Ken Q&A Thread: Got questions? Ask/search here before making a thread!

Hey guys, do any of you know how to do back mp into fireball? Every time i try to do it i always end up doing the target combo instead. And if i try to do back mp into mp fireball the fireball is to slow and it gets blocked. You know what i’m doing wrong?

I think with the way you’re describing it your inputs are just a little bit too slow. Speed them up abit and you should be fine.

For me personally I do b.mp and from there I just complete the half circle and press fireball.

Why would you do bmp into fireball? b mp is -2 on block. If you cancel it into fireball, you’re at -10 which is way more punishable.

Could you guys tell me what are Ken’s Air Tatsu’s on block? Both normal and EX versions, and can you tell me the same for his V-Trigger version?

EX.Tatsu no matter what from what I’ve tested is +5 on block because you can frame trap with st.mk on 3 framers and st.hp on 4 framers.

The regular to my knowledge depends how high or low you hit it.

That’s true from what I understand as well. All air tatsu’s on block don’t allow for follow ups unless you’re in v trigger or if it’s ex. In v trigger, all of your tatsu’s have projectile invincible hitboxes, but the best part is your air tatsu’s now have for more hit and blockstun, allowing opportunities for frame traps. The ex tatsu’s frame advantage is dependent on where it hits the opponent. You want to hit as low as possible. If you hit where the opponents feet are, you can get a cc frame trap which is pretty dope.

oOH shit dint know about that, really good to know.

Ex.tatsu is godlike.

Hello there!
I have a doubt about the active frames of ken’s cr.hp. I don’t know if this is already known; sorry if it is.
I was messing around with meaty setups and found out that when the cr.hp hits in certain active frames not only does it do less damage than usual but also if it is a counter hit, it doesn’t work precisely like a “crush counter”.

Sorry for the video quality, I can’t use Fraps since my PC is not that good so I had to use my phone with one hand and my pad with the other one, lol.
https://www.youtube.com/watch?v=xXweDAVhrK4"]https://youtube.com/watch?v=xXweDAVhrK4[/video]

So how do we beat Rog besides rushing him down? What’s his unsafe stuff?

can we get a quick breakdown of ken’s aerial approaches? specifically how each of the air. tatsus alters or does not alter ken’s hurt path from traditional AAs. like i am watching momochi vs. sabin, but also recall other ken matches throughout evo, where kens advanced quite YOLO-y via tatsus. just curious what options the opponent feels less at liberty using against the tatsu entries.

Regular tatsus when spaced correctly can beat shoryus (don’t know about the Necalli one because that shit hits behind his head), timed another way they beat AA jabs a lot.

EX tatsus is more of a surprise thing imo.

as far as I know:

cr.hp only crush counters wgen its first active frame hits in a counterhittable state (during startup or certain recoveries).

Also, “anti air moves” tend to do less damage on their later hits (if multiple) or frames.

Both those limitations explain what you’ve discovered… and yes, it sucks… but at least it proves that what you’re doing is a meaty… so it’s something… I guess

I see! Thanks a lot for the info!

Why do the top kens end TC1 in hp DP rather than HK tatsu despite HK having more stun? Does it allow for better set ups/positioning on their wake up? If so can we get an example. Thanks.

Hk tatsu can be unreliable, the oki is easier to time after an hk tatsu ender and it does more stun but there are times where it will straight up whiff. Even if you hit confirm tc1 properly, if done slightly late/a little too far then hk tatsu will whiff.

Ive seen posts saying ex tatsu is +5 on block meaning you can get a frame trap st hp vs 4 frame chars…but against bison for example i get thrown out. Am i being too slow? Usually hit the tatsu quite deep

Probably too slow, test it in training to be sure tho.

Also,

How do you guys do the ex.fireball after a failed b.mp confirm? Do you manage simply to react to your fail or there is another way.

I am starting to do fine with the b.mp confirms but I need to add that. I can easilly do an exercice like “always do TC1 and change depending on block or guard” but I can’t react to actual mistakes fast enough. Wondering if there is some kind of trick or if it’s just reaction.

Yeah its a reaction, its for when you accidentally over commit and have to do ex fireball to stay safe