something nice I noticed about Ken. For some reason, he can sometimes combo after a tag-in, a bit like Megaman. This works especially if he tags in against a cornered opponent. Pretty fun stuff. I guess his jabs are fast enough for it to work.
Any nice strategies for Ken & Jun as a team?
this is an awesome thread! ive just started playing this and i main ken and ippatsuman! keep the good info coming.
Post more stuff on Ken plz.
I’m thinking about putting up a pretty basic ken tutorial thing just outlining his basic mixups, a few useful tricks and whatnot, so if you’re still looking for it, keep an eye out.
plz do.
Ehhh I’m too lazy to make the vid right now, I might do it later, but in the meantime, here’s a little writeup of some of the stuff I was going to put in it.
BASIC GAME FLOW:
Your target ground string for pressure is usually (it can vary depending on team) a simple 2a,2b,2c,623B
If this string hits, it does decent damage, and is easy to hit confirm into a super, builds very little meter for the opponent, also it can be comboed off of with a tekkaman assist (important point). Also you can baroque the 623B in the corner for an infinite setup.
If it’s blocked, you have some options as to where to go for mixups, which is what makes Ken really as good as he is.
Option 1:
Teleport away, throw a boomerang as soon as you touch the ground.
The boomerang is really good, because it comes back to you. Essentially it prevents the opponent from being able to do any real damage to you, since they’ll get hit with it coming back if they try to run in and combo you. This means a smart opponent will probably just wait it out, allowing you to go for any kind of offense you like (simple jump in, telelport, w/e). Their other option is to super jump out of the boomerang, kind of smarter on their part, resets the momentum.
Option 2:
j.C
People who are expecting you to do something fancy can often be caught by just hitting a j.C at the end of a 623B. You’re at the perfect height, and you can combo straight off of it. This is the simplest option, but still useful for mixups.
Option 3:
other teleports
The most noteworthy teleport trick here, is a simple teleport behind the opponent, j.C. It’s a free crossup, and can also be mixed with teleports in place to confuse the opponent.
GETTING IN:
Ken isn’t actually the fastest character, although he has good mobility, so sometimes if you’re just spamming stuff, you can get beat up on pretty easily. So for getting in, you have to do a little bit of work sometimes, there’s a couple main ways to do this:
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Advance behind a boomerang or assist. Easy, you just throw out something and run up at them, go into the pressure strings.
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Teleports. Just bait them to do something laggy from across the screen and teleport right above them.
Anyways, these are some basics, I’ll try and get some more stuff or a video posted at some point but I’m lazy.
Hey you guys, can one of you list Ken/Tekkaman combos (B&B’s), setups after Tekkaman’s assist, and Ken’s midscreen & corner infinites on specific characters if needed.
Much appreciated you guys this would really help me and other KEN/TEK players out, and help the TVC scene.
Like to contribute something, so I came up with this fun little Ken/Saki combo. Will expand on it in the future:
5A 2A 5B 2B 5C 623A P(switched sides)[time the juggle then:] 5A 5B 5C sjc 5A 5A 5B dj. 5A 5B 63214B 623AA [the opponent flys behind Ken then:] DHC 236AA (going in the opposite direction)
I’ve been using an 623a, P sort of combo myself, but with a Joe the Condor assist.
2a 2a 2b 5c 2c 623a P (walk forward slight/Dash) 3c j.aabb dj.bb 623c 623super
17,581 damage (without super) 21,354 damage (with super)
Anybody know if there is a way to get more out of the air combo portion? Seems like can combo off of a 623b in the corner, but I can’t seem to get that going mid-screen.
i have a nice ken combo that goes like this: approach with air dash c land then do 2b 3c sj. pause for a second so ken can catch up with them , then bb dj. bb eagle rush c xx eagle rush super when right in front of them dont cancel after hit or you will get minimum damage from super. this does about 15 bil. damage without super, with super about 19-20 bil. depending on how much super you hit them with. basically this combo keeps ken’s power because if you add a attacks to his air combo it will be about 17-18 bil. with super.
using Joe as your partner, you can combo Joe’s assist off of Ken’s 623A and 2A into more combo goodness. Still playing around with it so I haven’t made any combos yet.
KEN FORUM NEEDS MORE LOVE. SERIOUSLY
edit: oh I see Rotanibor already posted this. nvm
If you ever land your overhead, 6B, on an opponent, you can cancel it into his aerial 214A into his level 1 or something. Maybe DHC that with some beam super
My friend’s been using Ken/Ryu, so I was dicking around in training mode to find a good BnB with the team. Best I’ve found:
(midscreen)
2A, 2B, 5C, 2C (2 hits) xx 623+A, call Ryu, dash towards the opponent, 5A, 5B, 3C ^ sj.AABB jc.BB xx 63214+B xx 623 super
-does 23K
I’m still looking for good corner combos.
I’m a new comer to TvC and at this point I’m a total scrub. I’m trying to pick two characters to focus on and I’ve decided on Ken, mainly because I like how he plays. I also really like how Karas plays but I’m not knowledgeable enough about the game and its mechanics to tell if he’d be a good assist for Ken. Anyone have thoughts on how Karas teams up with Ken?
That team should be just fine, Ken makes great use of Karas’ assist as a defensive tool and a combo tool. Though, I’d personally run Karas on point because Karas can extend ground chains with Ken’s assist, and I find Karas to be a poor character to fall back on (his health’s a little too low).
maybe u should try ken and tekkeman because that team is super stylish. though i only play ken with him strickly, so i don’t have any exp with any other partner for ken.
theory combo that I kinda did in training mode with Ken/Joe
Ken’s part
5AA, 5B, 2B, 5C, 2C (1hit), xx 623A, joe assist hits, 5A(hold A), 5B, 5C(hold C), pursue, j.BB, 623B, BBQ, dj, j.BB, dj, j.BB V.Raid
Joe’s part after V. Raid
j.BB, release A then hold A, dash, j.B, dj, j.B, release A, dash, j.B, release C, 623A, level 1
Meters used: 2
Baroque 10%
you’re pretty high up when you do this combo and height=more damage
I’ll post how much damage it does when I actually do it :nunchuck: Feel free to edit this combo in any way so that it does more damage
edit: It looks like you may have to extend the air combo with Ken a bit because Joe’s assist seems to not be available when I want to V.Raid. Extending the combo should get it to work hopefully. You may have to hold A at a different time
your assist will never be available because assist doesn’t reset during the combo
if you start with the assist, that’ll work
your assist will never be available because assist doesn’t reset during the combo
if you start with the assist, that’ll work
I don’t recommend Ken with Karas if you have karas on point. Ken’s assist does nothing for Karas because it won’t set up for karas’s unblockable loops in the corner.