(OLD) Ken General Discussion Thread (Combos, Techniques, etc.)

exactly

I was trying the plinking technique a little while ago, and I actually found it easier just to figure out the right timing instead of pushing multiple buttons. Maybe that’s just me.

After some practice I was able to get j.hk, c.lp, c.hp, hk tatsu about 70-80% of the time, same with c.lk, c.lp, c.hp, hk tatsu. The timing feels a little odd at first but I guess it’s just something to get used to. Practice makes perfect right?

I’m pretty sure I’ve beaten Balrog’s headbutt with a c.mk. This leads me to believe that it is vulnerable to lows on start up (this is normal version, I have no clue about EX). Anyway, this is what I’m getting at.

After an EX tatsu, would c.lk beat a reversal headbutt? Haven’t had time to test it, and I will be away from SFIV for an entire day :frowning:

If anyone knows, please share. :smiley:

I’m pretty confident that c.lk would beat it considering it if he does (lp headbutt, the start up is 8 frames) and c.lk start up in 3 frames. And if ex tatsu hit, it places you in +1 frame. If anyone think this info is wrong, please correct me

so hadoken is stronger ken or ryu’s? just wondering.

So… Ok… Do you guys think focus after a step kick would be a legit strat? I mean, it would lose to mashed jabs and shorts, but I often find my opponent c.mk’ing after my step kick.

Again, no SFIV for me for a day or so, so I’m just playing some theory fighter in my head.

Hey guys i was effing around training mode yesterday and found an impractical but somewhat flashy combo. So i found out if you are against the wall, this works SRK -> FADC -> Focus lvl 1 or 2 -> dash -> Shinryuken (not full) Damage is about 320. Like i said its not meant to be used in a serious match but looks pretty bad ass. Maybe someone has already done this or shared this so don’t mind me if you already know.

it is useless in a match but kudos to you, I’ve never even thought of that

So annoying Ken’s FA and Sagat’s FA should be switched…WTH is Ken doing? He just spin Kicks in the same spot lol…Sagat is just looking at you like “dude…you didn’t go anywhere, here’s how ya DO IT!”

btw–CE mode is getting corny as well…no offense, but “I play to win” attitude is beginning to get on my nerves. People don’t even try to do combos anymore, it’s just let me wait and see what my opponent will do, and punish…or just do safe pokes, etc etc etc…

Then you have the Gief, Blankas, Sagats who swarm online. And finally out of 20 matches, you find a decent player. Man, where the heck is Dr. Chaos when you need em?! lol

Was there this many turtles or best move spammers in third strike? There should be a parry or something to deal with this strategy more easily, like It’s not respected in ANY community, why make it so easy to do, and not as easy to stop? I wish I could parry spammers, instead of just waiting for them to do a punishable move. It really robs the joy out of SF4, I almost gave up on the game more than once, because that’s all I would find in CE mode. I found a few friends now, but man…I miss Soul Caliber’s guard impact right about now…

as for FA after step kick… i never tried that. willing to give it a shot. but here’s my strats:

if i notice the opponent cr. mk me right after my step kick, i’ll start following my step kick up with lp. SRK or fp. SRK. DON’T use mp… if it hits you only get the 1st hit and then you’re screwed!! you could try and be more ballsy and go straight for ultra.

another thing i’ll do is forward jump… if they blocked the step kick, they could be in x-up range!

last tactic i try is on turtle-players step kick > :l: mk… everyone is always trying the cr. mk > fireball after step kick, so many players expect that string. so i try to bop 'em with the overhead…

something i was just thinkin’ of is to try wk. tatsu… you’ll go over their attack and be that much closer. no contact should be made so it’s like a little jump-in to be up on the opponent. wonder how that would work?? (i’m playing theory fighter too here at work)

pretty smart strat with the overhead kick. Gotta try that more I definitely do abuse cr.mk -> fb too much

FA after step kick is good for people trying to counter after your step, but then again…usually a few lp lp after a stepkick will take care of that. If your playing a shoto or Sagat, then watch out for DP after your blocked step–gd players will at least try it once or twice to test you.

Ken’s FA loses some of it’s usefulness because he doesn’t step forward, and although it has a pretty quick release, the start-up is only decent, not great.

This is the reason you see Sagats/Ryu’s doing there FA more, because it moves them forward, and is safe on block, FA is basically an extra Hard Punch for some characters, for others (like Ken) it’s purely a defensive measure.

I don’t want a Fei FA, but I do wish Ken at least stepped forward, it would help A LOT…

how quickly can fa come out after the step kick? i fought a ryu who just spammed sweep after he would block my step kick… and i couldn’t focus it for the life of me.

if your opponent blocks your step kick, and sweeps you afterwards, then you have to stop doing stuff immediately after a block step kick.

Why? because Ken is at a negative frame advantage after someone blocks his step, a fast reaction move will beat you out (Ryu’s sweep) every time. Step kick, block low, then step kick again…Ryu’s recovery for his sweep is slow, if you block it, you can step kick him EVERY time.

These two characters has funny little interchanging things like these that you’ll discover the more Ryu’s you play.

Just remember, if he blocks your step, he can hit you with a sweep or DP before you do anything. If you block his sweep, you can smack him with a step kick and get in his face for more action or cross up, kara throw, w/e…

Ryu and Ken is a very fun match, just don’t jump on him when he has Ultra or a full meter.

btw played the good Dr. today…boy has an agreesive Ken i tell ya. If anyone plays him, learn how to play defensively aggressive. That’s all I can think of…his execution is pretty tight, countering with a lp SRK won’t cut it…and he’s pretty tight on jump-ins, so don’t be predictable.

ok so it wasn’t the lag at all, i felt stupid just blocking his sweeps over and over again after my step kicks so i would go for fa’s from time to time and eat it.

and about his lp dp to ultra… every good ryu i face i tell myself that i’m not gonna make the mistake of using a punishable jump-in on him and it’s pretty much once a match i slip up and go a little too shallow on my cross up or mis-time a safe jump and BOOM the pain.

i need some sparring against more aggresive players, and i really need to get a faster aa srk, i eat jump-ins/block them wayyyyyy too often.

yeah u gotta work on it…it’s tough…but not so much if your standing…so here’s a little trick.

If your standing, many players won’t jump on you randomly because you’re more likely to counter. But players (including me) love to jump on a crouching turtle. So a little trick is to just crouch, but don’t crouch block, just hold down, as soon as they hit the air, MP SRK will light em up!! then follow up for another one. For AA, MP is your best friend, learn to trust it.

It also helps to use the shortcuts if your holding c.foward, just do a quick jerk back of your thumb, come back to c.forward, and your srk will flow like butter! There is a downside though, if your holding c.forward–your not blocking. So if you can master quickly going to c.foward from a c.block position–well my friend, you’d be a force to reckon with!:rock:

For FA happy characters I bait it like any other move by either changing my poke pattern (ie step kick, pause, step kick, c.mk hado combo). By shifting my pause allows me to read them as they will ‘tip their hand’ regarding FA. From their I either go for a straight tatsu (like a s.Tatsu or EX) to break and throw. Or even EX SRK. After couple of punishments most of them will stop fishing my pokes.

not sure if this has been posted before, but you can get an anti shoryu into ex shoryu FADC ultra with ken. it only does like 250 damage but its a badass way to finish someone off.

[media=youtube]hiesi-51NlM[/media]
the combo is about 20 seconds in, i screwed up a lot at first and didn’t feel like clipping it

Hey guys I’m having trouble understanding the hit and block adv of Ken’s srks… can someone explain this to me?

lp = 4/11/17+ *9/-16/x/20/x/120[80]/200[100]/ 30/40
mp = 4/3.11/25+*9/-24/x/20/x/24./80.80/100.100/30.16
hp = 3/2.2.12/30+*9/-30/x/20/24.
._/70.40.30/100.50.50/30.10.10
EX = 5/2.2.3.7/45+*9.-40/x/20/x/80.60.50.50/100.50x3/0

4th column should be block adv but for lp it’s 17+ *9. I get you can’t read the Japanese there, but the next column says hit adv is -16??? Should this maybe be the other way around? Or can someone explain this to me? Haha sorry

http://www.eventhubs.com/guides/2009/feb/17/how-read-frame-data-street-fighter-4/
http://www.eventhubs.com/guides/2008/nov/13/ken-frame-data-street-fighter-4/

4th Column is Block Adv. And the value is -16
Meaning that when they block your lp.DP… you are at a NEGATIVE ADVANTAGE of 16 frames.

17+9 refers to HOW LONG IT TAKES FOR KEN TO STOP SHOWING OFF IN THE AIR

Things to note. Ryu has quicker start-up and faster recovery and usually more damage in general to dragon punches. Putting the opponent on fire is just pyrotechnics… there is no substance