Cr.MP is the mvp of the matchup, always be looking for dropkick or random burst forward movement. Ken’s Cr.mp will beat charged drop kick, it’s a great whiff punish for her cr.hp since you can confirm into st.lk hp dp, and its active frames are ideal for space control. Her biggest threat in this matchup is forward dash into command grab, once again CR.MP with its 3 active frames and little recovery is a good counter.
Cancel cr.mp into run after stuffing her drop kick for free pressure.
St.mk to control space and to whiff punish antsy buttons like her st.mk.
Respect her random irish whip auto confirms in neutral, it’s easy for her to whiff punish low forward with it and her drop kick straight up beats low forward. Low forward should be rarely if not ever used
Non charged dropkick is -4 on block, you can punish from deceptively far away with st.lk into dp/ex tatsu
Always v reversal cr.hp into v trig if she points upward with one hand, if it’s two hands then you shouldn’t v reversal.
Sneak in those fireballs, get a feel for how the mika reacts to eating/blocking them.
I’ve realised I never bothered to check him out. Is sweep your best friend or what? I played a dude recently and I spent 2 sets trying some stuff, this is close to the only thing that I really got out of it. Also step kick works well.
I can’t figure out legit strat beside, if you jump at him while he does the poison thing on the ground he dies.
Only thing I’ve learned is that when Fangs abuse that ground cloud and directly follow it up with his projectiles (most of them basically do that is it is one move) you can mk tatsu over the cloud and punish the projectile attempt
Standing roundhouse, forces him to use buttons instead of fireballs at certain ranges. He will either back up to be able to throw safe fireballs or try to use his normals, whiff punish hopkick w st.mk and if you low profile his backhand then you can cr.mp ex tatsu
Find a way to get in. At the start, Dictator wins very slightly in neutral. 5HK 5MP 5MK 5HP are decent normals (or even sparingly, 2HP if you feel strongly that the opponent will use his own 5MK or 2MP a lot at a specific distance and time)…
Overtime with meter, Ken should gain some advantage since he’ll have better opportunities to close in against Dictator (the last position he wants to be in). Play patient otherwise and hold your ground well otherwise and predict the right options/timing of when you want to advance.
Not really in-depth, but it’s a general idea of the MU. If you can get him in the corner (which Ken can do very easily), you are in the green. It’s a tough battle for both at different times, but it’s probably more easier for Ken near the end when meter is conserved well.
Season 2 might play a different story though. I wouldn’t be surprised if it becomes debated and coined for 5.5 in Dictator’s favor during S2 (based on current changes). Not too bad either way.
Man it doesnt help that last night i ran into a lot of guile users and i think at the moment balrog just straight up beats all the shotos in this version of SF
you have to maul rog. get him to the corner and do throw loop stuff. test them early on overhead reactions. guile is better but you fight him like season one more or less. get to st.hk range so he cant just boom you all day. it definitely got a little worse.
Yeah, looks like I’ll have to really play more like Eita and less like Momochi with this Ken. I just don’t have the reactions to play so mellow and calm like Momochi can. Got to smartly get in, and then go a little crazy.
Also, where’s the frame data list? I need to develop new strings with lights incorporated, also could use the frame data for Rog and Juri, etc…to know when it’s my turn.
all the strings are the same. cr.mp and b mp give an extra 1 frame gap respectively. against scrub shotos id keep strings at a 2 frame gap up close or you will find yourself eating a lot of dps.
you dont have to go full eita but you do have to use the overhead. unless you have moccas ability to read.
Not much you can do, sorry man. Input delay + rog’s nash dash is too much, then you have his projectile invincible overhead into v trig activation, movement is restricted heavily with his new cr.mk, ex dash low, ex straight and tap are both plus, now that rog’s upper is a motion command you can’t even neutral jump.
So with all this bs in mind, the gameplan is basically just hold down back in neutral most of the time and slowly try to back him into the corner. Everytime you see burst movement you have to hit cr.jab and if you’re lucky enough to react to a dash in time then follow up with st.lk hp shoryu. If it’s dash straight then it’s too fast and you will block and sometimes punish, v skill shenanigans will get stuffed. The problem is the input delay and the ambiguous startup of his dash up throw/cc mixup, and the cc button is + on block. And now rog has 25 more health, fml. Then you also have to worry about getting caught for the split second you’re sleepin with his v trig active, time to lose half ur health. A rog player that already has good neutral will understand that even if you’re going out of your way to keep his dumb tools in check, he has control and pigeonholes you into playing a specific way.
And ken’s st,mk got nerfed so it’s disproportionately difficult to punish whiffs relative to reward, b,mp being a frame slower hurts now in neutral and st.mp is really slow on both startup/recovery, st.mp doesn’t reliably whiff punish into hk tatsu, and it’s stubby af. Ken’s throw only tickles now so the mixup game has been nerfed too much, and now your anti air dps can get stuffed yay.
And with ken’s slow fireball startup coupled with the rog only having to hit two buttons, it’s really easy to negate the fireball game. I remember when I played dudley that it at least required tunnel vision to use his anti fireball tool due to it being a half circle motion, close fireballs couldn’t practically be reacted to unless you went on first visual cue. Rog’s v skill is basically dudley’s ducking straight but way to easy to use and on crack that can also be v trig canceled into another mixup.
I’ve pretty much dropped sfv with the direction they’re taking, it’s way too rewarding to just do shit. The biggest factor is capcom’s decision to just ignore the input delay issue, which really pisses me off.