CCiNO
141
Yeah, I’ve been a big advocate of EX fb being a soft knockdown. Especially if they don’t want him to be a more mobile character, the KD on EX fb helps Ken vs strong zoning characters. As it is now, Sagats and Guiles can recklessly throw out FB / Ex FB at certain ranges and it’s all on Ken to trick the opponent to get closer. If EX fb was a kd for us it would add a layer of guessing for both players. EX fb is still easy to avoid and takes a bar so it’s not something that would make us overpowered at all.
Not many people mention this too, but I think Far Standing MP should be special cancellable like Ryu’s. It would just help in that footsie/zone range if we can cancel into a FB for chip or EX tatsu to get right back into their face.
I’m still not seeing the faster walk speed making Kara-throw “overpowered.” Vega is a bad example because Vega is one of the fastest characters in the game. If we are saying give Ken Akuma walk speed, then sure take away his Kara-throw. But most of us are requesting for Ryu walk speed, which is not even fast. The thing with Kara-throw is, once you know the range it doesn’t matter how fast ken gets there, most good players are competent enough to tech it when we get in that range. Not to mention they can DP it.
A good compromise if they don’t want to touch walk speed is definitely make both his dashes better overall. Maybe don’t change the range but less recovery.
C.MK should def have more active frame. It feels like a light attack now, not much range, gets beat out, and when we do cancel into FB it’s not a true block string. The move doesn’t suck, but it can be a little better to help with our footsie game one way or another.
lets see what japan dev. do.
If they give Ken a walkspeed similar to Evil Ryu they can have the kara arsenal. Since that wont happen I would settle for Ryu’s with a small reduction to kara throw range.
My guess, they will probably remove kara from F+MK distance .42 so you will have to use F+HK distance .32
Lets see a slight nerf to:
Kara SRK
Kara Focus
Kara Throw
in exchange for
Faster Walkspeed
7 frame sweep
more damage on Shinryuken (Fake ultra)
Increased horizontal range on U2
more damage on HP SRK
a buffed cr.MK
I think it’s a fair trade off, the kara stuff above was only used because his walkspeed was so bad in the first place, having a comboable untechable knockdown is even better. The next version of Ken might be the best one in the SF4 series if the nerf is slight (less than 20%) only, he will still have a better kara throw then 30+ characters
Even tho its looking good For ken in general … I have this weird feeling of fear from the update.
I really don’t want them to touch the kara range.
The other concern I have with the kara throw change from F+MK > F+HK is getting an accidental Thunder Kick
i would be very happy with the trade-off if this list comes true.
imo, U2 needs way more buffs than that. perhaps faster start-up, faster travel, and increased hitbox to hit all crouchers. only then would i consider using it over U1.
xG77x
147
Quite dissappointed with that list.
So boring, so predictable. Not really excited by them at all…
Sad face.
Peace,
G.
Raelas
148
If they buff cr.mk so “cr.mk > hadoken” works at max range then that’s one problem fixed for Ken. I’m not too fussed about him having a 7f sweep but i guess that’s nice. I’d take further and faster dashes over walk speed so he would be truly threatening at the mid range due to max range low forward > hado connecting and the dash covering more ground to land an addition cr.hp / st.hp after an FADC.
For ultra’s i’d like to see the bulk of U1’s damage (70/80%) on the actual uppercut or a damage reduction as a trade off for always getting full animation. Either of those are fine. U2 i think needs to move a lot further forward on the first hit, start up is fine, damage is fine.
More damage on h.srk? sure why not. I’d like them to adjust cl.mk by making it actually hit crouching opponents, low invul. so it can crush lows, less pushback and more advantage on block. As for cl.hk, quicker start up (7f), less pushback on hit…though cl.hk as a 7f would make st.lp > cl.hk a 1f link…it might be a bit too strong lol
My personal wants are three fold: cr.mp to be +5 on hit with (so cr.mp > cr.hp links as a 1 framer), cr.hp to have better horizontal range and fst.mp to come out closer to the opponent.
Anyways, we’ll see pretty soon what they’re planning!
This message is endorsed by Touchdown.
I am on the minority here, but i don’t want Ken to get a faster walking speed or his combo into sweep back. There are enough vortex/setup characters as it is, Ken is fun to play because he doesn’t have a brain dead easy way to get a hard knock down.
The changes i’d like to see are smaller and wouldn’t change Ken’s gameplay at all:
A 3 frame mp shoryuken to improve his antiair game. Adding invulnerability frames to his hp dp would be too much due to range, but the mp version is just right (plus you can kara it ;)).
More active frames to his down mk which is his main poke. As it is right now, down mk is not very useful for punishing mistakes.
A reworked down hp. Better hitbox to make it a better antiair (this will also make down hp, lk tatsu mixups more usable) and better horizontal range to improve his damage output. down lp down hp will still be a one frame link, but it will be used more often after a cancelled shoryuken in combos (more damage and stun).
His focus attack could also do with a slight bump in speed but that might leave Ken with no weaknesses as a character.
I know that those changes won’t make his bad matchups even but i believe that every character should have some bad matchups to balance the good ones.
Better forward walk speed.
more active frames on st.lk (5).
Move one frame from EX fireball startup to recovery.
EX SRK UKD
EX Tatsu soft knockdown on last hit, I don’t care if they fly across the screen on the last hit that 50/50 at the end sucks even if you have a 3fr DP
Why put even more stuff into EX SRK? Rather make some other variant more useful.
because what I’m suggesting is something they would actually do. What we really want will get ignored again, like it has all prior versions. The sweep change was not even a noted change from Super to AE.
YOOOOOOOOOOO…COME SEE THE BOI!!!
trevv
157
I’m not sure if these are the final changes, but I think this is close to the final decision.
Ken
• Faster walk speed.
• Crouching Hard Kick has a shorter start up.
• Standing Light Punch combos into Crouching Hard Kick now.
• Ultra 1 does more damage when it connections without the full animation playing.
Looks like we get best of both worlds, faster walk speed + comboable sweep + some of dat U1 buff frosting on the top. I would’ve preferred U2 buff honestly, but I’m not complaining.
Ken
• Faster walk speed.
• Crouching Hard Kick has a shorter start up.
• Standing Light Punch combos into Crouching Hard Kick now.
• Ultra 1 does more damage when it connections without the full animation playing.
^. As mentioned.
This is beautiful. Really all Ken players would have wished for. HKD back, more Ultra 1 damage, walkspeed. All huge.
Finally. We’ve only been asking for those exact buffs since vanilla. Better late than never Capcom.