been playing ken like always my impression so far is that ken is a very good character and is an excellent partner for pretty much everyone in the game stuff i have noticed is
1 - ryu seems to have amazing crouching normals while ken has amazing standing normals
2 - ken has a kara throw with close st.mk making him i think the only character that can throw someone after hitting them with a c.lk/c.lp up close
(ex: j.mk c.lk cs.mk-throw will work while normally the throw whiffs)
3 - st.lp and fs.mp blockstrings are amazing you can frametrap with them and good for 4 options afterwards 1- sweep 2- mk overhead (has more reach than in sf4) 3 counter hit them with fs.rh which will crumple them 4 - go for a throw
4 - all 3 of his throws leave you with a good counter charge into overhead setup
forward throw - counter hit charge dash cancel b.mk
neutral throw - counter hit charge dash cancel walk up f.rh
back throw - counter hit charge dash cancel walk up b.mk
5 - step kick seems even more important in this game than in sf4 with the lack of focus attacks its alot safer and it does 80 damage now
6 - tatsu’s go through projectiles alot better now
7 - kens qcf.mk+mp is an amazing anti air
stuff i dont like about the new ken are
1 - 4 frame started with 2 invincible frames lp.srk meaning it wil get stuff by all meaty’s i would like to see them either make it 3 frames again or increase the invincible frames to 3 right now the move has little to no practical uses
2 - 5 frame c.mk revert it to 4 frames the move has alot of recovery now
3 - long recovery on cs.mp i would like them to reduce it so we can fake a target combo into throw like in 3s
4 - cs.mk no longer forcing stand
5 - kens super shippuu jinrai kyaku whiffing in the corner during juggles
7 - kens ex shoryuken does not seem to have much going for it aside from the long reach
8 - the hitbox on kens c.hp seems terrible and its 6 frames now
9 - target combo has to much recovery and target combo is something we really need because ken does not really have good hitconfirm combo’s
10 - cs.lp being + 6 while fs.lp is +7 make both +7 no need for this crap
11 f.rh is really hard to land in this game with rolls and ppl actually looking for overheads i would like to see this move cause groundbounce without counterhit
12 - still slower than ryu WTF capcom?