Shoryureppa! The Ken Thread

Cammy v. Ken is 6-4 ADV: Ken. That match is very hard for Cammy when Ken starts throwing those slow FB’s. Hard matchup for Cammy.
Also, Ken definitely beats Dhalsim. The Hurricane going through Yoga makes it rough for 'Sim, and once Ken starts the kneebash loop its practically good game.

Well its not that simple with sim, he has his own loop. Also, flame beats tatsu.

I think Ken wins because 'Sim’s inside game is much worse than his, and also a fierce SRK can catch his limbs even from afar. The air tatsu also is a useful tool and Ken can match Sim’s fireball game.

Well…that’s DGV. Dude’s Ryu and Ken are NASTY. While I agree that Ryu doesn’t exactly need a Rushing Fierce, I don’t think it’s so good that taking it away will break his game. Ryu will still be good without it, but it’s a nice tool to use as a dash and a combo starter.

IMO Dhalsim is one of Ken’s most difficult matchups. In the hands of a skilled Dhalsim player, Ken will whiff his psychic Shoryukens and get punished everytime. If Ken manages to get in, the Dhalsim player will keep his cool and reversal throw Knee Bash attempts with his long range Fierce throw. Yoga Fires mixed up with Flames will keep Tatsus at bay and Dhalsim doesn’t need to fight a fireball battle with Ken, he can easily slide under or Kick Drill over to advance and then when he’s in range, Drill the next Hadoken on reaction or slide under it. Dhalsim can be very tricky. It’s a difficult match for Ken, but it’s not a clear advantage for Dhalsim, just a tiny advantage. 6-4 Dhalsim IMO.

Of course there’s always his great zoning or his rushdown drills, sim’s got it goin on.

All I know is that Ken and Ryu are different enough to the point that I can’t win with Ryu…at all.

Also, I think rushing fierce was given to Ryu to quell his slow walking speed so that he can get in on opponents faster to give him some form of a rushdown game.

I love fighting Sim because I have so many options if I get in - and that’s a big “if” against Sims like Damdai’s or NLP OU’s.

But yeah, its pretty much good game for Cammy against Ken; she really doesn’t have much going for her in that match.

Yeah, ryu just feels slow.

I know what you mean. Funny thing is, I prefer Ryu vs Dhalsim than Ken. If Ken gets in, yes he can make the Dhalsim player more nervous than if Ryu got in, but it’s Ryu’s Super that completely changes this matchup. Just throw Hadokens till you get meter, then watch the Dhalsim player clam up and quit throwing Fires or Flames. LOL This throws Dhalsim’s gameplay off balance much more than Ken getting in. While there are good Dhalsim players that can still give a Ryu with Super a hard time, every Dhalsim player has to be extremely careful what he does during that period until Ryu throws his Super. I LOVE that. :smile:

I thought I saw flame cancel super before? I guess it could have been super flame.

Earlier today, I was playing ranked against Blanka. After finishing off a combo that ended with a tatsu to put him in the corner, I did c.mp>mp DP to win the round while he was doing electricity. What resulted was the electricity effect covering Ken for the rest of the match (this happened in round 1). It looked like Ken was powering up straight outta DBZ; it was the greatest thing I’ve ever seen.

Its a known graphic glitch, you can also get it with chun/honda mash moves too.

I main Fei but I also want to dabble a bit in Ken too(maybe use him as an alternate), so one quick question, what distance do you have to be at in order to do a crossover juice kick? And is it practical to use :hk: crazy kicks to crossup your opponent on knockdown and does it work from both sides of the screen?(did it by accident one time, when someone was knocked down I used :hk: crazy kicks and ended up on the opposite side of my opponent)? And if so how would you use it in a match? Also which strength kick should be used to do juice kicks in the first place?

Sorry for all the questions, just want to know.

The glitch is a nice trick from time to time, but you are opening yourself up to a throw, if you use it too much.

Juice kick crosses up around fei’s max hp rekka range. Depends on the strength too.

Whoa did not expect to get an answer that quickly, thanks man.

Lol, I’m a loser that hangs out on the forum all the time. :looney:

That glitch only works on Ryu, Akuma and Ken BTW.

I just realized that I’m a horrible Ken, technically speaking. I play mostly by intuition and really can’t tell you which strength of anything to use - I kinda just do it. Anyway, Ken has plenty of tricks in his bag so I would eschew attempting :hk: Krazy Kick (K)ross-ups altogether. Also, I would say that the strength of the tatsu is less important then when you initiate it in relation to your jump (i.e. if you do the motion late, early, etc.).

Here’s a little thing I’ve been practicing: push your opponent into the corner with meaty fireballs and such. After he gets knocked down in the corner, throw a late meaty fireball and walk up throw. Repeat but this time stutter a little bit; he’ll probably throw out a poke or jump which is easy DP fodder (don’t forget to yell “PREDICTABLE!!!111!!1”) when you punish. Mix it up and get creative with what you do on follow up.

I remember you doing some tests with the ranges of the Juice Tatsu Coth. Was it RH that goes the most forward or something like that?

Here’s a Ken story for a few of you…

Some weeks ago I was practising “j. fp link to light/medium tatsu”, probably Ken’s best kneebash setup. Anyway, I could do it GREAT in practice but not in a match. Last night I had a severe migraine and was using Ken for whatever reason against a good Balrog (yumi76). I don’t know if it was the migraine or not but I was linking that setup all night. I lost the match 3-2 but that’s probably the best I’ve ever played with Ken against a good 'Rog. Sadly I quit right after because of the migraine. I’m waiting for the day I perform the “jumping back light tatsu” on someone in a match, as I can do it in practice.

Q: does the j. fp > tatsu setup have to hit deep? Seems like blockstun recovery is faster if its not deep.