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

Yea, I agree. I think Ed Ma should have just stuck with Ken, but he’s such a footsies guy, that’s probably what drew him to Akuma.

And yea, J.bck Air Hadou ->Ex. Demon Flip = nasty.

dude…just realized I never played you before?!! Wasup? You on PSN or what?

I played Magneto, Dr. Chaos, Cynistar, and a few other Ken players… But I never played you?! With all the tips/strats you post, you must be God-tier by now? Wasup??

he’s an australian i think so he can’t really play any of us in the us online.

on topic: for those with a TE or SE stick i found a great use for turbo feature… to train against. so what turned me onto this approach was the use of the jumping training dummy to practice ex tatsu follow-ups. and i wanted to see just how much of a gamble it needs to be. so i recorded 10 seconds of turbo throws and set the playback on loop, and have found that if timed right you can not be thrown out of the loop which makes this pressure all the more dangerous. anyways i have been trying to get stuns on the dummy up to 5k stun or so.

to recap: after ex tatsu if timed correctly crouching short leaves your opponent with 2 options to not eat another combo: 1) block… duh. 2) reversal with invincible start up.

This is a really great idea, I’ve got to practice this.

This is probably commonly known, but as it isn’t mentioned in the first page, I’ll post it anyway:
When someone jumps in, and you hit him with a MP shoryu, you can combo it into an HP shoryu.
You probably all know this, but it’s just that yesterday was the first time that I had seen it online.

i thought this was common knowledge by now. too bad the same rules don’t apply to hk tatsu.

yeah, its a shame hk tatsu puts you at a disadvantage on hit…

DP+mp is a two-hit move. If you hit the opponent ONLY ONCE as an AA - you can juggle with any DP/SUPER/ULTRA/FB.ex
It would be advised - where applicable to use DP+mp as the follow-up as it will inflict more damage than a DP+hp.
DP.ex when done late will do lots of damage (at a cost of meter).
If you are in the right position - you can juggle with ULTRA.

Although it is old news. Thank-you for posting and trying to help.
And thank-you for not making a new thread :slight_smile:

Anyone trade a shoryu and follow up with Ex hurricane kick in air? :wonder:

You can do LP+FP, MP+MP and FP+FP SRKs as well (maybe even LP+MP but I never tried).
In order of damage:
MP+MP [160dmg (80+80)]
MP+FP [110dmg (80+30)]
LP+FP [110dmg (80+30)]
FP+FP [60dmg (30+30)]

I think, I’m not 100% on where MP+FP sits. I know FP+FP doesn’t do great damage. MP+MP does 160 I believe (80+80).

edit: I added damage output. c.HP > FP.SRK+FP.SRK

I tried it once, but I ended up having the jump angle be where ken doesn’t hit the ground after his tatsu finishes for like 2 seconds. Ruined my ultra chance!

that wasn’t a bad angle, that was a kara-tatsu

Anyone know some set-up for kara throw? I keep getting jab by other when I try to throw.

I also found out that you can hp.srk > fadc > full ultra M.Bison (dictator) after you block his ultra.

^^cr.lk cr.lp cr.lp kara throw works well. or if you’re feeling gutsy you can do a meaty cr.mp on their wakeup and when they block that kara throw.

you can also just do an ultra straight up after dictator’s ultra misses, no need to waste the ex. meter on fadc.

There are TONS!

on wakeup -> k-throw
f+mk (even if whiffed) -> k-throw
c.lp - c.lp - c.lp -> k-throw
c.lp - c.lp -> k-throw
c.lk - c.lk - c.lk -> k-throw
c.lk - c.lp -> k-throw
c.lk - c.lp - s.lp -> k-throw
if they overshoot a cross-up or come up short on a jump in -> k-throw

Pretty much just be aware of the range that you have with it.

Any combination of less than or equal to 3 c.lp/lks works. Don’t forget it should be part of a mix up though. You can easily be punished for even ATTEMPTING a kara throw off of a block string. ESPECIALLY by characters with jabs that are 3-4 frames, which is just about everyone…

i like to use f+mk to step under cross-ups then i throw.

I like that one too. Kara throws have so much range, it’s pretty cool what you can do with them. Although if they know it’s coming, it can easily be punished.

I just did Ken’s trial over again…did anyone else notice how like ALL of Ken’s combos start with a jumping HK?

lol…I just find that amusing. Designed for noob play much?! lol…Ken should’ve had a Gen jump or something…anyway, cl.mk is a good move…just began to realize that, after doing the trial over. And also realizing how Ken is so focused on offense it’s not even funny.

thats interesting,problably he is in an “airborne” status like when you hit with a hp.srk a blanka boll or a ryu tatsu

hey, i decided to try out ken today and as i was reading the op i was wondering how come c.lp c.lp c.hp xx hk tatsu wasn’t one of his main bnb combos? i dont even think it was mentioned in the op. it seems like a pretty good way to hit confirm his tatsu and works on crouching oppnents. is there some reason it isnt used?

edit: also i was curious why people use c.lk c.lp xx hp shoruken when c.lp c.lp xx hp shoryuken does a wopping 10 more damage?

haha sorry kind of a noob to ken