Random stuff I do:
MK grab hold up-forward:
- follow up j.lk
Most people auotmatically mash throw so:
a. c.mk xx dp
Free damaging 2-hit and follow up with a j.lk. or
b. Throw again
reset the loop or
c. c.mk xx mk crazy (hits mashers again but can be punished, best stick with dp)
d. c.lk then grab
e.c.lk then lp dp
Simple but pretty effective mix-up, I’ve made quick ass comebacks with this. Also if they try to dp and the lk hits, you get a 3 hit combo. Most people cant punish ken’s lp dp at all making it safe if you do it, only bad thing is you get pushed out. On that note if they are scared of 2nd dp, walk up throw or walk up dp.
- j.mk, walk forward throw
Sorta hard to time a tech from this, also you can c.lk xx dp after this if it hits.
- j.rh
a. lp dp
Painfull ass 2 hitter, safe if blocked.
b. c.rh xx lk hurricane, hk crazy kick, s.fp xx lp dp
crosses up shots if sweep hits.
Ken’s throw is so good, you should know how to land it alot.
c.lk -> throw
c.mk -> throw
j.fp -> throw
c.lk x3-4, wait for whiff -> throw
c.mk, c.mp walk forward a bit ->
bait a dp -> throw
cross up km, walk back -> throw
any jumping move xx hurricane -> throw
These best work when mixed between a lp dp.
ex. c.mk wait a milli second then lp dp or c.mk and go straight into throw.
You can also set-up whiff punishes with Ken pretty well, like max range c.lk walk forward a bit, c.rh anywhiff.
Of course this sin’t Ken’s game in a nutshell but its good to be knowledgeable on how to use this aspect of his game, since its still a strong tactic, even if the throw range was nerfed. That’s all I got for now.