I’m sure people know of the combo but it isn’t too wise to begin with a st.LP for a combo because it tends to whiff on a crouching opponent and Ken’s TC has a weird hitbox.
For FADC combos, you should keep it short because of damage scaling.
cr.LK cr.LP cr.MK Fireball FADC into sweep or DP would be a good choice.
has better mixups, better AA’s, more health and stun, has become one of the best characters in AE(due to almost all buffs), not bad overheads and not too difficult combos, and of course the step kick poking to stuff almost everything and the best kara throw.
he has a really useful air tatsu it can crossup and you can combo after, ex air tatsu combos into both ultras ( although) you can do that on the ground step kick is one of the best moves in the game you can kara dp with it ultra’s do better damage. he is really fun and flashy, back mk fastest shoto over head his hadoukens are faster than sak and don’t end they keep going there bigger as well normals have longer range his far standing hk is a good poke and close standing hk is great for punishing a whiffed moved it does good damage when you add a hp srk or ex tatsu. tatsu combos on ground put opponents in that 50/50 chance where they have to guess to tech the throw or block whatever comes after the tatsu
Ken is the definition of Kara anyways. Kara throws, kara shoryukens, kara hadokens, and i think his step kick also. Prob wrong… since i tend to press forward HP+MK together… As if to go for a kara hadoken. Seems a little further than pressin forward MK.
Plenty of other things… Your in a Ken forum…look around
For the tatsu combo try starting with cr.lk , cr.lp, st.lp , cr.mk , Ex Tastus As you practice this one you will see it is relatively easy as you can press cr.mk almost directly after st.lp without any pause what so ever and it will connect. Now if you remove the st.lp and go directly into the cr.mk it becomes more diffcult in terms of timing therefore i recommend p-linking the mk and lk together directly after the cr.lp and it usually connect. Practice practice practice.
Also guys does it make a difference if i kara throw with foward hk or foward mk?
When AE first dropped I was comboing into sweep at every opportunity, obviously sacrificing damage for the untechable. Now, Ken’s mixup isn’t really as strong as Akuma’s so I’m wondering if it isn’t just better to get my damage when I can get it against some characters.
So I guess what I’m asking then, is what situations/matchups are you going to want to get that sweep instead of just getting the bnb?
Fierce DP - If my opponent’s crouching. If my they’re very aggressive on wake-up I’ll usually cross-up tatsu or jump in short. If they’re defensive or don’t have a good reversal I’ll bait a crouch tech then sweep or kara throw or walk up with a meaty/throw/DP.
EX Tatsu - If my opponent doesn’t have a good reversal or if I want to put my opponent in the corner. Then the whole low short crouch tech/throw/DP guessing game.
Sweep - Pretty much every other time. Ken’s mix-up is at its best after a sweep in my opinion, he can do just about anything.
You have some sweet option selects, cross-ups, fake cross-ups, empty jump throw, empty jump low short hit confirm, empty jump DP, B+MK overhead, FTK mix-ups, walk up meaty/throw/DP, bait a crouch tech and punish with sweep or throw, bait an unsafe reversal and punish with an ULTRA!!!
The great thing about an untechable knockdown is that you know exactly when your opponent is going to get up, making it less of a guessing game. You have more control over your positioning, mix-ups and it kills more time which psychologically frustrates most people.