G77
3142
I don’t know about you guys, but here are the 3 things that have got me the most excited about the videos and info that you guys have posted so far.
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It seems A LOT easier to hit a crouching opponent with the cross-over air tatsu. MayenX’s video showed him connecting with relative ease a lk air tatsu and the ex air tatsu on a crouching opponent. I believe this will allow Ken to press the mix-up game so much more effectively on knockdown. One wrong guess and Ken can hit confirm to Ultra 2 for approximately 500 damage! In Vanilla SF4, the timing to hit a crouching opponent was messed up and it was fairly easy for the opponent to just duck, spamming low punch (in an effort to mash out a DP I’d guess) and punish you for your efforts. I see this as a massive bonus if I am correct in my observations.
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If it’s possible to hit the cross-up lk air tatsu into Ultra 2, then this means that the lk air tatsu must give you AT LEAST +7 if timed effectively. This means that cross-up lk air tatsu > cr.mk > Fierce FB > FADC > U2 is going to be very easy to land. Given that the combo will be almost completely safe on block if you leave off the U2, Ken may finally be able to start “throwing caution to the wind” a little bit and get massive damage if your opponent guesses wrong. Me likey!!!
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Morningstar mentioned that he was able to combo a cr.jab from a counterhit Thunder Kick. Now correct me if I’m wrong, but if I recall correctly, counter hits give you 2 additional frames of hit stun? This would imply that Ken’s Thunder Kick must be either +1 or +2 on hit normally (otherwise cr.jab would combo all the time right?). Now, as long as the Thunder Kick has at least 3 active frames (I think it had only 2 in vanilla and it looks like it’s been improved for SSF4), then meaty Thunder Kicks will combo without the counterhit. I think that this will really add another level of guessing games on wake-up for Ken. You’d have:
Meaty Step Kick followed up with either; fierce DP counterhit bait, kara throw or cr.mk etc.
Meaty Thunderkick followed up with either; fierce DP counterhit bait, cr.jab to combo etc.
Fake overhead into, well whatever you fancy! Bait the DP reversal, meaty cr.short, fierce DP counterhit bait, throw etc.
I can’t wait to get my hands on Super Ken and do some experiments.
P.S. Max, when can we expect your vids with the frame analysis stuff? I’m on the edge of my seat here!!!
Damn… I was hoping it was at least +3 on hit. If that’s true, it means Thunder Kick is only 0 on hit. CH on Jab/Short gives additional +1 frame advantage and CH on Strong/Medium, Fierce/Roundhouse, and Special moves gives additional +3 frame advantage.
Why do I have this feeling that when Capcom said “following into other stuff is more fun”, they mean 50/50 +1 on hit?
Thx for the vid Dragonfave723. You answered a lot of my questions.
- It looks like you can get a “fake” Ultra II after 2 hit CH F. SRK. Puts people in the corner and maybe Safe Jump follow up.
- Really disappointed that you can’t Ultra II after early AA L. SRK and Air EX Tatsu.
- You seem to have trouble linking FS. LP > Sweep and C. MP > C. MP. Do you think it’s possible?
Very… I just hope we can ST. LP > Sweep. On the brighter side, Ultra II has really fast start-up. I think it’ll give us Full Ultra II reversals against a lot of characters.
Killey
3144
I bring a present to the Ken forums.
All 24 trials completed Vesper Arcade style.
[media=youtube]dh8D7VEsG8I[/media]
It should be available in HD soon. Youtube is still doing it’s thing.
Thx for the vid. It looks like theres a lot of C. LP > C. HP combos. I hope it’s a 2-frame link now.
Co-sign. I’m curious about Step Kick too. Mr. Basara!! said we might be more negative on block. A lot of things to confirm…
Kayroh
3147
Wait 4 jabs off crouch?
YAY! no more ridiculous push back
So, like here at around 1 hour 24 minutes and 18 seconds, http://www.justin.tv/teamsp00ky/b/262441623 , sanford does st.jab into sweep, and then attemps it multiple times throught the match but doesn’t get it, and it seems he also was plinking it.So what gives?Does st jab~ sweep just randomly combo? I mean he’s sanford, he’s doing 1 frames with sagat like nobody’s bussiness.
I can’t get low forward fireball fadc ultra 2 consistently is it distance specific? And whats more practical Ex or regular? I haven’t been messing around with Ken much.
J.D
3151
so when are we gonna have the “Reppin Ken since Vanilla SF4” Avatars
bshock
3152
Things I’ve noticed after playing:
Counter hit fp.srk > FADC > Ultra 2 does a good amount of damage and gets people in the corner from almost anywhere on the stage.
The first hit of Ultra 2 hits crouching opponents, i tried c.mk/st.hk > hadou > FADC > ultra 2 on a crouching dummy and it still worked perfectly. So you don’t really have to worry about that whole BS with trying to force stand by linking cr.fp
Ex tatsu crossup to ultra 2 works like butter.
Ultra 1 has the same exact setups, Counter hit to full still works
You can’t do anything after an ex srk > FADC, besides ultra 1 i think
Jinty
3153
Basically it seems like the sweep is still 8 frame startup but when you combo into st.jab at a far range it must hit on its 2nd active hit frame so this will give you 1 more frame of hitstun and you can combo into the sweep. The thing is its hard to find the perfect range where st.jab will hit on its 2nd hit frame, so not only will comboing to sweep be character specific, it will depend on spacing and the combo inputted before the last st.jab. I’ve only found 1 semi reliable way to get the range and this is 4 st.jabs > sweep in the corner on hawk. If you try cr.short or cr.jabs in the combo it doesn’t seem to work.
Parag0n
3154
But I’m pretty sure the capcom blog explicitly said that ken had a faster sweep, unless they lied or changed it that means 7 frame startup at the most. If it’s the same then st.lp->sweep should be possible on vanilla at max distance too right?
However after watching that vid it seems like dudes timing was pretty good. Maybe they changed far st.lp to +6, which seems like a real bitch move by capcom to me if it’s true. The only real reason anyone wanted a faster sweep was to make it comboable. If that’s the case though that means that ultra startup is only 6 frames…Ah f*ck it I’m tired of speculating, I’ll just wait till the frame data is figured out.
yes it does work in vanilla
Jinty
3156
I don’t think they changed st.lp to +6 because you can’t comboo the sweep from far st.mp or close st.mk and they are both +7 on hit too so I think capcom lied to us 
crazed
3157
Dev blog said nothing about sweep. Only lp.srk and f+hk.
Damn… Did you confirm this Jinty?
By the way, i’m a little confused with the news on his srks… at first people were saying F.dp did 160, now people say 140. They also said that the invincibility on the F.Dp was improved, and is now a solid AA. But other people are saying F.Dp is unchanged. I won’t beable to play super until this Saturday, so someone please confirm if it is improved or not before I shoot myself =\
according to MajenX’s video F.SRK does 140
If F.SRK did 160 that would make rh.tatsu total piece of trash without a doubt. since nerfed rh.tatsu does 180 (60-30-30-30-30)
fierce srk is 140 guys .
i think all kens dps have either more or the same invincibility as in vanilla sf4 but because everyother charcters dp trades now from jabs etc in super , it makes kens seem way better because everyones elses like ryus and sagat trade like crazy .
kens dp’s are godly in this game , his step kick is also definately NOT slower , if anything the games is overall slightly faster so his step kick seems faster now .