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

well doesn’t cl.rh xx rh. tatsu take more damage and give more stun? i believe it does more than 400 points of damage. i’ve just started maining ken so i don’t really know what his best punishment choices are except i do know that HP shoryu xx FADC into ultra does around 300 points of damage and i know he has better options than that. i guess i would just save meter to use his super into ultra in the corner if possible. shit does a lot of damage. but again, i just started using ken and i don’t really know what’s best with him yet

cl.rh xx rh.tatsu does more damage than cl.rhxx shoEX(not SOO much) but it leave you at -1,this means that is exactly the opposite guess game that you put into your opponent when you hit with your ex.tatsu(+1)

if you are going for a throw and they use a normal with 3 frame startup,you are fucked up and you eat a combo

but i think this is the less known thing about the whole game

how come all kens suck and mash shoryu all day?

Because it makes us happy?
Are you happy that you finally got the attention you were seeking?

Thanks for dropping by the Ken forums :clapdos:

:sleep: bye :sleep:

Oh and to the others, I usually try to save my ex for ex tatsus or in case I get into a tight spot later in the match. I would probably go for cl.rh + hp.srk to punish if I was close enough.

cl.rh + rh.tatsu doesn’t do over 400 dmg but I don’t remember exactly what it does. I think it’s closer to 300.
cl.rh + hp.srk does 250 dmg I think, plus it gives you a knockdown :smile:

No, they both do the same if all hits connect.

i just checked and cl.rh xx rh tatsu does 350 damage and cl.rh xx fierce shoryuken does 250 damage.

So really it is the question of:

  1. Do you want 100 pts extra damage + mix-up possibility? (at - frame remember)
  2. Do you want a knockdown?

I usually go with #1, but it is good to mix it up right?

If I react fast enough I’d go for a FA2 > cl.hk xx h.tatsu. I’d only not use tatsu if I felt guessing wrong afterwards would cost me the round. This is only a general guide for me. If the person I’m facing is awesome at rock/scissors/paper, then I’d definitely take the hp.dp./ex.dp.

Also, I’m not really sure why you would use a FADC combo for a punish like this. To me it seems like a waste of meter, and it doesn’t do that much damage. Just my opinion.

Hey all you fiery shoryuken Ken users, Idk if you’d guys be interested but DarthPaul is coming up with an interesting idea to get people together seriously and train hard…He made this thread for people that want to dedicate their time to maybe attend next years EVO or any other local or non-local tournies.

Check it out:

http://forums.shoryuken.com/showthread.php?t=200770

Does anyone find that c.lk > c.lp > c.hp are hard to connect? c.hp will either miss or get block.

that’s a 1-frame link. it’s highly advised to use st jab on all characters that it will work on rather than c.lp as it gives you more frames to do your c.hp for the combo.

^^THIS is so true…

btw…any suggestions for lp -> SRK? i usually either get FB or super

try lk-srk, will come out all the time…

if your gonna do anything, it should be lp lp Fierce Srk…

Btw–I just got beat twice by a flowchart Gouki!! Freakin bastard RAN THE WHOLE TIME!!! arrghhh…with input delay it was even harder to catch him!! I hate KEN!!!

No wait, I hate Capcom for putting a faggot move like air FB in the game!!!

ok wait, rant over, but anyone have videos of Kens owning zoning gouki’s? I know step kick gets underneath if your close enough.

are they running using teleport? If so, I use ex tatsu to catch up with those mofo sometimes and it works. and yea forward MK spam should work also if they keep jumping back and air fb.

Here’s one that’ll make you happy (or rage):

[media=youtube]G6GIjiGyAhs[/media] till 4:40

I don’t frequent these boards enough to be sure but I haven’t seen much talk about ken’s other karas.

His kara fireball is a good way to safely close ground when in fireball wars. Ken generally can’t win these wars so his goal is usually to get close safely. Kara fireball seems like a natural tool to use.

His kara fierce dp has many potential applications.

The most practical one is in his bread and butter combos. Against some characters at some ranges even a simple cr.lk cr.lp hp.srk will not combo correctly. Sometimes the first hit will connect and the last 2 hits will miss which often results in your death. It’s quite easy to do a kara hp.srk here instead which afaict will never miss any hits as long as you’re linking off a cr.lp hit. There is a small trick here to prevent accidental supers. While doing your cr.lp hold df instead of d, then when you hit your last cr.lp simply press f, qcf+mk~hp. An easy way to see the benefits is to go to training mode vs akuma walk up and do cr.lp x 4 and then kara hp.srk.

Another application is to make his step kick a potent ch weapon. If you start a step kick from a bit outside of far standing hk range hold forward and if you see counter hit simply qcf+mk~hp the timing is a bit strict. The rewards should be obvious, you get 215 damage instead of 145 and a knockdown instead of being at -1. This is also the range that cr.mk hp.fb won’t combo and if you try for it against someone who is ready you could eat massive damage.

see how the ken player jumped right for the life lead. especially in the second round. thats the biggest key, even though this is obviously a pretty high level gouki he had no choice but to get closer and take risks. get your damage on him when you can cuz pokes hurt the shit outa him.

btw lol at the strong. srk’s to jump over the fireballs for no good reason. awesome.

EDIT: oh ya, and lol at that sagat. mr ken defeated you baha.

lol replay mode is so awesome. Watching replay’s. Just saw a new Replay by doctor chaos, that is made today. Nice ken gameplay, faved it. Gonna watch it a bit more =3

Saw edma’s vids to

I’ve been practicing ken reading up on some frame data and hopefully some of these tidbits should help with evolving his metagame. Half the stuff you guys probably already know, but hey, doesn’t hurt to review.

  • Karaing with f+:mk: gives you more range than karaing with f+:hk:

  • Level 2 focus into c.:lk: is a legit block string. After the level 2 focus and the dash in, Ken is at plus 4 frame advantage. C.:lk: hits on frame 3. Combine this with Kara FA, and you have another solid way to get in close. I think any 4 frame move should do as well, but since c.lk is faster, you can be one frame late and still be safe.

  • Ken’s sweep(c:hk:) looks really good on frame data and has good range. Comes out on 8 frames, -6 on block. Max range blocked can only be punished by things like Ryu’s Super. Basically like Rufus’s sweep but 4 frames faster. And Rufus’s sweep is pretty good.

  • Cross up HP seems a lot easier to land with Ken rather than Ryu. Definitely feels like one of Ken’s stronger and tricker tools since the opponent must block the HP forward then must block the other way(like a third strike cross up).

  • A grab set up I saw in a Japanese vid. After a forward grab, immediately jump over your opponent then neutral jump. HK tatsu at the peak of your jump. The HK tatsu should move him forward and Ken should cross up the opponent. I’ll make a video of this soon, it’s much easier to see rather than explain.

@Jaeger: Didn’t know you can Kara his special moves. Awesome!

Dr. Chaos; I have one thing to say to him: “Sweep the low forward!”