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

how do you guys deal with rashids sthp, that chop move? It makes the character moves forward a bit and that makes it impossible for me to make a good player whiff, and also it beats all of my buttons at crmk range.
the move is zero on block and they can keep the pressure going with different buttons depending on the spacing.

The general rule of thumb to counter any particular button is to find a button of your own that hits higher (height wise) than the attack youre countering. For example, the only attack high enough to hit rashids st.hp is kens st.hp and sometimes st.mp. everything else gets stuffed or trades. However youre approaching this problem the wrong way.

Rashid’s st.hp is pretty short, in fact the range is identical to your cr.mk. You kind of have to treat his st.hp like a shoto cr.mk that has more recovery. There is no real counter to this move but if you keep yourself moving and shuffle back and forth at sweep range, you will find that it is easy to make rashids st.hp whiff and for you to casually walk up cr.mk as you would in any shoto vs shoto footsie battle. Even of you miss, dont be too bummed out if that cr.mk didnt reach in time. Ken out ranges rashid and doesnt really need to be aggressive in this matchup. You can win by simply standing in st.hk range and always doing a microstep before attempting your cr.mk’s. This means rashid is always threatened by a st.hk and he cannot push forward without entering kens cr.mk range. This usually causes the rashid to resort to st.hk’s of his own, which is arguably worse than yours.

Its also worth noting that this range is also the perfect range to try and whiff punish with fireballs. If they were half a character space further, you risk them reacting in time and jumping at you. You need to be close.

You talking about his double chop move, the one where he typically cancels into ex tornado? Seems to cover quite a bit more range than a shoto cr.mk

is jumping tatsu universal? or is there a better button for landing in front,cross ups etc?

I even messed around with J.MP as an air-to-ground but no; hurtbox still too far forward, easily stuffed. Tatsu really is your only “deceptive” jump-in move. Do lighter tatsus for crossup.

Does anyone know the best Tatsu to bait an SRK going the wrong way? If you watched Eita-Daigo at ESFHK grand final, Eita was jumping in trying to bait DPs but no Tatsu carried him far enough across to avoid Daigo’s early DPs. Whenever he EX.Tatsued, Daigo easily took the visual cue and didn’t DP.

Dat’s his CR.HP, though that’s most likely the one laxlight’s talking about since it’s what Rashids spam. ST.HP still good but much shorter.

Sheed easily outranges Ken; I’ve lost count the number of times he’s just locked me in the corner with CR.HP, ST.HP, ST.HK, and etcetera into tornadoes. Your answers are neutral jump and, as always vs chars with superior pokes, fireball just outside his longest pokes (at the range you want to be throwing them, they can’t be raw-reacted and he’ll have to hard-commit to a roll). Ultimately, you want to get past this wall via air-Tatsu or just picking your moment to dash in.

That might be a heuristic you’ve come up with in different games, but I’m unsure what you’re basing this on (for example, Ken’s CR.MP cleanly beats Chun’s ST.HP). Ultimately, what move “beats” another depends on 1) strength priority and 2) hit/hurtboxes.

In the case of Ken-Chun, for instance, Chun’s ST.HP has a hurtbox that extends ahead of her before and during the move, while Ken’s CR.MP’s hurtbox appears on its first active frame or so and his entire fist has no hurtbox but DOES have a hitbox. Thus at the right ranges and timing, Ken’s “invincible” fist will collide with Chun’s hurtbox (which does envelop her fist), but her own hitbox cannot reach Ken’s hurtbox in return (which is behind his wrist).

In practice however, you won’t be trying to “beat” an opponent’s move (“beat” in this context meaning same-frame collisions) but rather “stuff” it (hit it in its startup). Hence a move’s startup, range, and actives being disproportionately more important than its boxes.

sorry the way that i wrote that wasn’t clear. is there any difference with kens regular air tatsu. between lk,mk,hk. or are the hit boxes identical.

Rashid’s st.hp has a range of 1.359 vs Kens cr.mk which is 1.35
source
http://watissf.dantarion.com/sf5/boxdox/#v1_2/FB2-5HP-7 (Rashid st.hp)
http://watissf.dantarion.com/sf5/boxdox/#v1_3/A36-2MK-5 (Ken cr.mk)

Rashid’s cr.hp double chop has more range at 1.6~1.69, but its even more apparent because the cr.hp hitbox interacts with Kens leg hurtbox so it can hit from much further away. Rashid’s st.hp on the other hand sails right over kens cr.mk. While I agree Rashid’s double chop is pretty scary since it eats up lows, I find that Rashid gets more out of his st.hp in the neutral game because it will always combo into the heavy version of his eagle spike at any distance due to the crazy range on that special. HK eagle spike hurts at 140 damage, plus the 80 damage from the buffered st.hp.

My personal preference is to challenge Rashid anytime hes -2, which is an awful lot. I treat it like a Ken mirror where they like to go for st.lp, b+mp and just stop there, except in this case Rashid tends to end up a bit further away with his -2’s due to range (specifcially cr.hp, st.mk, st.hk, and LP spinning mixer), so sometimes you can be lazy and escape in the midscreen with Ken’s excellent backdash. In the corner you dont have much choice except to recognize which strength of whirlwind shot he uses. Even if you try to be patient and aggressively walk out of the corner contesting with cr.mp and cr.mk, he can use ex whirlwind shot to push you back in and go for a wall dive/jump which may or may not cross you up.

As for Rashid’s long ass st.hk, i just see a shittier bison psycho axe which is 1 frame slower and leaves him at -2 instead of +1. Honestly I just contest with cr.mp after -2 in hopes to out prioritize against his 3f st.lk and look for the counterhit message when i have a full stick of butter. Otherwise I treat baited EX uppercuts and even blocked EX whirlwind shots as a sizable success. It really hampers his ability to mix you up during his vtrigger, which is kind of his match closing strategy. Medium for medium, I think Kens buttons are better.

As for chun’s st.hp. I guess you can go to the extreme and find a hitbox even higher than chuns st.hp… something like claw’s st.lp with his claw on will sail right over chuns standing fierce and nail her in the head. Although it would probably be smarter to go low because advancing normals generally have an extended hurtbox appearing near the waist/feet. Ken’s cr.mp works really well in this situation because Chun has a huge hurtbox appearing near her waist area during startup. You can tell the devs were trying to incorporate a tekken-esque high/low crush type of exchange where certain normals like st.lk will always beat lows unless you are too close or they tag your recovery frames.

Sorry for the double post but i believe its very important to note that you cannot grab rashid after his LP spinning mixer because he is most likely going to do it from a max distance cr.mk or from the close range blockstring st.mp, cr.mk xx LP spinning mixer. Knowing that you cant go for an immediate throw basically simplifies things down to 2 options: either you press a button to begin your turn(5f or faster) or you block in hopes of baiting an EX uppercut.

hey guys, currently at the hospital so I cant play… but I’ve been reading a lot now :smiley:

I havent made the st.mk -> st.hk TC a part of my game yet because I just cant react to it properly. With b.mp st.hp it’s ‘doable’ because I can confirm with a st.lp or cr.mp before I go into the target combo…

Seeing how both TCs seem to be a fundamental part of Ken in this game, I am in doubt…

Do I have to drop him or canI actually train my reaction time, if so, what training routines would you suggest?

I had the same problem but I finally see a massive improvement at it. I trained again and again for all of his confirms no real secret, just put the dummy on random block and train. Honestly the first fourth months or so of SFV I did it every day for like 30 minutes (not just the TC ones but mostly) and I saw nothing pretty much but now I am at like 90% success rate in training mode I would say. It’s lower in real games obviously but it improved too.

The biggest improvement that is saving my life is that I got pretty ok at doing the ex fireball if I fuck up the b.mp confirm lately. Sometimes I get ex shoryuken instead and I get killed but that is life.

Good thing is, at least for me, the rest of the confirms from the other characters get mostly easy beside a few very advanced ones. I feel like the b.mp one is up there on the hit confirm difficulty.

On another note I am so happy to see Momochi at ESL, I can’t stand all of these “running around doing crazy shit all day” Kens. When I watch Momochi I want to go to the training room and practice.

Another question: is SFV ken ‘unpopular’ with the streaming community? More often than not; once a ken is on stream that is not momochi/ holy trinity everyone seems to be either bored or pissed with comments like
"Ken again residentsleeper"

Why is that?
I thought the exact opposite would happen with his comeback potential, a hype character

Once you can hit confirm from first hit of Kens target combo, you fully appreciate why Ken is top tier. It’s a must to get it down. I’m only at 50-60% of landing mines and my Ken is better.

I’m new to Ken, what target combo, hit confirm are you talking about? Can you tell me the whole inputs and moves you’re referring to? Thanks.

How reliable is st.mk as an antiair?

It looks pretty strong on the hitbox sheet, but maybe someone got experience with it?
Im more the type to AA with normals instead of uppercuts, so could that be a valuable tool?
If so, are there left right shenanigans with run cancel cross under?

st.mk gets stuffed alot, you would be surprised at how unreliable it is, even at times where you’re ready with the st.mk it stll trades unfavorably. I’d rather use ex dp in situations where you could use st.mk. Neutral jumps/far jumps for example

what are you guys doing to keep the offense going vs back techs off the bnb? do you have to be able to visually confirm it and extend the run to stay in position? looking for consistent options to cover quick rise and back tech off the bnb.

Off of HP DP you want to run cancel and react to back/quick rise. Set dummy on random recovery with wakeup 3f jab, combo into hp dp and run, throw the dummy on recovery. If you get counterhit then you were too slow, if you get non counter hit out of throw then you were too fast. This is possible to do on everyone in the cast except ibuki until the input delay is fixed for reasons.

It is a visual confirm

If you go with hk tatsu ender then just walk forward and react

his b.MP you half to keep practicing until you can confirm off of one hit like Momochi.

thanks. everything with ken is a grind. thank goodness hes fun to play

Both of his TC are hard as fuck to react to… In training with random block, I can rarely get it done. In a match though I can do it most often on a “read confirm”. Im anticipating that it hits and just wait for the spark, if it doesnt cone I can stop myself from pressing hp (or hk)… most of the time…

as a raw reaction I find it almost impossible to get to 100% consistency…