Yeah, if any crowd is gonna migrate to Ken it’s Gouki SFIV users.
I had alot of fun with ken and actu ally had some success, even though he has serious shortcomings a lot of people don’t know how to deal with him once he gets going.
I honestly don’t think he has “serious” shortcomings, if you’re confident at rushdown, mindgames and counter-poking I think you’re going to be a really damn good Ken. You just need an offensive mindset and need to move away from the traditional shoto game a little bit. Cr.mk - fireball for instance isn’t going to be anywhere nearly as good as it was, you’re better off using your st.mp for that and sacrificing your low for better blockstun/hitstun.
I’m excited to learn a new Ken, I’ll be on hiatus for like an entire week working on getting everything down and then maybe release a 4-5 part guide for new players coming into SFV with what I find. Super basic stuff, maybe delve into theory fighter stuff and any set-ups I find later on.(You guys are all godlike, it won’t be for you.)
Yeah it’s an exaggeration on my part, but agreed
Which is what I said.
Hmmm, looks like some beta 2 stuff might be back in? Man, can’t wait to get my hands on the new Ken.
Personally my two wishlist changes are to give him a damn 3f normal and improve the cr.mp block advantage, if Chun has a 3f jab I fail to see why the rushdown shoto doesn’t have one. If he had a 3f normal he gets his meaty overhead combos back, right?
That would be so cool to have that overhead combo back.
There is definitly some stuff that can’t be done in beta 4 in this video.
It was pretty deadly in the corner, IIRC you needed it to be CH and meaty. It was super 3rd Strike reminiscent though and I loved the idea of it, 3f normal might also give him better up close options for pressure etc. Apart from that, I hope to god they reverted the forward momentum changes of the V-Trigger SRK’s so you can still do flashy mid-screen triple Shoryuken combos. Just a general improvement to his capabilities in V-Trigger to be honest, wishing for a compromise between beta 2 and beta 4. I think beta 2 Ken was crazy good.
I can totally understand why they wouldn’t want to give you a comboable overhead. I don’t think anyone has a command normal overhead that you can combo out of on meaty (Birdie can do VSkill setups but you basically have to allow him to do it). Back in b2 his b.mk had 3 active frames and was +1 on hit so you could combo out of it on a perfect meaty. Add in a 3f cr.lp and he could get full combos from it. Now it’s +0 on hit so you can’t combo out of it without meaty and CH.
I think you may be able to combo out of his f.hk on CH without a meaty if it follows the +3 on CH rule for heavies but I didn’t experiment with it.
If you want a 3f normal they could do what they did to Kairn’s cr.lk and make it so that it doesn’t chain into any other normals; you want to throw it out there it better be as a poke or straight up canceled unless you think you can get the CH (which only leads into other lights).
CH OR meaty. You didn’t need counter-hit originally. Now it only combo’s on CH AND Meaty.
Also without a 3f special cancellable normal you are shooting for the moon on a hit confirm.
Oh, damn. Glad I forgot all of this…don’t want my hopes and dreams fresh in my memory come release day. If it’s still possible then I’m fine with it, making it a rarer occurrence makes it a spectacle to see and really rewarding to do.
And yeah, what would they make non-chainable? You’d have a choice of cr.lk/cr.lp both of which would be pretty bad without chain properties. He’s fine the way he is, but I’d just prefer a 3f cr.lp/cr.lk or something.
Yes I remember doing it on counter hit. Didn’t know it worked on meaty too. I also wasn’t aware that it’s still possible if you have both so I guess it’s cool, it’s just very hard to get.
Lk.tatsu juggle is back ie. no more DP after MK.tatsu: HP>Hado>VTrigger>B.MP>LK.Tatsu>HP.DP. Only played briefly in training mode after my GAME challenge today (earnt the privilege I think lol). Could have played FANG too, but didn’t want to take the piss too much. Not sure if B.MP got any better, seemed roughly the same as last BETA as did most of his other stuff.
The lk tatsu juggle never went away, it just didn’t work at certain distances. Dp after mk tatsu only worked in the corner and only in certain combos, you needed to ex dp in order to connect it anywhere else. I hope they didn’t remove that juggle, it was pretty useful.
It’s definitely different I’m sure. Seems to pop them up more on the 2nd hit. Mk tatsu didn’t seem to allow any juggles. Tried that corner dp combo and they hit the floor before you’d even get to dp. Admittedly i was using pad so my timing might of been off.
…so did you win the GAME thingy?
I imagine so. Survival on easy mode…only thing taxing was using the pad lol.
Oh wow that’s underwhelming I thought they had an in-store 16 man or something…did you notice anything with the general run speed? But even so, I doubt that the build you played included the “day one” patch that’s rolling out.