through so I had it pinned to how his hurtbox just gets weird.
And hey! I think he’s pretty damn good up close, I’ve been doing really well so far. I severely underestimated his pressure game, doing a quick shimmy into a button is catching a lot of people. Mid range I’m still struggling, most I tend to get are st.lk counter pokes and st.mp stuff.
That does seem to be their thought process though.
I need to get used to forcing situations with white chip. His cr.mp and st.mp have pretty decent reach so you can bully them in the corner, build up the white chip (or just whiff punish people who are button happy), and then when they press a button or you dash in and throw them, that’s quite a bit of extra damage. I underestimate the kind of impact that can have on someone that’s cornered.
That is if I can get them to stop trying to jump out, need to learn the range to stand at to stop that.
If you’re having a little trouble keeping someone grounded when you’re trying to trap them use st.mk for your traps, it catches early portions of all jump animations and you can usually earn yourself a meaty opportunity on their landing. I’ve been having a ton of success with that when people want to get out of my personal playzone - I mean the corner. I really wish counter hit st.mk added juggle points into st.hk when you catch someone airborne, would allow for some pretty cool follow ups.
yo Smug just gave a huge shout out to Kaizen Master in the latest Excellent Adventures, just thought I would point that out
that’s some credibility right there
I really wanna hop on and play cause I’m nearly at the 3.0k LP mark but Momochi is doing some seriously dirty things to people right now. He’s just shimmying into b.mp and confirming the full TC into major damage. He’s used V-Skill - V-Trigger cancel - Shoryuken as well, such a good extension option from a long distance.