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

Im pretty sure that online the normally easy target combo/dp gets hung up by lag sometimes. Ive noticed this as well and makes me look like an idiot for missing the easy combo.

anytime i combo cr.lk> cr.lp> cr.mk i input it like this now… cr.lk> cr.lp> cr.mk ~ cr.lk + cr.lp. yep, its the exact same input as a kara throw except its crouching. according to this video ( [media=youtube]lCP1sVYUxGQ&feature=player_embedded#t=1m00s[/media] ), it gives you two chances to hit the plink not to mention, it helps us ken users hone our kara throw execution. i think this is the next step up for us ken users.

So, why is it that far standing jab leaves me at +7, and crouching roundhouse has 8 frames of start-up, that it still combos? (sorry for the confusion)

the are two frames that st.lp can hit on

and if you have amazing execution you can get it to hit on the second frame, has to be a meaty of some sort, st.lp would put you at +8 instead of +7. this only works against some of the cast and is pretty useless, unless you really want to style on people.

1+9*? Starts up in one frame?

I’v been beating my friend’s ultras with shinryuken last night, Kikosho and Sonic Hurricane.

Is kara-focus dash cancelling useful? I found that it gives you more distance than dash itself obviously, but also just step kick itself too. Although I didn’t try f+HK but don’t if you can kara focus from that. But uh, frame wise, would it just make more sense to dash twice, step kick twice, depends?

is this character specific? i’ve done this several times on juri but i can’t land it on ryu.

also, can anyone jab ultra? this doesn’t really seem practical considering how much shit you eat if you screw up.

probably old news by now but

-j.mk u2 works (crossup or not). regarding that big list of characters that you can combo after j.mk, why not just immediately ultra? there’s no real timing required (for the chars i did this against in training mode)

-you can position yourself just outside ryu’s low forward range (you can get close enough that ryus foot passes thru kens) and tap focus to go over the mk. it’s hard, but at that range if you hold focus for like a split second before the mk you can counter a mk->ex fb

-far stand strong->u2 also works on sim. i think this could work on other chars too. HUGE pita though. i dunno my execution is poop so maybe this will help you folks

I was linking j.hk>c.lk>c.lk>s.lk>s.jp>sweep

some stuff regarding kara…

ive been using kara (f+mk) ex srk as an AA lately. as this game gets older, people know the safe distances to jump from. people will empty jump forward to try to advance positioning, they think they are safe but i throw out a kara ex dp and i scoop them out of the air, that shit has some mad range and invincibility.

another thing ive been doing for awhile now is an up close kara (f+mk) ex fireball. its pretty much impossible for them to jump it. its excellent if you use it to kill them with chip damage and if they try to jump it… well, they can’t, its too close and too fast.

tne duble plinking is a good tool but honestly kens combos r ez regular plinks will do but for combos like ryus foward fierce down fierce i think it helps alot

jab ultra isnt that bad u can jus chain ur lks and lps and do two qcfs on reaction or if u knw u wana go for it n advance uffer the qcfs while ur doing ur shorts and jabs pause then all kiks

wat up ken mainers im not that good but i have a quick question i wanna use u2 but i have my lacks with it a cant buffer it on the left side but the right side i have it down okay any tips that anyone can offer to help me out i still prefer u1 cuz i have enough time to buffer it. good luck to all ken players going to evo

i think everyone has that same problem. i used to have that problem but ever since switching to the Daigo way of holding the stick, i have improved greatly.
[media=youtube]mRnfXzax94c&annotation_id=annotation_928783&feature=iv#t=7m00s[/media]
it gives much more control, accuracy and speed imo, give it a shot if you dont already hold it this way.

Well, kara FADC lets you pretty much phase shift through fireball spammers. Then you can take that into a fake HK -> kara throw. The distance you cover with those three really adds up.

thank you for ur reply and video

Not all of them. C.lp, c.hp is a pain to hit consistantly.

which are the correct input for kara srk ?

I just came across this.

The reason why the frame data for Ken’s lk tatsu is “wrong” is because the last hit box extends to the opposite side of Ken and doesn’t actually hit the other character. Ken’s lk tatsu only hits with the first two hits when you use it normally.

So basically the “3rd” hit of the tatsu whiffs and that has to be added to the recovery. So:

Active is 1(4)2(6)2, Recovery is 20 frames, block stun is 20 frames.

1+6+2 (the remaining active frames) + 20 (recovery frames) - 20 (block stun) = 9 frame disadvantage, or -9, which is what is listed in the frame data.

Input the SRK motion, then hold forward while you press forward and either jab or fierce. You’re pressing forward kick a split second before you hit the punch buttons. To somebody watching you, it looks like you’re hitting the buttons at the same time. It’s easy to pull off if you know what plinking is. It’s essentially the same thing.

Strong Punch does not work however. You’ll get a Kara Focus instead.

You can do f+HK to avoid getting focus when trying to do kara EX dp with MP, but that gives you less range than f+MK. Here the exact inputs (as you would see it in training mode):
:r::lp::hp::mk:
:r::mk:
:df:
:d:
:r:

or using the roundhouse overhead:

:r::lp::mp::hk:
:r::hk:
:df:
:d:
:r:

a regular kara srk would look the same minus one punch button at the end. Speaking of karas, anyone tell me how to do kara tatsus? Not sure how to input that one…

Thowing one last thought out there. Ken’s jumping fierce seems much easier to utilize now. It’s easier to cross-up, looks ambiguous as always, doesn’t whiff a lot now. Ryu’s jumping fierce seems to be like Ken’s in vanilla, possible to cross opponents up but much harder to hit. Maybe everyone already knows this? just thinking out loud.