N Ken Thread

just timing. it’s earlier than you think.

I finally got ST Ken section up at streetfighterdojo.com.

The link is:
http://streetfighterdojo.com/superturbo/ken/kenmatches.html

Nice :party::wow:

Extensive lists.

any advice on the blanka matchup? is it possible to punish balls?

cr.strong works wonders against random blanka balls.

thankyou so much!

i would probably have never tried that

So I’m making a simple flowchart for myself. Just in case I dizzy an opponent and I don’t have a lot of time before he shakes it out, I need to do good damage using a straight forward, non-fancy combo (so I have a high percentage landing).

Here’re some options that I came up with that are easy to execute.

When you are close, Fierce xx Jab DP always work and does ok damage.

When you are far and have meter, Jump RH + super also always work and is the best option (that is easy to execute).

38 close Fierce xx Jab DP
39 far Jump RH, Jab DP
40 far Jump Fierce xx Hurricane, cr. RH
41 far Jump RH, Jab xx Jab DP
48 close Fierce xx Fierce DP
48 far Jump RH, Fierce xx QCF funky kick
53 far Jump RH, Strong xx Jab DP
55 far Jump RH, Fierce xx Jab DP
64 far Jump RH, Fierce xx Fierce DP
76 far Jump RH, super

Here’s the test result that I’ve done with all the characters.

X % means that I have a X % of landing it. If my execution is not air tight (or some other reasons) the game somehow pushes the character away and I’ll miss it, even though technically I didn’t drop the combo.

http://img714.imageshack.us/img714/27/kenpunish1.png

[BTW : chunli is a bitch]

And here’s my current conclusion of what’s my best option for each character (without meter)

http://img29.imageshack.us/img29/3369/kenpunish2.png

If you’re far enough to do jump RH, Super that means you can also do jump Fierce, Air Tatsu, Super. It’s slightly more damaging and it combos on everybody, Chun Li and Claw sometimes get pushed back too far, if done from the max range of jump Fierce, about half the time. Closer will always hit everybody though.

Thanks for the idea, I tested it and only guile, gief, fei, boxer take all the 7 hits.

For the rest, it’s either 6 hits (and does less than RH xx super 6 hits) or whiff, plus it’s not easy to execute compare to RH xx super, which is super easy.

Also I test some more with Jump RH, Fierce xx QCF funky kick and it only works 75% on ryu and ken, plus it doesn’t knock down, so I’ll update my post since it’s not the safest option.

Here’re more random stuff
Ken cannot walk under Gief, Fei, Boxer, Sagat, Dictator after a knee bash.

Rly? I could go test this I suppose, but I could swear that he can.

N. Ken has no car.

Actually the jump Fierce, Air Tatsu, Super combo is super easy to execute. If you have a difficult time doing that, then I don’t know what to tell you. It works on everybody except Chun Li, Honda and Dictator. It does more damage than just RH, Super and you can get 6 hits or more on almost every character.

Ken can sometimes walk under Dictator after a Knee Bash, though not always. I just saw it happen the other day. It’s not very useful cuz whatever meaty attack is executed will come out backwards (away from Dictator), plus Dictator will probably be able to reversal throw before your attack even comes out.

Have you tested it before? (whether 7 hits works 100% on those characters, and also your claim that fierce + hurricane + 4 hit super does more damage than RH + 5 hit super)

Coz I just did the test on all characters before I replied. Unless you got 7 hits (and only on guile, gief, fei, boxer and not 100%), the damage is less than RH + super (total 6 hits).

Consistency and reliability are more important.

I did take your idea and tried it, but it doesn’t work well for me. If anyone have time please also test it out.

More random stuff (that I dont see people mention in this thread or in the ken wiki page)

Don’t release the meaty normal button when doing ken’s combo to avoid negative edge specials

e.g. to avoid accidental funky kick coming out

cr. RH [down], qcf + punch (you can release RH [up] after)

or to avoid the wrong strength dp coming out

jump RH, fierce [down], DP motion + jab (you can release fierce [up] after)

I have trouble with jumping Jab/Fierce + Hurricane Kick. Any advice?

QCB + Jab + Kick (in that order, do it smoothly)

don’t do the jab too early, you need the jab to hit meaty

you only have a few frames’ window after the jab is out, otherwise it cannot be canceled into hurricane kick.

Are you sure you need to have a meaty jumping jab? I can’t test anything right now but I’m fairly certain that you can cancel a normal jumping jab (both vertical and diagonal) into a hurricane kick if you are quick enough.

You only have a few frames to cancel the jab after it’s out, so if you time it early the jab will whiff anyway, so might as well time it meaty (or very close to).

(Or if you do the jab too early but QCB kick too late, you’ll be jumping in with a early jab and very likely to get counter thrown)

But you are right, I need to be more careful when describing it.

It doesn’t have to be connected (hit or block) to cancel into hurricane, as long as you do the follow up QCB+Kick fast enough. But in this case you do want the jab to connect (to gain frame advantage when landed).

Disagree…

  1. You don’t have to only use jab, you can use strong and fierce punches too… jab is ok, but for more damage i use Fierce punch.

  2. The true order is:

Jump Forward + Punch(jab or strong or fierce) + QCB + Kick(short or forward or roundhouse), after you land this you have one of these option select:

  1. C.Roudhouse or C.forward(if opponet blocks or not) canceled to hado or crazy kick.
  2. Get Close(if opponet blocks) and jab srk, most of the time they try to grab/hold/throw you, so you’ll have a free srk and knock down for free the most of the time.
  3. Get Close(if opponet does not block), then knee-bash
    repeat last step with good timing and then you’ll get the infamous nasty ken’s loop.

The best thing is that if you’re good enough with timing if they try to attack you with a reversal, you’re safe because of the safe jump.

Idk seems like a timing issue with me. Thx for help guys.

What’s the correct command for “juice kick” or Instant Air hurricane kick? I’m not sure if i’m doing it right, and I only seem to get it randomly.