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

I dont think thats possible. He probably did the ultra too late and the opponent wasnt blocking

I’m pretty sure it’s less to do with noticing you get the counter but putting the move in a scenario where you WILL get the counter. Counter-hit setups. Basic counter hit setup, train your opponent to tech throws or mash jab during blockstrings that lead to kara throw. Then swap kara throw for fierce srk and get your counter-hit fadc ultra 1.

It’s possible because you have cl.HK xx hadoken to hitconfirm with, but in any case, it may or may not have been a counterhit. I kind of jumped the gun with that post and assumed only a counterhit setup work because I didn’t know it was possible to FADC into full ultra 1 otherwise. Read Joon’s post after mine, he goes into the specifics of it. But, so far what we know is, they have to be crouching for cl.HK xx hadoken FADC Ultra 1 to work. A counterhit HK makes the link to ultra much easier. A normal hit makes it like normal fireball fadc ultra 2, i.e. a 1 frame link.

To answer you question about Ryu comboing fully into U2, there are various situational ways to do it, but what you probably saw is Ryu do it in the corner. That is the most well-known way. You have to be at full low forward distance, because otherwise the fireball will hit too soon and you won’t be able to combo into U2 from what I remember. This also feels like a 1 frame link.

I dont remember if it was you Blaise or Joon who wrote that some characters have to be crouching. In joons thread there is nothing that says that they have to be crouching. How should it be? And please Joon could you write wich characters that needs to be crouching if the need for change in the thread is relevent. And thanks for a real nice discovery boys. I do think this will change my way of looking at U2 as the ultra of choice.

wait ken’s fb>fadc> ultra 2 is a 1 frame link?

@Dysfori Well, just read my post above yours, I said they have to be crouching in order for the combo to work. Not just some characters, all. What you’re probably getting mixed up on is that, the combo doesn’t work on everyone. But who it does work on, it works only if they’re crouching. If you’re still confused, try it in training for yourself. Otherwise, just refer to this post, it is the final say on the matter. To quote part of it: “The theory behind this is Ken?s CS. HK has a unique Hit Stun where it knocks back the opponent when they?re crouching. The canceled FB hits them at a later time giving Ken more frame advantage than other normals > FB”

@Ikaru From a low forward, yeah, it’s supposed to be…

I can’t do Kara Air EX tatsu consistently
do you guys think that this is essential for Ken’s mixup?

you the man. Gonna give it my best shot and learn wich characters it works best on. Thanks a million. My regards to Joon for the lovely write up on every character as well. Keep it clean, keep it real, keep the fire

his regular air ex tatsu is much better. especially if you do it at the apex of his jump going up. i rarely use the kara air ex tatsu. it’s only useful from half screen or farther but that also makes it easy to punish on reaction. most people anti air me when i do that so i’ve really cut back on using the kara version.
my 2 cents anyways.

oh p.s.
if you do regular air ex tatsu at the apex of ken’s jump, it will actually hit the opponent faster than if you were to just do j.fp/j.hk
so it’s basically a faster jump in attack. great for jumping fireballs.
reason being is when you execute the ex tatsu at the apex of his jump, he will rapidly spiral downwards faster than if you were to just do a regular jump attack.

my mind is blown…I guess it’s fairly easy to execute since you’re buffering the ultra during the dash.

Just a quick something I noticed today. It’s nothing special, but I think it’s not something that happened by chance. I think these similarities (and differences) were completely intentional.

Ken’s Sweep (d+rh):

Ken’s sweep causes an untechable knockdown that can give you a safe jump when manually timed.
Ken’s sweep is -6 on block.
Ken’s sweep has very good range and is “almost” safe on block.
Ken’s sweep is almost impossible to combo (without the use of 2 bars).

Ken’s Jab DP:

Ken’s jab DP causes a techable knockdown and gives you an “almost” perfect safe jump timing if they quick rise the landing.
Ken’s jab DP is classed as grounded for 6 frames during recovery (18 airbourne, 6 grounded).
Ken’s jab DP has poor range but is not as easily punished as people think.
Ken’s jab DP is easy to combo.

I’m starting to see Ken’s jab DP as the alternative to Ryu’s sweep.

You can combo it for the knockdown and afford yourself the safe follow up pressure at the expense of the extra damage.
You can FADC from a fireball combo and jab DP for a knockdown (corner only?).

I’ve been practicing cr.lk, cr.lp, jab DP so that I use it more often in matches. I honestly believe that 2 of Ken’s most underrated combos are:

cr.lk, cr.lp, jab DP.

and

cr.lk, st.lp, cr.fp xx lk tatsu. (Or any lk tatsu ender).

The jab DP gives you the safe follow up pressure.
The lk tatsu ender is IMHO the safest tatsu combo that Ken has.

My arguments for lk tatsu combos being safest:

It lands outside of throw range for many of the cast (command throws and 1 frame Ultras excluded obviously).
It allows you to do fierce DP follow up, knowing only ex moves can beat it out (with only a few exceptions).
Backdashing after a lk tatsu is the safest backdash (avoids all DP’s except Ken’s ex DP I believe, need to double check).
Mashing OS tech will almost always result in the tech AND/OR block any reversal attempts (as long as you don’t hit it on the very first frame, you will tech throws AND block 3 frame reversals.)

Thoughts?

Peace,

G.

I also like to use the lk tatsu but has mainly thought of it as a mix up kind of move. Since everyone is prepared for a longer tatsu you can really surprise them with a lk tatsu. The sweep I actually got a tip from another swede. He said that kens sweep is one of the best for OS on wake up since the -6 on block makes it very hard for someone to punish you on reflex alone. He gave me a OS tip wich goes:

cr.lk+cr.lp~cr.hk (if I remembered correctly or else it was cr.lk+cr.lp+cr.hk)
if you did it in the spacing of 5-6 frames before your opponent rises then it’s supposed to be a great OS for characters with fast reversals.

I’ve been using lk. tatsu for mix ups and mind games, your right about some ppl not expecting it. Don’t know how safe it is to do “st. lk, cr.lk, lk. tatsu, cr.mk. xx ex tasu” but it looks so damn nice

Yeah, i like to immediately throw them after the lk tatsu, on apponent’s wake up i sometimes do meaty cr. lk cancelled into lk tatsu, then throw. For what i do after an ex tatsu, whether it hits or blocks, if i expect a throw from the apponent, i neutral jump as soon as the tatsu is done and then punish them on the way down. of course this is risky, but seems to bait out a throw more often than not. Anyone have any other suggestions after an ex tatsu? I don’t like rock paper scissor guessing games and because of this i rarely even do tatsu’s other than crossup jumping ex tatsu…one of Ken’s most effective offensive moves imo!

If i can Hadoken Fadc into U1 everyone would be picking blonde hair’d blue eyed White guy from there teeth i dont think its possible. U2 Yes U1 No.

@Memories310: read the post Blaise has linked and enjoy. And yes, everyone needs to be crouching ^^

It is actually possible, but not very practical. If someone jumps and falls onto a fireball they’re put into counterhit juggle. Can land full U1 off of that. :karate:

Was messing around in training mode seeing if i could find some ways to maximize damage on mixups options after EX.Tatsu when I noticed that S.HK links after certain NJ.normals. Never really tried it because frame data doesnt usually include hte frame advantage on jump attacks lol. But that led to more U2 setups. Didn’t think to try U1, but it should definitely work if you get a counterhit.

NJ.MP, U2
NJ.MK, U2
NJ.HP, U2
NJ.HK, U2

For me its easiest to perform with MP because of hte great hitbox.
Not extremely practical but fairly easy to hit confirm, just buffer the first QCF with the NJ.MP.
Useful for use on characters that don’t have DPs.

Question. I’ve been working on Jab into super past few days. My question Is Why dont i just CR. MK Hadouken into Super? Its easier Just as easy to set up.

Not sure might have to do with scaling, haven’t checked.
If I’m gonna super I do, C.MK xx J.SRK xx Super since J.SRK does mroe damage than a Hadouken.