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

How to you guys punish different characters ultras when blocked? Characters that have hard to punish ultras such as blanka, cammy, etc.

What does a Kara Hadouken and a Kara Shoryuken do that the normal versions dont? Do they teleport you forward a little bit like the Kara Throw? Also is it worth attempting them on a normal basis when you run the risk of mistiming the Kara and just whiffing a -> + mk.

any escape from a gief SPD or Ultra after being knocked down? Ultra has 0+1 startup, will the invincibility frames of a hard dragon punch be enough?

  1. Kara Hado is nice at the start of a FB battle. It allows you to capture some forward real estate.

  2. Kara DP is nice because it moves you forward thus allowing you to hit deeper. Maybe instead of just one hit fp.SRK you get 2.

Nevertheless, I rarely use it as it has not been one of my priorities right now. Whiffing fears is no less with Kara throw. Once you get it down, there is not much to be afraid of.

Gone2Far

If you are KD and he tries to command throw you, you should be able to DP, jump up or dash to counter it.

K-FB good during a FB war with Ryu. Helps you close the distance every time you throw one. Eventually he’ll notice you getting closer and make him try a different strategy. It’s not that great against Sagat, because he’s just too damn fast.

Nice, thanks. :china:

Jump is 3 frames, but ultra has 0+1 frame start up. I’ll give it a shot though.

Actually Ken’s jump has 4 frames of prejump but you can’t be thrown out of prejump so yes jump beats throws including gief’s ultra throw. Incidentally afaik everyone has 4 frames of prejump except for sim (3 frames) and gief (6 frames).

I was reading the frame data on the SRK wiki… It was saying that standing mp is +7 on hit. Does that mean we can link standing mp with c.mk into Tatsu (probably EX, due to the distance needed to get far standing mp over super shit cl.mp)? I haven’t seen anyone do it, and I haven’t played the game since I’ve been over the data.

i gt it to wurk in the corner,but doesnt seem too useful

I know you can on CH.

I use s.mp on hit as a frame trap to try and get step kick to ch for kara fierce dp combos.

You can kara dp after it on hit too but I haven’t been able to hit confirm into it so I’ve stayed away from doing it.

Neither are extremely useful (kara FB/Kara Srk)…If you don’t use them, your not missing out on a whole lot. Ryu zone isn’t the toughest to get through because the Ryu player has to be really smart to actually keep you at bay with just FB’s…

On a side note, anyone else notice how more than half the cast has a spam move? Just go to practice with everyone, you’ll find some normal that’s useful for many different scenarios, and generally is a great tool to spam while you come up with something during a match. Bison’s s.HK, Chun’s sweep, Rog’s sweep, etc…

I thought Ken’s spam was step kick at first, but that’s really only to get in. Remember when it was talk about it being the best normal in the game? It’s not.

I love playing Ken, but I really cant wait till dash. I’m a tad bit annoyed of going above and beyond, just to do what other characters get to do easily. I mean, the first time I got a knockdown X-up, then dash through sagat and got another combo off, I had to lol at myself. Why? The extra combo I got off was F.SRK-FADC-Ultra, and it was pathetic. It was like, why do I have to work so hard?

Yeah, for the most part it’s fun playing as a semi-underdog semi-Xup king. Would be nice for a goto move besides c.mk FB. IMO, Ken is one of the most balanced character’s in the game outside of his Target Combo. It’s just not the case with other characters. Nerf Ryu and Sagat damage output, and then see who starts winning tourney’s lol…

I will say, playing Ken more like Ryu has paid off. I find a lot more success using MP and c.MP in combos…straight jumping with mk, kara throws of course, and some decent zoning from full-screen, then step-kicks followed up with c.jab or c.lk’s to beat out slower normals.

Who said Ken’s all rush?

^Lets spar…I should be on later. Also, where are u located?

Cammy is easy. If you block her ultra crouching, her cannon spike at the end will go over you, whiffing completely. It’s a free ultra after that. If I don’t have Ultra, I usually wait til she’s on the ground on the other side of me, and do cl.RHxxRH Tatsu.

For Blanka, I usually just walk up after blocking it and c.mk xx tatsu. If I’m feeling ballsy, and he throws it out randomly (like most I play do), I will mp or ex shoryu it on the way down.

Who else do you have trouble with?

So here is my issue. As of lately I have run in to some very consistent LP Shoryu> Ultra Ryus. They are good to the point that I dare not jump in. My problem is that I am best when I can land a cross up and I space somewhat well. The thing is I know my footsies need to be better but all to often when I go for a cr.mk I don’t know what to follow it up with. Far reaching I wiff my shoryuken but I usually go fierce. Would a MP shoryu be a better follow up to a cr.mk? Or should I focus on cr.mk> hado?

Sometimes, you just gotta leave it at cr.mk. The pros don’t always cancel their cr.mk. At a certain distance (especially around half to max range), the hado doesn’t even combo so you could eat a reversal in between.

After you hit a cr.mk, gauge your opponent’s reaction. Do they like to stick something out afterward? If so, what? Is it slow? Then stick another cr.mk in their face. If its fast, and you wanna be ballsy, lp shoryu a bit after the blocked cr.mk.

If they consistently stick something out (minus a shoryu) after your blocked cr.mk, then you can start doing the hado cancel, which will start tagging them (especially folks who like to sometimes jump in at you after a cr.mk… for whatever reason.

How do I get close to Chun Li? I try to get close to her, and I keep getting poke at by her normal moves, or get sweep.

You can Ultra after you block Blanka’s Ultra on its way down.

if you go that route though you take 200 damage from blanka in chip damage. it’s highly reccomended to ultra him in the game he leaves between the initial low hit and the second high hit. that way you only take 50 damage in chip.