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

don’t worry too much about it vs gief, sometimes i’m almost positive my blockstring timing is perfect, but i’ll still get 360’d out of them. if you know you can’t execute, PRACTICE. training mode for hours on end, whatever you guys do. personally i think execution is the biggest thing, granted i don’t have the game at home, but i’ll make sure my combos are down pack.

on the subject of a lot of work for a little dmg or that gief can turn the tides easily, that’s how it works against him. you pretty much have to zone/fb him well to win. best advice from me against gief, don’t go for big combos/block strings unless you’re feeling risky.

as for being a good ken player, just play. who cares if people think you’re good? play for yourself. as you progress, people will be more aware of your skill level.

I really think that best way to use Ken’s ultra is defensive. It’s easy enough to use as anti air and get full damage.
I rather use my ex moves our even save my ex’s for my super which does a considerable amount of damage and has many hitconfirm combo’s.

Thank you for that post!! I feel like Mighty Gai from Naruto reinvigorated with the spirit of the LEAF!!!

I’m pumped up again lol…yeah I definitely gotta practice my execution. Good thing is, Ken’s isn’t the hardest to do, and I can still hit confirm off of something more simple like lp lp mk, just gotta get the timing perfect. I’ve also been using my air EXtatsu better and learning to combo immediately on hit into another tatsu. It seems if I can get one of those off, I usually win the round.

I love Ken

yeah, i tend not to worry too much about gief players. a hit and run tactic is best used. throw your hados when you are about or more than 3/4 of screen away. zone him out with your F+:mk: and cr.:mk: with EX-hados everyonce in a while and then back away. Throw those jabs if he gets inside and jump away. Don’t be afraid of his lariat, especially if they spam it. You can punish it by hitting them right as they stop doing it, Goto practice mode with gief and use the lariat a few times. you’ll get the timing down pretty fast. if they manage to knock you down, mix up your jabs and shorts or immediately jump out if they try to jump in. if you are in a corner, just jump and EX-tatsu to the other side and repeat the whole process. One or twice per round, I may be bold and jump in to try to nail a combo. But it’s gotta be surprising to them. Like hit and run 5-7 times and then all a sudden jump in for a cross over. If you connect for damage then u can continue rushing but i usually back away and make him chase me again. If you frustrate the living hell out of Gief, then he’ll just get more desperate and make moves that will allow you to punish them.

Come to think of it, a Gief matchup to me is like when I am blanka against ken. Total ownage…

Mechanics of FDAC->Ultra

I was curious if there was a shortcut in doing an FADC -> Ultra combo.

I tried this in training and I’m just too slow in the execution to pull off a combo.

Does everyone here do the clean version or are there shortcuts in doing this?

Thanks

what is the difference between using j.lk and j.mk as a jump-in or cross over?

which one should i be using and why? i mainly use j.mk right now but i see a lot of players in match vids using j.lk

@suncowiam: no shortcuts. Just keep practicing it. Its only a matter of time before you get it.

@ojste: j. lk beats out anti-airs easier, and other moves even if they are EX.

as joe said, j.lk is much better (emphasis on MUCH better). why? it’ll beat a lot of things that j.mk won’t. for example, you can beat shoryus and chun’s ex spinning bird kick with j.lk.

How do u hold the stick? I tried holding it like a wine glass thinking it would make FADC into ultra easier, but it started gettin annoying.

you jsut gotta sit in training mode and keep doing them ultras until its easy.

I wine glass

I karate chop (side resting).

i am having a real problem with any character that turtles the whole game. I don’t want to jump in b/c they will do an uppercut and i cant get in close enough to get them with a kara throw(or when i go in the uppercut me). when i try to hado they jump over and by the time i get there they are already blocking. and if i do a :r::mk: he just keeps guarding and waiting for me to jump. So what do i do?

if he doesn’t do anything after a f+mk then thats PERFECT.

you can immediately grab after, or go in to a poke string which leads to kara throws/crossups. then take advantage. once he doesnt know if you’re gonna kara throw/guard string/cross up then thats when ken really starts to shine.

I cant do the wine glass, just feels unnatural, lol…

Well Chaoz murdered me again last night, haha…dude is sick, I learn from him, but until I can flawlessly hit the combos, my rushdown Ken will be not as good. Im semi rushdown while throwin in some counter/punish tactics. I can barely even cross him up, Im tryin to see exactly what he’s doin, but my spacing is off, dude just cancels my cross ups with ease. I managed to beat him one or 2 rounds, and I think it upset him b/c he went INSANE and gave me the most magnificent ass whoopin Ive ever seen. GGs as always & Im lookin forward to playin him some more tomorrow night. Chaoz if ur readin we should do this 2-3 a week when time permits.

techmaster or Joe - Im not sure if im lookin in the right place, but where/what are Kens block strings?

Common block strings are…

Crouching :lk: Crouching :lp: Crouching :lp: Crouching :mk: Fireball / Tatsu

You have to be very close when you start the string for the 2nd jab to hit, otherwise if you see the opening short hitting, ideally you should fierce DP after the 1st or 2nd jab if you’re in range to do it. Or you can stop the string at any time and go for a Kara throw or another cross up.

Crouching :lk: Crouching :lp: Standing :lp: Crouching :mk: Tatsu

Opponent should be standing for this one, using the standing jab gives you more time to land the crouching forward as it has better hit advantage.

sweet…thankx bro.

I was training this the other day and did find a shortcut at least when doing a shoruken:

f, d, df + p -> mk+mp+f -> ultra

The first f from the shoryuken is buffered with the second f in the focus attack to immediately cancel the FA. This is much easier to do then:

f, d, df + p -> mk + mp -> f, f -> ultra

Any reasons not to do this?

Guys how do you make Ken do a horizontal air hurricane kick? I’ve seen a combo where he does HP dragonpunch, FADC into air horizontal hurricane kick(he kinda goes in an arc really) and then does Ultra just before he lands. Is it similar to doing Cammy’s instant overhead dive kick by doing QCB, UF + kick? I’ve tried doing it but can’t seem to do it.

well that would only work with the LP DP considering you have to wait til the 2nd hit of the HP DP to cancel. HP seems to be more reliable on other characters hit boxes than LP.

funny, i was just practicing this like 2 minutes ago. maybe the properties of the hurricane kick is different than dive kicks. dive kick is one simple animation and just has to kick towards the ground. however, it seems like KEN has to spin and kick a certain amount of times before he hits the ground so I don’t think they would let you do it so instantly like cammys because he would be too close to the ground and not have enough time to perform the animation.

i’ve noticed the best way is to just do it the natural ways. jump U/F, D, D/B, BACK+KK

do it fast enough and he arcs perfectly. this is actually his hard trial 5 combo.