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

Nice. What are his other safe jump set ups?? :wonder:

Still working on it.

I think Joon mentioned it already, but just in case.

If you hit the jab DP and do an immediate jump in but they don’t tech the landing, you can do another immediate neutral jump and get ANOTHER safe jump.

So, so far we have:

Sweep - safe jump. Manual timing required, non techable.
Throw - safe jump. Manual timing required, non techable.
Jab DP - safe jump. Automatic timing, techable.
Jab DP - safe jump - NJ safe jump. Automatic timing, non techable (as they basically didn’t use their tech option.)
fierce DP - FADC - immediate mp DP - NJ safe jump. Automatic timing, techable.

I’m just gonna check to see if you can Neutral jump AGAIN after the mp DP NJ to get ANOTHER safe jump as in the jab DP set-up. In theory it SHOULD work, but it all depends if the knockdowns are always the same amount of frames from different attacks. I’m fairly certain it should work though, so:

Fierce DP - FADC - immediate mp DP - immediate NJ safe jump - immediate NJ safe jump

should work on non techers.

Peace G.

This was my inspiration for trying to find this out. It’s just a shame we can’t quite loop it like Adon can as Ken’s jab DP doesn’t have enough priority.

I’ve been playing with Ken’s safe jumps and OS’ing a fierce DP because against quite a lot of the cast it results in Ken hitting them airbourne and/or as a CH and then FADC ing to full U1. It’s kinda cool because the fierce DP wins out due to it starting later than their attack. So you only get the fierce DP when they attempt the reversal and you also only get the fierce DP when it is going to hit for a CH. (This is especially nice against Ryu!!).

I was thinking of doing a single post with ALL the different mix-up options and safe jump set-ups in one place. Do you think this would be beneficial? Maybe if it went to the front page too?

Do it!

Hell yeah!

That’s gonna be one long ass post lol. Go for it.

I can finally sleep at night. Thank you :smiley:

For it seems that the Ken forums do not have a “Good Games” thread, I would like to give a shout-out to lilsix66 and his Ken. GGs man, we need to play together more offline though! I never see you in the Sac Thread anymore!

Ok, here is my latest Safe Jump set up conclusions.

I’m a little disappointed as I had something wrong in the previous list. Mainly because I misread someone else’s post. So here is my complete list of safe jumps that I have found for Ken. Props have to go to Karasutra for finding the U1 immediate jump in safe jump! It does a perfect safe jump for Ken’s mp DP (4 frames). I’m going to test it on a variety of cast members later tonight, but even this is a good find!!

Ken’s Safe Jump set-ups:

Throw > Jump in Safe Jump. Manual timing required, non techable.
Sweep > Jump in Safe Jump. Manual timing required, non techable.
Full U1 > Immediate Jump in Safe Jump. Automatic timing, non techable. (Very good find)
Jab DP > Immediate Jump in Safe Jump. Automatic timing, techable.
Jab DP > Immediate Jump in Safe Jump > Neutral Jump SJ. Manual timing required, non techable (opponent chooses not to quick rise).
Fierce DP > FADC > immediate mp DP > immediate Neutral Jump SJ. Automatic timing, techable.
Fierce DP > FADC > immediate mp DP > immediate Neutral Jump SJ > Neutral Jump Safe Jump. Manual timing required. Non techable (opponent chooses not to quick rise).
Fierce DP > immediate fake OH > immediate cr.mk > immediate Neutral Jump SJ. Automatic timing (kinda), non techable (opponent chooses not to quick rise).

It seems that all of the non techable safe jumps (apart from Full U1 > immediate Jump in) require you to time the safe jump manually (bummer).

Almost all the techable techniques require no timing on your part (yay!).

Any techable safe jump is going to always have a very small variance in outcome because the opponent has a 2 frame window in which to tech the fall and 1 or 2 characters have different wake-up speeds to add to the confusion (but this affects techable and non techable knockdowns AND it affects everyone, not just Ken)

Now if you are trying to safe jump someone with a 5 frame reversal move or slower, this is not a problem. You can safely throw out the safe jump attack and not worry.

If you are trying to safe jump a 4 frame reversal, it will only be successful if they tech the fall on the second possible frame. Most people mash the tech so it’s gonna be slightly more random (read unsafe). I’d err on the side of caution against 3 and 4 frame reversal characters and do an empty jump.

So far, the closest I can get to auto timing the manual techniques is as follows:

Fierce DP > immediate jump in lk > Immediate cr.lp (11 frames) > Immediate Neutral Jump SJ (if they choose not to tech the fall).
Jab DP > immediate jump in SJ > Immediate cr.lk (13 frames) > Immediate Neutral Jump SJ (if they choose not to tech the fall).

Soooo,

What does everyone think?

Peace,

G.

So far, Guile, Ryu, Akuma, Dee Jay (ex Jack knife), Guy (ex senpukyaku) and Adon can beat out the U1 safe jump.

Anyone else having your heavy dp’s miss? Like the first hit goes off and the rest dont. Any idea what causes this? Before it kinda happened once and a while now like half my heavy dp’s are missing and causing me to get punished. Mainly I use the heavy dp for anti garbage like when chun li throws a projectile and comes to poke me or do something else kinda thing. Is there something better to do against chun when she does that cause about half the time the DP misses. Most of the time I try to jump back and reset.

Your main anti-air DP is Medium punch DP. If the Fierce is missing within combo’s it’s usually because of the distance, and is the case for most one hit Fierce DP’s. In order to remedy that problem you have to learn how to kara DP which effectively covers the distance that would usually result in it whiffing.

I watched a fight I had earlier against chun li and there was two times my h. dp missed and I saw it was probably because of the spacing.

I just went at least 20 rounds on a stream, and some time during that the guy managing the stream tells me that the people are calling me a flow chart. Fuck people man. Seriously playing my heart out and keeping up my game, and then get called a flowchart ken.

Just realized I’m getting upset over nothing, and that I kind of exaggerated with the amount of rounds. Oh well…

Just came here to gloat a little bit, but I landed what was the sexiest combo ever in a match (albeit it was against my younger brother who kind of sucks)

In the corner:
Cl. HK xx fireball FADC > cr. HP xx fireball FADC > cl. LP xx cl. LP > s. LP > Ultra 2

I got lp to U2 down pat, I’m going to try to use it some when I get the chances.

NJ tatsu cross-up: it’s possible to cross-up with MK version (I don’t think it’s possibe to do so with LK, but don’t know), and it seems to me that when it crosses it actually hits with his ankle (like j.mk) and not with his leg, but I could be mistaken. Anyway, it’s looks more ambiguous than the HK version, it has it’s own special timing, but you can still only combo afterwards with cr. LK.

i was trying out some combos in training last night. not as impressive as the above post but it was air EX tatsu cr.mk EX fireball FADC ULTRA 2. Looked pretty neat.

good shit. start hitting this shit all the time off of CR. LP > CR. HP > HADO > FADC > U2 ! that’s my BnB with ken now, U2 works you just have to work on your mind games. and that tatsu shit sounds a little weird. character specific?!

I saw a Ken player pull off cl.hk xx hadoken, FADC, U1. Please tell me how the f**k he did that. I’ve tried so hard. And today i watched the video on the news section where ryu pulls off hadoken fadc U2 and I thought that was impossible too.

During crossups you can mix it up by doing l.p l.p h.srk and if they block the light punch walk up and throw, works for me most times.

I wrote like a true swede = BAD. What I meant was. He pulled of a hadoken fadc to full Ultra 1. But I just read Blaise reply on another thread. :slight_smile: I can not comprehend how it is possible to notice that you get a counter hit with the cl.hk xx hadoken fadc u1. It’s just too fast for me