What Ken needs is <div>- 6 frame sweep </div><div>- f+mk +4 on hit</div><div>- ex tatsu +3 on hit</div><div>- hadoken 13 frame startup</div><div>- either make u1 get animation off a fadced ex srk  and more damage without animation (+7 per hit) or make u2 5 frames on start up</div><div>- hp srk 160</div><div>- more invincibility on all srks</div><div><br></div><div>Time to get this off my chest. Ken has always been overshadowed. Not just by Ryu, but by every other shoto. It felt like they just threw him in just because he was in sf2. Ken can be something with the right tweaks. If he can get at least half of these request he can be a competitive character, someone you will start seeing in tournaments. Im not saying make him overpowered im saying make him better, better is all he needs</div>

After playing evil ryu for a week… walk speed. Fuck the sweep. Give ken a faster forward walkspeed.

I’m inclined to agree about the walkspeed. Evil Ryu is such an underrated character, with his walkspeed, zoning, and damage output. Too bad his sweep is garbo and he bleeds like a leper.<br><br>It’s the same reasoning that’s leading me to play Akuma and Cammy more. Better walkspeed and normals to fish for knockdowns with. Even Ryu feels like he has a better walkspeed. That doesn’t seem right.<br>

Walkspeed buffs are HUGE they significantly change the way a character feels when you control them. It strengthens your pokes and overall frame trap game.<br><br>If I was given the option of Evil Ryu’s forward walk speed or Gouken’s sweep I would take Evil Ryu’s walk speed.<br>

It’s my birthday capcom!! Please make
My wish come true!! JAB SWEEEP! Lmao

Here’s hoping the new update gives us only +

Update to SSF4 announced! To go http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822765/ken-balance-suggestions to voice your opinions on balance changes.

Yo DRS Chris! Post your jab into sweep change along with why he needs it at capcom-unity or don’t complain when he doesn’t get it :). They need to hear it from a high level player such as yourself.

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822765/ken-balance-suggestions

*strong and fierce srk when missing first hit to not whiff
*7 frame start up cr. high kick
*close standing low punch to hit the remaining crouch characters
*full ultra on fadc without counter
*better crouching mp
*better or two hit overhead

There are a ton of people asking for Ryu’s walkspeed

I think walkspeed will be ignored because of karathrow.

my wishlist

  • cs.mk and fs.mp
    buffed vertical hitbox (so it can be used as a frame trap and wont whiff on half the casts crouch tech also less pushback on hit/block for better followup possibility’s)

-c.mp
1 frame less recovery for better combo possibility currently this move isnt used by ken players at all

  • faster walk speed
    ken in sf4 feels very slow and since ken is more of a offensive character i’d like to see his walk speed buffed atleast to the same speed as ryu

  • c.mk active frames reverted from 2 back to 4
    kens c.mk active frames got nerfed from 4 to 2 in AE along with ryu’s from 5 to 3 this really hurt ken in the footsie game and in 2012 ryu got his active frames returned to 5 while kens remained at 2

  • shoryukens
    despite ken being known for his shoryuken his dp’s dont really stand out and have alot of flaws changes to his shoryuken i’d suggest are

  • lp.dp +1 invincible frame to stop this move from constantly trading or even getting straight up beaten by some normals

  • mp.dp this move being designed solely for anti air purposes i’d like to see it being changed to 3 frame startup

  • fierce.dp damage increased from 140 to 150

  • airborne lk.tatsu
    my problem with this move is that when i use it to bait and beat wakeup dp’s it does low damage and sends the opponent flying across the screen killing kens pressure changing it so that it does not send airborne opponents flying back so far so ken can maintain pressure from a soft knockdown would be nice

  • utra 1
    considering how hard it is to land this ultra and the limited options ken has to use it i suggest increasing the “fake” ultra 1 damage a little bit

  • super
    for the love of god do something with this move its absolutely horrible replacing it with the shippuu jinrai kyaku would be very much appreciated

There needs to be at least one safe option after a successful tatsu combo (yes I know there’s blocking, but that doesn’t help when in chip-range. And plus it’s pretty retarded to be punished for successfully hitting your opponent in the first place). It’s pretty pitiful that even after an EX tatsu, there’s really no real way to avoid mash dp (unless of course you mash your own dp, which then becomes a case of dp vs dp. And well we all know how many other dp’s are capable of beating Ken’s…). I dunno how you’d be able to do it, but faster backdash could be one alternative.

Other wishlist include:

Jab -> sweep combo
and
Faster walk speed

I’ve been lurking in the Ken wishlist on the Capcom community forum (posting under the name Gamma Slap if you’re interested). Anyways I’ve noticed a lot of people saying Ken’s cr.mp is under used and not very good but I use that normal A LOT. I think the normal is really good for meaty, frametraps and counter hit set-up. I mean c’mon, it links into cr.hp on counter hit and cr.mk on normal hit.

I get a lot of mileage out of it, i can’t be the only person using this normal…am I stupid or are people just not using this normal?

People are probably mis-using it, trying to play footsie with it too often. It’s more a set-up tool, than a poke is how I see it.

I completely agree. The amount of counter hit set-up’s and tic kara-throw’s you get from a blocked cr.mp alone probably makes for 50% of my damage in a match lol
Not to mention that amazing counter hit far standing roundhouse set-up you get in the corner after making them block a meaty cr.mp…I love that set-up so much xD

You guys might want to check out the thread at Capcom Unity. Combofiend responded and pretty much said if they want to increase Ken’s walkspeed his Kara throw should suffer. What do you guys think?

Also someone posted an interesting solution… increase Ken’s forward dash distance by 20% and change the frame count from 18 to 17

This will make

HP SRK > FADC +4
cr.MK > Fireball > FADC +8
Blocked SRK > FADC 0
Blocked Focus attack to forward dash -1 instead of -2

Hmmm, I would chose this over walkspeed

I’d rather have better movement than a Kara throw but how would they change the Kara throw? Nerf step kick or make it un-kara-able?

Movespeed is a lot more flexible than that forward dash change imo. Maybe nerf the damage on kara throws for movement speed? Might be a little too greedy on my part though, since damage is probably the least of their worries when it comes to kara throw lol

EDIT: Did combo say anything about sweep? Giving us a taste of it in AE only to take it back with 2012 was just mean of them lol

EDIT2: I take that movespeed comment back. This dash change does seem rather interesting after all. Real kicker for me was this:

http://www.capcom-unity.com/street_fighter/go/thread/view/7411/29822765/ken-balance-suggestions?post_num=309#530164701

I think it depends on what walk speed we are given. If it’s only as fast as Ryu and we lose our kara-throw it would probably mean Ken is taking a step back again. If it was faster than Ryu’s then I would take that over a kara-throw. Playing him would be completely different though without the kara throw. Making people think about it and the frame traps / set-ups with it was what makes him fun in the SF4 series.

I’m surprise a faster walk speed would even make his kara-throw that over powering.