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

I use the c.LK, qcf+3x K, c.LP for teleporters, though I guess it would make more sense to use step kick in the Bison MU (only tested it on the Akuma MU so far, works sometimes).

EDIT: [media=youtube]DAplcUKhtGA[/media]
It lists a Step Kick OS, an EX tatsu OS, and a DP OS. Pretty useful.

[media=youtube]7M6738uHpyQ#t=0m16s]YouTube - KichijyojiKEN [Ken] vs HARITSUKA AN [Bison[/media]

Skip to 1:40

I don’t think the spacing matters a whole lot maybe he just needs to be close before he does pc. Idk I haven’t had time to test

So last night I had a short discussion about Ken with my roommates, I mentioned it’s awkward playing Ken in Super since I can’t do AE Ken things. They say, it’s just hit-confirm into sweep and more hitstun/blockstun for cr.mp. Those are big changes to me. “Why even bother giving him combo into sweep, he didn’t need it.” First, let me say this came from someone that doesn’t play Ken and has a big head at times but feels he knows everything about Ken because he played against Banana Ken alot.

I responded with, it’s more than one option for untechable knockdown, throw being his ONLY untechable knockdown besides Raw sweep or counterhit whatever into sweep. Guaranteed knockdowns versus “hope you can crouch tech or I’m gonna throw you” mix up is a big difference. More opportunities for untechable knockdown = more opportunities to mix up the opponent and bam the mind games begin. If Ken could sweep from crouching jab he’d be broken, hands down out of control(slight exaggeration maybe lol).

The only response I got was “They just made him like everyone else, he could just get more damage with ex tatsu or srk.” Yeah you could but sacrificing damage for more mix-up opportunities like the unblockable setups, empty jump delayed crouch tech, safe jumps is incentive to make that sacrifice.

What’s everyone else’s opinion on the matter? Was sweep needed or would you forgo sweep for something else in AE? Correct me if you feel I’m wrong about sweep and the applications behind using it now in AE, my curiosity on you guys take on the subject is interesting!

I haven’t played AE yet but the comboable sweep sounds like a tremendous buff. To me, it’s like deciding to study for an exam. I don’t have much time to type so I’ll just use some weird example.

Untechable Knockdown = Control/Confidence
Techable Knockdown = Rolling the dice

Does that make any sense?

I think it will depend on the matchup. I see Ryus go for sweep against Balrogs for example, but not so much against another Ryu, Ken or Akuma.

Basically I went to Japan on the 14th, 2-days before AE release. Now when the day came I obviously went to play AE. I play Ken and knew about his MP>MK so I was abusing that a lot and found (don’t know if its correct) he can do 2 MP > MK maybe the computer wasn’t blocking or some shit but I’m sure it was a confirm.

Anyway when I came home I started fucking with Kens MP so I put on counter hit and with a standing MP (far away) on counter you can U2 into. I first tried it on Ryu first and I could have SWORN it hit, so I tried again and again and again but didn’t seem like it wanted to work, so I then tried it on Sagat and it worked so it seems it works on characters with a big hitbox … haven’t tired it on anyone else yet haha but I don’t know if its been found already but I know for sure I haven’t seen no videos of it so hey.

[media=youtube]QR4FZDFjNEg[/media]

Yea, with Ryu, you want to combo into sweep vs. characters without good wakeup options, but that’s also because he gets an automatic safe jump off of sweep. Versus characters with a 3 frame reversal, he’s just jumping into a dp. Against them Ryu will focus on more damaging combos and pushing them towards the corner.

Frame data says it’s possible but I don’t try it because it’s not that easy to do. I’d rather do CH close MK into U2: reason I go for CH instead of normal is because close MK > U2 is 1frame.

Dannkk, I forgot about Ryu’s automatic safe jump. Thanks.

I’ve been using that MK > U2 since the release of SSF4 but that is also hard to pull off (but yes easier) unless you’re trying to frame trap the opponent, but who knows maybe a J.HK Cr.Lk > Cr.Lp walk out a bit S.MP frame trap something … maybe? hahaha I don’t know but I’ve done it to a lot of people but i don’t bother try link the ultra haha it’s too tight.

This can be done non-counterhit, but it’s a one frame link. For most of the cast, it shouldn’t be tried because it won’t reach if you try to do it mid-screen, and sometimes not even in the corner either.

I’m trying to integrate cr.hp in to my game, but I’m finding it impossible to link.

Wondering how you guys got it down?

It just make life easier with charge characters that crouch charge all the time.

Cheers. :slight_smile:

Go to my “Powerhouse Ken” thread. You’ll find all the info you need and more in there!

Start from the first page though as it gets more derailled from the original post the further in you go!!

Peace,

G.

u can also do far standing mp counterhit only into u2 as well, but the spacing is weird becuz if ur 2 close be does cl.st. mp which is basically the 1st part of his tc, and even on counter hit cant be comoboed into u2, not saying this is even relatively useful, cuz in a night full of games, i think only nailed it once, and tryin to land it cost me some rounds. but it is something that works just incase u didnt know, and if u ever see the setup for it though, bust it, cuz it looks friggin dirty when u land that shit!

Cheers man will do. :slight_smile:

Is there something am missing? Because last I tried cr.mp>cr.mp is NOT possible in AE. JoontheBaboon and Ikaru have confirmed that cr.mp > cr.mp is not possible in AE too.
And f.st.mp > U2 is possible without counterhit, there is a post about it in a thread somewhere. I could redirect you to the link, but the post need lotsa digging to find.

What’s wrong with you people, f.st.mp > U2 doesn’t need counterhit.

I can’t believe it when people say st.lp/cl.st.mk/f.st.mp > U2 is a one frame link. Yes, by frame data, it is a 1 frame link. But since specials/ultras can be negative edged, it is not a one frame link. Since pressing three kicks and releasing kicks registers as 2 presses. This means, for ultras and specials, you are basically P-linking by just pressing the inputs. So make sure you don’t hold the 3K buttons for too long, and also make sure to hit a clean KKK, not KK~KKK or K~KKK and it will be as easy as any other link. It’s another story if the motion is hard for you, doesn’t have anything to do with being a 1-frame link, learn to do the motion fast. Keep practicing it in training mode, and you will see how easy and natural you will be at it. If the motion is a bit hard to do, find a side which is easier for you, and practice the motion in that side first! ( may it be 1P or 2P side, depends on you) After you see yourself linking it consistently on that side, now learn do to it on the other side. May be hard at first, but practice is key.

Stop making Professor GTF rage you guys, he’s tired from lack of sleep and overworking tryin’ to give everyone ken knowledge!

Negative edging is no good for hitting 1 frame links I’m afraid GTF…sorry.

I’m sure I’ve mentioned it before but just for reference:

Frame 1 - Button is physically pressed (this will active Normals, Specials, Supers and Ultras)

Frame 2 - You release the button BUT even if you manage to release the button after only one frame, it is still seen by the system as remaining pressed on the second frame (this is why p-linking actually works. This frame will not activate ANY moves)

Frame 3 - The button registers as being released (This will activate Specials, Supers and Ultras but not Normals.)

So if you are trying to hit a 1 frame link, negative edging and double tapping are NOT as effective as p-linking as you still have only a 1 frame window in which to do your input.

Here is a summary of how to imagine it.

Imagine each letter to coincide with the press of a button. The first X being frame 1, then frame 2 etc etc. Thus I am demonstrating what the inputs would look like over 6 frames:

O = No moves will be activated
X = A move will be activated

P-linking:

X,X,O,O,O,O

Double tapping:

X,O,X,O,X,O,X

Negative edging: (Assuming you release within the 1 frame window)

X,O,X,O,O,O

I’m willing to be corrected on this, but I’m fairly certain I’m right.

So to sum up. If a move is a 1 frame link, you need to work on p-linking to improve your chances of hitting it. P-linking doubles your input window to 2 frames.

If a move is a 2 or more frame link, double tapping and negative edging are statistically more likely to help you hit it. P-linking will obviously also work too, but some prefer to use double tapping because they find it physically easier to perform and it gives you more “active” input frames in total, all of which are only 1 frame apart.

Hope this helps,

G.

Uh, thanks for correcting me G77, I never knew that. So this basically means it is indeed a 1 frame link, I apologize to you all. I won’t re-edit my previous post, just so people can know no one is perfect, haha. Oh well, thanks again.

EDIT:
Your post is really interesting, I really didn’t know that the game doesn’t register a frame between the press and the release.
I want to make sure, is it exactly a 1 frame between press and release?
So imagine 3 frames. I press on frame one and release before the second frame ( say 0.5 frame gap between press and release ). Will my negative edge be registered after 1.5 frames after the press? So at frame 2.5?
And also, I will understand this better if I knew how many milliseconds in a frame. I heard it’s 60 frame per seconds, so 16.6 milliseconds in frame? I know there is no such thing as a half frame, but I mean it in terms of milliseconds, since I don’t know exactly how many milliseconds there is in a frame.
Thanks for you help Mr.G.

It’s alright hahaha. I was simply saying that while there would be less frames to hit U2, it’s still possible non-counterhit.

Technically, you can give an extra 1 frame window to hit ultras, but you’d have to use the back or start button to plink with and that is very inconvenient.

Personally, from all normals you can link u2 from, far standing medium punch is the easiest for me. Stand jab is too fast and stand forward is too slow that I feel it’s hard to time for them. FS strong feels just right.

At the time I wrote that post, I was in training against Deejay and found that cr.lk, s.lp, fs.mp > u2 worked very well anywhere on the screen. I’m going to test out how many other chars that works on.

Double Tap the ultra input after the two qcfs and it should help significantly for cl.st.mk