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

Dr. Chaos made top 16, he was 1 match away from top 8. He had a couple matches that SHOULD HAVE BEEN ON THE BIG SCREEN.

^^yea chaos is the only ken i’ve been impressed by besides edma. however, i’ve heard sanford has a really good ken. does anyone have any vids of sanford’s matches?

This works for me, but it is definitely dependent on the opponent. If I get the feeling he is the kind of guy that will wake-up uppercut if I stand over him and charge an FA or something, I will give it a shot.

Another good use is to bait Chun to do an EX SBK on wake-up. Bait it out a couple times, and then once you have made them feel like you are always going to just use it as bait, give it a shot and try to connect it. It’s risky but the reward is pretty high (like 400 damage for FA - cl.rh xxrh Tatsu)

Something I really like that Chaos does is he crosses-up underneath with a forward Dash after an air counter hit. Really nice stuff.

Also, something I’ve been meaning to ask - if you crumple someone after they wiff an Ultra (Ryu/Viper/Ken), does that count as a Counter Hit? I saw this video of Dr. Chaos vs. a Viper, and he lands the full Ultra using SRK -> FADC -> Ultra after a wiffed Ultra.

[media=youtube]_wijSe_NZCM&feature=PlayList&p=2C3E570C1C8E0E2F&index=0&playnext=1[/media]
(very end of the video)

if you crumple someone then you can land the full ultra from a hp shoryuken near the end of their crumple animation. if you do it too early then it won’t work. i don’t know if the game recognizes that as a counter hit or not though. not sure why they can be juggled in that state.

^^ this guy is correct.

i bait out ex.sbk on wake up by standing right over them then jumping straight up. they’ll whiff ex.sbk, then on your way down hit them with a j.strong into cr.mk xx f.shoryu.

^Me likey…

Ah I see - the game rewards you for confusing it by giving you a full Ultra. Or perhaps recognizes your amazing, lightning fast reflexes, and lets you land a full Ultra. Either way, I approve.

Yea the crumple from FA has weird properties. The late stage of crumple I think the opponent is considered to be in a float or juggle state.
Hit them with Fierce punch late and it will launch them.

good points fellas…I usually do a c.mk/tatsu after I bait chun’s on wake-up, but a safe straight-jump is good too…more damage potential as well…

Btw–fellas, If you look at the most recent post, we’re not really talking about how to get better with Ken, but just how to get better. You know why you’ll win with Ken–because your good, and Ken is a decent fighter.

Most of the strats we have though—can be done with other characters as well. I’m not saying let’s keep going with the “improvement for Ken talk”, but like I said, Ken is an anti-zone character without the anti-zone tools. He’s also a zone character, with a slow FB and mediocre AA options. Ken is in the middle, little bit of everything, master of none. Everyone should know that before ever playing with him. The comment above about Ken having a lk tatsu that can be used in mix-up (basically being safe on block) and goes through FB would be the tool that made Ken an official non-zoner. I like it very much.

Having said that, your best bet with Ken IMO is to play a really solid All around game. Zone from full-screen, AA w/mp. Srk or Fierce if you like to FADC stuff. Zone mid-screen with Step Kick and c.mk. Use bnb combos like c.mk FB/lp lp srk/lk lp srk/c.mk tatsu and a new favorite of mine cl.mk c.mk. tatsu. Ryu has a really good special meter move where you basically hit confirm with c.mk FB then immediately do another fireball–his special comes out and BAAM. The same can be done with ken, just be aware, you don’t have as much freedom as Ryu, you’ll have to be a tad bit closer.

If your not that patient, once you have 2 bars, you can simply hit confirm with c.mk FB then FADC c.mk RH Tatsu–and proceed with mix-up.

Remember to X-up with Tatsu, and utilize your Kara throw as much as possible. You need to have good footsies and put mp and c.mp into your block strings/combos/poke game because it’s one of Ken’s fastest normals.

Anything outside of that is really character specific IMO. Ken isn’t really complex.

^^ great post, everyone should incorporate this into the game, if they haven’t already.

i’ll also add a small pressure setup i use.
when you have your opponent in the corner, and you’re just outside of cr.rh range, throw a fb so they block it. then dash in and do cr.mk xx fb FADC. sometimes, people will have wanted to jump out or throw a normal after the first fb was blocked , but they were stuffed by my cr.mk during their recovery and perform their in time.
ok, so now they’re hit by the cr.mk xx fb and since i FADC’d it i am close enough to do cr.mk xx f.shoryu or cr.mk xx rh.tatsu.

  • and even if they were patient enough to block during all of this i am in perfect range for a throw, tick throw, crossup, another cr.mk xx fb for chip damage, or even a simple b+mk overhead (if they’re crouching).
  • i can’t explain exactly people fall for it so often, but it works. plus, worst case scenario… you used up 2 ex bars, but you made them block a cr.mk, 2 fb’s, they’re still in the corner, and now you’re in perfect range for anything you want to do.

Another good tool that Ken has is his c.mp. It stuffs ALOT of other characters moves. Blanka balls for example become useless if you throw out some psychic c.mps. Ryu keeps coming at you trying to make you guess with his tatsu? Don’t block it, just shut it down with c.mp. Very good CH/ anti-poke/ anti-special move.

So here is a question: from watching the EVO matches, what was the best thing you guys learned? (that can be applied to our game as Ken players of course) Also other than the fact that Sakura is pure awesome…

That Sanford proved Cammy is a beast in the right hands…:bgrin:

^^ counter poking is essential. in a nutshell… mastery of a character’s normals is almost as important as being able to successfully anti-air jump-ins everytime.

pretty much this right here. You have to find the character’s best normals, as they’re really more important than specials. Ken’s is mp, unfortunately his s.HK is still pretty useless because it’s so slow, but his sweep (although slow too) is a good poke, especially as a meaty. s.mp and of course c.mk are quite good too. And for some reason you can get off his HK overhead as a meaty. Players don’t see it coming? lol…

Evo 09 really showed you the importance of footsies and not attacking constantly all the time but having a strategy from the beginning of the round.

Normals and zoning=SF4…That’s what I learned.

Applying it to Ken is easy, he has good normals.

I completely agree with everything that has been said about normals/ footsies.

One thing I took away was from watching Ed Ma vs. Daigo. Ed Ma’s mix-ups are insane, but Daigo didn’t seem to be phased at all. I noticed that Daigo just sort of played the game. No tricks, no really crazy set-ups. He was just playing so solidly. Partly I think this is just Ryu’s game, but it can be applied to every character. Same with the JWong/ Ed Ma match when Ed started with Gief against Wong’s Rufus. Nothing crazy, just a great use of normals and footsies. Knowledge of normals, footsies, pokes and counter-pokes etc. definitely seems to be the name of the game. Match-up specific strats are another thing that seemed to be on exhibition the whole weekend.

The grand finals were like a clinic on how to use normals and play footsies.

Oh and one more thing: PATIENCE.

quick question:
let’s say its near the beginning of the round, you both have almost full health, and you have 2 stocks of super meter. if your opponent misses a very punishable move (eg. shoryuken), do you go for a cl.rh xx ex.shoryu or a cl.rh xx rh.tatsu or would you go for something else since you have the meter to FADC?
i’m just curious, because i know i’d go for the higher damaging combo since the opponent pretty much hasn’t accumulated any stun yet. but i was wondering if other people would’ve gone for the rh.tatsu to start piling on some stun even though you’d be at a negative frame advantage.

there’s no right or wrong answer, im just curious is all.

I guess I would go with an EX. SRK, simply cause it does more damage, but if it’s the beginning of the round, I might wanna go with the Ex. Tetsu.

BUT, I feel the correct answer with 2 EX bars is one of my new favorite combos: J. RH/FP (depending on where they wiff) -> cr. Mk -> Hadou -> FADC -> cr. Mk -> rh. Tetsu (hit an ex. Tetsu if you have 3 bars). You could also string s. rh -> hadou if the j.rh/fp doesn’t fly. I could be wrong on damage, but I think I’m recalling it correctly.

I like to save my meter so I would probably save my meter except for certain characters like -Balrog first hit of Tatsu sometimes misses on him so ex srk
-Sim gets Tatsu cause it pushes him to the corner a bit
-Sagat ex srk because I have a nice set of wake up games for him

That’s all I could think of now