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

Trying to pick up Ken…in doing so I learn a lot from watch youtube videos on high level game play from high level kens. Can anyone list someone that has a high level Ken that is on Youtube

BESIDES:
Momochi
PlayerJun52
Step1091x
Kichijijyo
Dr.Chaos
MaximillionDood

I know he doesn’t play SSFIV but no ken player should miss out the greatness of Wao. Wao IS Ken. So check out some vids of the man playing vanilla. His Perfect on Uryo is still stuff of legend.

Ichi and Dragon Boy are great Ken’s too.

now that EX TATSU can be used as and over head, how can we untilize this move besides escaping out the corner

I think you are a bit confused Curt.

Ken’s EX Tatsu has never been and still isn’t an overhead attack.

Ken’s AIR ex tatsu used to be a mid attack, meaning that you had to block it standing up. This has changed and now you can block an AIR ex tatsu from a crouched position.

There have been no confirmed changes to the hit box.
There have been no confirmed changes about the properties of the standard grounded ex tatsu.

Hope this clears things up.

Peace,

G.

Srry I wrote it too fast. What I meant was that since the air ex tatsu can be block low now. Can there be any other way to be sneaky with it

I think it was dumb to change the properties of air ex tatsu. They might as well change Chun’s jump in fierce x2 to the 2nd hit being a mid as well. x_x;

Im having trouble guys. When I’m on the right side of the screen and I do the bnb combo cr.lk,cr.lp,cr.lp to f.shoryuken it comes out with no problem. But when I try that combo on the left side of the screen and I have full super meter the super always comes out. I think the left side of the screen is my weak side. N e way to fix this?

Practice or try down forwardx2

If you are mashing it and you go from :df: :d: :db: :d: :df: :d: :db: :d: :df: :r: you will get super every time.

Just use :df::d::df: (in which you never hit :r:) and you wont get that–you can completely mash the fuck out of the bottom three input directions and never get the super

other than that work on your execution because there really isn’t any solution to your problem other than that

[:df::df: doesn’t work fyi]

Yea it’s just an execution problem. Just keep playing, focusing on making cleaner exections everytime. It’s all muscle memory so you’ll pick it up eventually and it’ll soon enough become 2nd nature. Everybody has a weak side when they first start out but you’ll grow out of it in no time.

need help with lp in2 u2

I’m looking to do ken’s U2 after lp. I’ve tried this, but can’t seem to get it to work[got it once out of 100 tries]

:lp::qcf::lp::df::d::df::r::3k:

is that a good method?

you’ll get a fireball before you get u2. You need to start doing the ultra the moment you’ve pressed LP. that’s all there is to it. Good luck

Either way works well depending on if you have the dexterity to input two half circles after the last punch.

That’s not true. Lp chains into Lp and the window is altogether lenient. You do have to make sure you don’t special cancel the first low punch into hado, that part you were right, which means you have to slow it down a little bit. It’s not a link though, I use:

cr.lk hcf St.lp hcf 3K

and you can’t link cr.lk–[+3 on hit]–into St.lp–[4 Frame start-up]–which shows me I’m still chaining the cr.lk into St.lp (it’s just slower than I normally chain light attacks with Ken).

Go into training mode and practice the speed, you’ll learn it pretty fast because if you fuck up you will get the first lp to cancel into hado or the second lp will be blocked/not comboed.

happy thanksgiving fuckers:coffee:

is this true guys?

No.u can do lp qfc lp qcf then kx3 but there is a certain rythm to it if u fuk up the rythm u will get the hado.I use this method on the left side.when I’m on the right side I use the lp lp qcf x2 method.to each his own

Considering input leniency along with negative edge it’d seem like the odds are against you with that method. Maybe there is a rhythm to it but lp qcfx2+kkk is pretty straight forward imo…

Both of them wurk fine.but when u do the circles in beetween the jabs the u2 always combos like auto pilot the hard part is not getn the hado.now on the other had when u do it the quickdraw way the lps are easy but getn the u2 to combo is the hard part.just use wat wurks best for u

Yup, you can buffer a QCF between jabs but you won’t understand the timing unless you do it yourself.

its really just used as a 50/50 cross up or SRK bait. I really don’t think that there was much benefit to it hitting high in the first place. Most people don’t get fooled by blocking low isntead of high on jump ins. it is usually an INSTANT overhead where the high low games work. If you’re jumping in right, the difference between throwing out a normal and a correct tatsu will define what side you end up attacking on. Its really hard to react to it, and you more or less have to know whats coming to defend against it properly.

Before you throw out a move, the jump arc should look as if you’re going to land same side. If you land an ultra(s), now they’re paranoid that you have that option. Sooner or later when you have an ultra and super meter, they can’t help but think you’re going to do it again. thats when you get the easiest BnB combo opening.

Oh and also, it doesn’t have to be an ex tatsu. The timing is different, but both can work as cross ups tweeking at weird and dif angles.