oh…wow. No wonder =(
Just did this video which shows some good stuff about Ken / Jun team:
[media=youtube]yNDaDAeKp4U[/media]
Like I’ve explained in the video, I used Ken / Tekka back then in CGOH, and I still use both as a team sometimes in UAS, but due to the damage reduction the game got since CGOH, despite all the buffs good old Tekka has got, it’s still having hard times against faster characters that can lock him on corners so easy. Ken and Jun has lot’s of good stuff to deal with most of the cast, and one good thing about them both is they’ve got long combos that don’t fill the opponent’s super bar fast, so you can keep trying your things with not much risk about getting Megacrushed.
It 'doesn’t matter who’s on point with this team, that’s also another good thing about them being together, in fact, lately I’ve been keeping doing VAR’s instead of using hyper combos due to how much height you can gain with their Aereal Raves.
I want to add Ken to my team but I don’t see any good combo with Zero… is Zero/Ken a good team?
Zero/Ken would not surprise me if it was. They are just decent characters imo. Nuff said.
Nice video dude :DD Ken is a high flying tea-bagger.
random ken notes
ken can cancel into air specials off the overhead now, meaning he can net at least 15k off it midscreen. he can even start his loops off it in the corner (more on that later). for example:
6B xx air 623A land 5B 3C into whatever
ken has a loop in the corner. after anything that leaves them juggled sorta high you can do:
[66 5B 623B/C jB (as low as possible)]xN
some might find using 623B easier but sometimes it brings you inside the corner (but with enough hitstun to land and at least aircombo after). some setups:
6B xx air 623A land
whatever into 2C 623C jB (as low as possible)
whatever into 2C 623A bbq 6B xx air 623A land
aircombo ending with air 63214B bbq land
whatever into tekkaman assist [4]6A 66 5AA (fireball comes back) iad jB land 5B 623B jB (as low as possible)
megacrash
vc(?)
not sure how many reps you can get. its sorta hard, so my personal max was 4. its possible to get more before the loop breaker thing kicks in.
EDIT: okay found a new midscreen loop.
[66 5BC]xN (i think the max is 5, like most of those loops that abuse launchers)
you can set this up off so much shit, so im not going to bother listing them.
I found a way to use Zeros assist to combo to Kens UC:
5A-5B-5C-P-214AB
If you did the timing correctly Zeros assist should had connect two hits and when you hit Kens kick you should have 6 hits with 6735 Billion damage
At the end this combo does 24,158 Billions
So I’ve been experimenting a bit with tiger knee Bird Shoots a bit. They seem to have some pretty good uses in either started combos or extending them in some cases.
First off, from about mid-screen you can tk an ‘A’ Bird Shoot, which on hit you can go directly into a j.b, land, (sometimes 5b here, depending on where you hit them from) 3c, j.aabb dj.bb birdshoot/j.c/eaglerush/super. This can do just under 16k without the super at the end, and just over 20k if you tack a super on at the end.
If you meet them in the air with a bird shoot, and manage to connect the j.b afterwards, if you’re close enough to the ground you should be able to jump back up and j.bb dj.bbc or into into a special and then super or whatever.
On block, the move seems safe. Ken had time to block Yatterman 1’s jabs afterwards at least. I wasn’t able to extensively test this as much as I’d like though as I was trying to handle two controllers as once to even do that. If anyone can let me know of the safety on of a tk birdshoot on block, I’d appreciate it.
In combos, a TK Bird Shoot adds a nice bit of damage. It will only work with a select few assists though. Its the same idea I posted earlier with a Joe the Condor assist: combo into ground A bird shoot, assist, then launch as they are juggled in the air. Being able to TK Bird Shoot after an assist only works with a few characters though, as only they will prop them up to the correct height and distance.
The assists are: Ryu, Polimar, and Kaijin no Soki (I think Chun Li may be able to as well, but I got a bit lazy with testing)
The combo I’ve worked out right now is-
IAD j.c, 2b, 5c, 2c, 623a, P, TK623a, j.b, 3c, j.aabb dj bb 623c (623 super)
22,802 damage (26,575 damage with Super [1 bar])
I haven’t put any Baroque into the combo yet, because I’m trying to figure out a worthwhile way to do it besides extending a simple ground string, or adding in an extra jump in the air. I’d like to making a practical combo with Ken that can break at least 25k without using any meter, so if anybody has anything to add to this let me know.
As a bonus, here are all the characters that can extend Ken’s combos from 2b, 623a, p (dash) 5b, 3c
-Ryu
-Chun Li
-Morrigan
-Kaijin no Soki
-Roll
-Saki (no dash)
-Karas
-Ippatsuman (skip 5b; no dash)
-Joe the Condor (skip 5b; no dash, just walk towards slightly)
All the timings for when to call out the assist are different so experiment.
Hopefully some of this is helpful to somebody!
i think you could do 6B xx air 623A after your partner hits on most characters instead of just tk air 623A. it always does it at the lowest possible height when you do this too, so you’re always able to follow up with 5B into whatever. for me, i like to use bbq to start combos when i don’t have assist ready (or if it will kill before they can burst), but i suppose it would be best to baroque right before you start looping depending on your red health.
also tk air 623A is a pretty good poke. great air to air/air to ground, safe on block (and due to a glitch, it even gives ADVANTAGE if they pushblock it), and you’re able to get ridiculous shit off of it even on trade like his loops (meaning upwards to 30k meterless).
[media=youtube]1Yg5psW642s[/media]
old cgoh vid, but you can see it being utilized pretty well here.
Sorry man, I can’t get that loop to work, maybe I’m missing something? You think you can get a vid about it? It doesn’t matter if it’s from a cellphone , I can’t get the timming for the moves and also I don’t understand that overhead into “xx air 623 A” …You mean doing the overhead then tiger knee 623A or just doing the overhead and cancel it into 623A? I don’t get the “air” thing.
depending on when you do 623A from 6B you can make either the air or ground version of it come out. the air version comes out if you do it as early as possible. also, i can probably cap an iphone vid of the loops next time i play.
Just got the “air” effect you said, cool thing, very effective for pressure, it’s Insane actually, you can get somewhat endless block strings with it…But Still can get the loop to work
ry posting
oh i found out that particular setup is character specific. 5B doesn’t combo after air 623A on half the cast. i’ll go through and see who it doesn’t work on. if you wanna practice it though, use ryu dummy.
I’m new here and I’m just wondering how do you rate Ken’s partnership with Joe for combos and other stuff?
Joe the Condor? He can let Ken combo after a 623a. I rocked that team for a while, and it works well enough. Only reason I dropped it is because I liked how other assists gave ground pressure after a blocked 623a/b.
This is the Ken BnB I usually do, does about 28 billion-
[media=youtube]a0NT8woYZxA[/media]