Ken General Thread: Go with the Flow

Bar the little tatsu changes, he appeared the same. Played a little of the Airship stage and got to see/play against FANG but again easy AI wasn’t going to show me anything. As you the say the day 1 patch makes delving too deep fairly negligible. Probably should of tested juggle potential of DPs in V-Trigger, but didn’t think about it at the time.

Edit: Playing against others begins in the 2nd round as daft as it seems.

Hey guys, sorry to entering your fire section with my mask and claws, but I need your Ken knowledge for one thing :
-Is there a video or a list with Beta 4 optimised combo for Ken?

Thank you for those who’ll help me !

No vid and supposedly they nerfed his MK tatsu combo’s which were buffed in beta 4 in the supposed retail vid before the day 1 patch. So hard to say even what his combo options will be.

Damn I’m tired of seeing my name in people’s compilations! Nonetheless I would just love to have a three frame Normal back. And are we 100% percent sure we are getting changes one day 1?

I’m pretty sure Ken in SFV, as of beta 4 at least, is very neutral heavy with an emphasis on offensive play, but fully capable of playing defensively as well. Reminds me of 3s Ken, actually. Something about his walk speed made footsies feel much better with Ken than with Ryu. Not that he walked faster than Ryu, but SOMETHING about it just made it feel a lot more fluid, and baiting/punishing normals just felt much nicer with Ken.
Did you guys feel like his fireball was lacking? The video Capcom released states that his fireball’s very slow and not useful like Ryu’s or Nash’, and most people seem to agree. But when I used him, it felt fine to me; I felt like I could keep up with both Ryu and Nash, and it certainly didn’t feel like I was in any greater risk with Ken throwing hadoukens as with when I used Ryu’s hadoukens.

Yeah Capcom reps have stated it at the release events that the final game gets a day 1 patch containing balance changes.

IMO 3s Ken was a lot better at footsies in the context of that game. He had pokes for every range and he could convert from a good range of distances. SFV Ken’s footsies are mainly reactive, Ken’s buttons are only good for counterpoking which makes earning space harder.

His movement speed feels good to you because he walks backwards faster than Ryu if i am not mistaken. This allows him to be more effective at baiting and punishing.

As for his fireball, it has more total frames, a longer recovery and more disadvantage on block. Its use as a poke is riskier compared to Ryu’s fireball.

How many frames more frames are we talking? When I threw them (and I’m formerly a Ryu player, so I throw a LOT of them =) ), it seemed fine and I was able to consistently antiair as well as I did with Ryu. But I haven’t really paid attention to frame data, so I’m curious what the exact numbers are.

Regardless, I like the pace of Ken better than Ryu in this game, so I’ll probably stick with him this time around.

Ryu is 45-49 frames depending on what speed of fireball he throws. Ryu was always 45f in USFIV. Ryu is -8 on block.

Ken’s are always 49 frames total. Ken had all being 48f recovery in USFIV. Ken is -10 on block. Personally I felt Ken’s were way easier to react to and very near the edge of reaction jumpable with several characters if not reaction jumpable. Gief isn’t going to reaction jump you but characters with less floaty jumps it is definitely a danger if you don’t do the fireball close enough that they can’t react before getting hit. Issue then though is it is -10 on block.

I don’t remember the exact frame data for the fireballs but i think that the total frame difference varies form 4 to 2 depending on the fireball chosen and i am sure that Ken is more disadvantaged on block by 3 frames (-10) which sucks when trying to poke.

I get though why a SFIV Ryu user would feel more comfortable with Ken in V. Ken has to be played reactively to be effective, just like Ryu in IV. You have to keep whiff punishing till you can confirm into a tatsu in order to get the opponent near the corner. On the other hand, Ryu in V can opt to zone from afar, but when close he must be proactive with the tools he has been given. Since his frame traps are pretty effective and he can convert easily from them that’s not a weakness, but he certainly plays very differently from his IV incarnation and a lot closer to his 3S version.

b+MP on it’s own is definitely confirmable with ken to TC. It’s a much more difficult than average confirm since you only have one button for the confirm but there is a fairly lenient window on hit to allow you to confirm it. Definitely doable and is going to be important for using Ken at a decent to high level. st.jab is also listed as +4 on hit so maybe st.jab to b.MP is a confirm also to TC? Haven’t tested it myself.

Same with st.mk, it’s also confirmable to his other TC. It sucks because b.mp and st.mk are both -2, afaik, which on block is a crappy place to be :frowning: You’d need to waste a bar and use ex hadoken if you wanted to stay +. Being -2 isn’t a massive deal but it sucks when trying to apply pressure because 3f and even 4f lights will beat out anything Ken can do after a blocked st.mk/b.mp. B.mp has a fairly big hitbox though so walking in and out and fishing with it will be effective as most buttons afterwards can be made whiff

I really hate how hard it is to build V Meter with this character. Outside of getting whacked around, Ken has no real way of effectively building meter of his own accord. Characters like Nash, Cammy, Ryu, Birdie etc can actively build their V Meter as a part of their overall game, while Ken really can’t outside of taking damage :bawling: Step kick is -7 so really useless in footsies except when spaced max range, but even then it’s whack. Why does Cammy have a much faster +2 on block V Skill for her to build meter with actively? Makes no sense…

I would fix this by making his run build meter, but only in certain instances; make it so that run builds meter when cancelled from a normal, (maybe only on hit?), or something. This would reward knowledge of AAs (st mk xx run, st.mp xx run etc), and build a little meter with his st fierce xx run combo too. CC is an option to build V Meter but Ken’s CC game isn’t anything great anyway. I don’t know, I think Capcom could have approached his V Meter gain and how Ken could actively build meter without relying on a -7 frame normal that you have to run 1/3 of the screen to even use :angry:

I kinda like where Ken is, though. I didn’t touch him in any other betas, just beta 4, and I enjoyed using him. I would like to see certain things changed for him though, but for now I feel like he is sitting in a comfy place around mid. Hard to tell from just beta tests but that’s my opinion. I feel like a super simple SF game plan suits this character very well (throw FBs, AA dp, get pressure going on a knockdown). It’s going to be interesting to see how he pans out later in the game’s lifespan with regards to MUs, etc. I’m excited to see what Momochi and other top players can bring to the table once we get our hands on the game!

Broke my ability to properly make tweets show up, sue me.

James Chen -
"This looks very 3rd Strike Ken-ish. Baiting throws and punish, but now with V-Skill instead of SAIII for max damage. "

I like this analogy, the V-Skill as SA3 for our access to major damage is a good way to put it. Just saw that when wandering down my Twitter feed.

EDIT**
On further analysis, my Twitter feed is hyping up Ken quite a lot by the looks of things! Seems a couple people have caught onto the fact that is he isn’t actually that bad after all. Really nice to see after all the doom and gloom we went through in beta 3.

ANOTHER EDIT**
http://forums.shoryuken.com/discussion/207245/ken-general-discussion-thread#latest

I went ahead and made a general discussion thread over in the new sub-forums. If anybody has any relevant information they’d like me to carry over let me know. See ya there!

Here’s hoping for ken to be gud! :slight_smile:

The man that will corner-carry my heart and shimmy-fierce > V-Trigger my soul!

Any change log regarding Ken on Final Build ?

nothing from capcom… and I’m not sure how reliable things would be from people who will inevitably get it early, with all the rumblings about a day-1 patch.

nope, they nerfed the frame advantage AND active frames of the overhead. His b. MK is super garbage now.

It is 0 on hit with 2 active frames meaning the best it can be meaty on hit is +1.

Thought I’d set up a new place for us all to talk about Ken, anything goes here. If anybody has any cool name suggestions feel free to throw them my way, the SFV sub-forum had a terrible name!

Merged.

What should be the title of this thread to be now that Ken has a sub-forum? Its just ‘Ken Thread’ at the moment. Shall I leave it to you @d3v ?