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

I posted this in the Q&A thread, but got no responses. Maybe this thread is a better place for it.


never sure which is the right thread to post questions in…the info is scattered all over :frowning:

anyway, i’ve been messin with ken some lately and i’m wondering about the air kara tatsu. I don’t really get what its uses are. Even after watching this vid ([media=youtube]lL0SV60RVUk[/media]) I don’t really get it. For the most part, I can’t even tell if i’m doing it, except when i hover across the screen with the EX, but again I dont really get the use.

edit: also, I dont even understand how the move technically works. isnt the idea of a kara to cancel one move’s startup animation into another? And i guess kens j HK puts him forward a bit? but you input the HK~MK after the qcb in the air to do the kara tatsu, afaik. why wouldnt just the HK tatsu come out? or is that whats happening, and you’re canceling HK tatsu into MK tatsu rather than, as i thought it worked, j. HK into MK tatsu?


Also, I thought using kens jumping ex tatsu as a crossup was a good trick, but I dont see too much of it in online videos and I can never seem to get the distance right - either I land too far behind them and i can only hit w/ a cr. mk or i do it too late and dont cross up or i do it waaay too early and fly across the screen :sad:. Should I not even bother with these shenanigans?

@Largo: I Think someone already answered it, saying its for escaping when you’re tight in a corner. You basically fly across the whole screen. You can also do the none ex version though. And you can see it by his arms being up longer then normal, and the fly distance is pretty seeable.

I only used Ex tatsu for crossups, cause its very fast and can come unexpected. Mostly a cr. Mk would still hit unless you accidentally kara it and fly away I guesss.

Someone answered your first part already I think. For the second part I don’t think you should give up. It’s good to learn how to use the air tatsu properly because they caqn catch people off guard (what’s not normally a cross-up distance becomes a cross-up :smile:). The ex is really easy to get when your opponent is in corners and it comes out super fast, plus you don’t land far away because you’re in the corner. I haven’t quite figured the EX out when they’re out of corner yet but I’ve started using lk tatsu (from seeing Max vs Highlulu) and it does catch a lot of people.

Was toying around with mid-air FA’s for a bit (you hit them while they’re off the ground with it).

On FA2, you can combo a full ex shoryu afterwards. You can also combo your super (medium punch only) into ultra for a mid-screen super/ultra juggle.

FA3, if you dash twice you can get most of your EX shoryu in, otherwise, in the corner it’s a free ultra or super/ultra, but the ultra actually connects entirely if you hit it pretty deep.

Apologies if this is already known ^_^.

3 Question:
1. Does/can block stun accumulate or does it just count for last move blocked?

        2.  If block stun does accumulate what is the formula?

        3.  Is there frame rate data on moving from crouch to stand and vise versa?

Block stun does not accumulate. If someone blocks your c.jab, c.jab. You only get the frame advantage from the last c.jab.

I don’t know about question 3… Someone else will have to help you out there. I didn’t think you were vulnerable when crouching and standing. I never even really thought about it.

Thanks for clearing that up for me about block stun, the third question was mainly for if block stun acumulated so the math would be dead on. I don’t think that frame rate would matter much outside of block stun. If you hit then you just combo anyway.

hey i playd u today ggs

Having trouble with a jab srk -> fadc -> mp srk -> ultra sequence. The mp srk just isn’t coming off, is there some sort of delay where specials won’t activate after the fadc input? Here’s a screenshot of the sequence I’m running: http://i37.tinypic.com/qno9vt.jpg

My only guess was that one of the forwards after the dash isn’t counting towards the shoryuken, but Ken doesn’t even launch a hadouken which he should if the forward motion isn’t counting towards the SRK, and he just stands there like I never even pressed anything.

Any idea? Cheers

Normal air Tatsu has a very linear trajectory. Kara Tatsu has a longer distance. Kara Tatsu has also a more obvious arc to its trajectory. While EX Kara Tatsu, the arc is more subtle.

The use? It allow you to quickly cover large ground while still being in attack mode. It can throw off players trying to zone you (especially when you are cornered) when they are not expecting it.

Neutral jump cross tatsu is limited because it can be SRK’d rather easily if your timing is off (DP, Tiger, Canon, Lariat, etc). For certain characters it works better like Dictator. Often Dictators will use the Stomp as part of their wake up game, Tatsu can beat that. So using Tatsu cross up allows you to not only play for Stomp but get a cross up if he decides to defend instead.
Also, the timing is rather strict. You often only get normal tatsu.

Flibby, delay your mp input by a frame or two. You might be pressing it during his recovery frames.
BTW - It is a combo not worth practicing as the damage is not worth the EX or Ultra bar.

It’s about moving forward. Think of a match against a fireball character. You’re full screen away against Ryu throwing fireballs. You destroy a fireball with a kara fireball, then absorb the next with the kara focus attack and dash forward. Look at how close you are. You’re right by footsies range.

Watch how Yipes uses it. [media=youtube]9zeA55DmwiU[/media]

I’m not really a ken player, but I’ve been messing with him lately. The kara cancels(all of them, air ex tatsu, srk, fireball, focus attack) are a blast against people that don’t see them.

this is the correct answer

http://www.eventhubs.com/guides/2008/oct/17/street-fighter-4-tiers-character-rankings/

New tier list for Ken. It seems he is lowered even more. No one also seems to mention Ken or care about him in the tier thread lol. He is getting no looove. More people need to get going with him >: D lol.

It really really sucks that the most chosen characters in the game are all 6-4 against him.

Ryu, akuma, sagat, zangief, blanka, chun ;-;

It aint stopping me though >: D ill be beasting with him.

There was a tier list before this one (I think posted in an Arcadia mag). It had Vega as super shit tier and Guile and Ken together in shit tier… So this isn’t SO bad for Ken. All of the match ups seem to make sense. I don’t get why he’s 6-4 against Chun though… J.lk wrecks her SBK on wake up. And don’t even get me started on how much Tatsu combos hurt her. Then again, maybe I’ve just never played any good Chuns. However, when I play Chun, I don’t seem to have any problems against Ken… Then again… The majority of the Ken army is terrible…

All in all, I think he’s in a pretty solid place. He’s not amazing, but he can certainly win in any match.

How does event hubs determine their tier lists, anyway? I remember a while back someone on there was saying Ken dropped because a ton of new players were losing left and right and lowering his ranking on the tier list, but if that’s the case then the tier list is useless, lol.

Yea I think its because they look at the total matches ken had, and vs who, and who lost against who/amount. I think at least. Something like that.

but not THAT much kens have been around in tournaments etc reppin for him, and really versusing on a pro level vs the other matchups. So Idk. We got some good kens here though =D less do ish

ex hadouken>FA lvl2

not sure if this topic has already been covered, but i managed to combo HK>ex hadouken>FA lvl2>ultra in the corner a few times
any thoughts about ex hadouken>FA lvl2?

damage scaling

I’ve been maining Ken for a while now and I can’t help but seem to realize Ken doesn’t have many combos he can get off from a short or jab. Yes, there are variations but they all are the same or end the same pretty much. I picked up Ken because I wanted to play a more flashy playstyle. I’m not concerned about winning really if I’m not doing it in style. I’ll gladly waste 3 meters on Ken’s shoryu FADC into air ex tatsu just to taunt at the end of it. I want my Ken to be more Flashy and it seems Ken relies on reset attempts and mixups of course just like everyone.

I guess what I’m getting at is, are there any things you have done to be flashy? Any tips or things that make people go “O SNAPZ”?

I tend to do cr. lk cr. lp st. lp cr. mk then do cross up light tatsu because most people expect you to follow with a hadoken or ex tatsu on the ground so I switch it up and try to get a reset off of it.

Everyone knows the ex tatsu on the floor is a guessing game so there’s not anything I’ve done different with it except when I’m successful, I just add pressure to bait them into mistakes.

I’m a ps3 controller user so kara throw with mk is REALLY hard for me. I do kara throw with roundhouse but the distance for it is not that great. Is there any way I can extend the distance with roundhouse kara throw?

if your just looking for flash you can do things like the clownage combo. focus crumple > taunt > late dp > fadc > full ultra. or you could fadc > hado > fadc > ultra in the corner. or use that late focus crumple to fadc and go ex air tatsu into ultra.

some other stuff that is pure flash and some substance is to do cr.lp cr.fp xx tatsu as it’s a very difficult link and not one used often. or doing fp srk > fadc > mp srk > ultra. or hell super > ultra if you get a chance.

idk if ken can do this cause i havn’t had a chance to test since i saw it but apparently akuma can cancel his focus’s early with a taunt, so you can literally taunt absorb incoming fireballs lol.