USF4 Ken Improvement Thread (+EVO Result)

I like how Air Tatsus are right now. Knocking them far away is the reason why it’s good. Puts people in the corner and we can do an Ultra after.

Fierce DP < FADC < Ultra = 330 damage

Fierce DP < FADC < EX Air Tatsu < Ultra in the corner = 440 damage

yeah air tatsu’s are actually manufactured right in this game. i like thier properties

they’re just fine.

well i guess an opinion is an opinion…but to me 440 damage is weak when burning 3 super bars and a full ultra which only works in corner. I was hoping for the air ex tatsu to have the same damage as the ground one giving you 60 more damage to that corner ultra combo…500 damage for that combo seems about right…to me

That is a ton of meter to burn. I only go for it when I really need the damage (for comeback purposes and such). I think you should juggle options, a la 3s air EX Tatsu, after an air EX Tatsu in SSFIV. That way, you can do some good stun, possibly reset them with a normal, then go for more mix ups, which really supports Ken’s rushdown style or you could hit em with an mp shoryu for the knockdown and cross up shenanigans.

i feel the same way about air tatus. once a normal hits twice or an ex hits twice or more, you can no longer juggle unless its an ultra. which sucks to me because their should’nt be any situation where i watch a falling and can’t at least juggle with a srk unless its ultra

That’s not how the juggle rule works is it? I thought it was different than that and some moves have juggle properties some don’t etc…

i’ve tried in training and matches and everytime a normal or ex tatsu hits twice or more in the air you can no longer juggle unless its an ultra strictly speaking from a tatsu perspective of juggle

There’s a thread about the juggle system here. Detailed explanation here. Basic explanation below.

Are you referring to me, son?

:rolleyes: no [media=youtube]JaTVLBMqwAc"[/media] he’s not

Ken got his roll from Alpha back and one or more of his crazy kicks from Super Turbo… true story.

Links or GTFO!

would roll do anything for kens game?

Crazy kicks would be cool thou, overhead option

I see. Well if they increase the “Fake” Ultra’s damage it’ll do more than 430. 500 would be nice.

For me, 100 damage is a lot. The only reason why I don’t do it is because I can’t do it consistently.

Nope, rolls would be useless.

I’d want his ultra to have more range. Also, I felt Ken simply does not do enough damage. If they fixed these things, that’s all I would need to be content, personally.

ken doesn’t need his alpha roll at all. Abel has that move now it wouldn’t do much for kens game besides rolling past fireballs when you can kara focus them, or jump over them.
his roll would be just taking up space on his movelist. at least imo

Can anybody explain to me why people want Ken’s Light SRK to be like Ryu’s other than start-up?

Edit: I just checked the frame data and Ken’s Light SRK has 4 frame start-up, 11 frame active, and 26 frame recovery (Total of 41 frames). Ryu’s Light SRK has 3 frame start-up, 14 frame active, and 24 frame recovery (Also total of 41 frames).

Basically, Ken’s Light SRK is slower, has less active frame, and more recovery than Ryu. That’s sad.

According to the SRK wiki, which has the actual invul frames moves have, Ken’s jab SRK doesn’t have the lower body invincibility after the proper invincibility that the rest of Ken’s, Ryu’s, Akuma’s and Dan’s SRKs do. I have to say, while it’s been proven right a couple of times, I’ve no idea where they got this information from, so it could be full of shit.

I’ve confirmed that Ken has less invincibility frame around the back of his head compared to Ryu I’ve never heard about the lower body invincibility frames. I’m getting my frame data from eventhubs and it doesn’t say anything about that.

Can you link me to SRK wiki?

Here’s the link to Ken’s SFIV page on the SRK wiki. Just go to the bottom and click the other characters as needed.

http://shoryuken.com/wiki/index.php/Ken_(SFIV)

This one is in my faves. :smiley: