Dang, I never realized just how much damage you can get off of counter-hit standing HK. Got 554 damage mid-screen with Ken/Jin with one bar off of it, 556 damage in the corner with one bar (2012 Ken and Jin though, might be a bit less damage with the HP DP nerf). And standing HK was buffed in 2013? O.o<div><br></div><div>Can’t wait until the PC version gets 2013 so I can test all this stuff out. :)</div>
Sup fellas, trying to get some info on Ken so if u guys can help it would heal a great deal.<div><br></div><div>I would like to know what type of character Ken is in this game, his fireball game seems like its just for some chip after landing cr.mk but for some reason his hold f.hk seems useful (something like Sagat’s f.lk tiger). Im seeing most Ken players all over the place using him no safe pressure, footsies are really good but other than that its just random…</div>
Ken has a lot of good tools in this game that you might take for granted in other street fighter games. <div><br></div><div>Kens’ footsies in this game are really solid.</div><div>He’s got decent frame traps from close s.MK</div><div>He’s got good damage potential by himself as well as with partners. [s.MP > s.HP xx HK Tatsu [Tag] is very powerful and allows you to get damage upwards of 550]</div><div>but what I think is most important is that he has a 3f reversal move. In this game I think that’s a very valuable tool for punishing things that are unsafe. He also has a 2f super that goes a decent range forward. I think of the shotos, he is the better to play. </div><div><br></div>
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<div class=“QuoteAuthor”><a href="/profile/11390/nappydude">nappydude</a> said:</div>
<div class=“QuoteText”>Sup fellas, trying to get some info on Ken so if u guys can help it would heal a great deal.<div><br></div><div>I would like to know what type of character Ken is in this game, his fireball game seems like its just for some chip after landing cr.mk but for some reason his hold f.hk seems useful (something like Sagat’s f.lk tiger). Im seeing most Ken players all over the place using him no safe pressure, footsies are really good but other than that its just random…</div></div>
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<br><div>He can Kara specials like Sagat with F.Hk. Kara Fireballs, and Kara Uppercuts are all possible. Kara fireballs actually make his fireball game better then all the shoto’s, and be able to match Sagat from long range. You can also move pretty quickly across the screen with just two consecutive ones.</div>
understanding Ken alot better now, and after i get a combo into fp-Dp i get a safe jump for more pressure… The safe jump only works if they quick stand as u know, i just walk back a few steps after doing my safe jump so i can start back my pressure with b-mk or f-mk.
Question…if you do forward throw, f.hk xx lk tatsu, will you pass over your opponent in time so their roll input is still flipped? Usually after a forward throw I just lk tatsu over, but since tatsu no longer builds meter on whiff in 2013 I figured, if this worked, it’d be a decent replacement that gives you the same result but still build meter.
I’d test this myself, but as I’ve mentioned several times before, I’m PC only and thus can only play version 2012.
They are, but they’re fairly easy to plink. And once you grind it out in training mode, you’ll hit them in no time.
I want to create a realistic combo list for Ken into EX Tatsu. For example, things such as Cr.Mk, Clst.Hk (chain) XX EX Tatsu. Just to compile the damage.