His Medium Kick overhead is also -1 on block on now

My biggest problem with me using ultra 2 as a main was the fact that it never hit far enough, but sense they buffed that, if it works better i might just main that. Being able to combo into my ultra more reliable, especially on crouching characters is just gold, All it will take is Cr. MK into fireball into ultra for sweet damage. I hope it works as intended.

What the overheat really needed was invincibility at the lower region. It’s so slow, anyone can spam cr lk on reaction to punish it. At least make it require a standing attack in order to interrupt it.

As for U2, even with the range buff it will still be a one frame link from a fb fadc. Not bad for offline but pretty risky for online. And it still doesn’t end with a shoryuken, which means it’ useless :P.

Now with the buff it’s pretty hard to chose the ultra to be honest…
Ken will have 2 really powerful tools…

Compared U1: FSHORYU FADC U1 : 326 NOW
In the futur : 366 !!! It’s a really good amount of damage for a shoryu fadc;

U2 : CMK HADO FADC U2 : 456 now
In the futur 466 !
If the first hit travel longer it can be one of the best ultra…

Imagine FAR MP ULTRA 2, it’s just scary.
And against some bad matchs-up…

And i’m not sure the 1frame link is the biggest problem for ken now, cause when you mastered the cmk hado fadc u2 it’s not so difficult but sometimes the distance fuck the link, so giving a better first hit can resolve several fucking problems…

To combo and to help the zoning game.

Yeah, the link to U2 has always been tough, but with practice it’s just as tough as any other 1 framer. Just takes getting used to. I’d say I can pull it off 95% of my attempts, and I only play online… It’s certainly going to be waaaay more useful in footsies against fireballers. I’m wondering if it’s going to be interesting to see what else we’ll be able to punish with it. Blocked Blanka ball? Honda headbutt? Guile boom? I think that Ken’s fireball will be the limiting factor now with how far out we can combo U2 and not the ultra itself…

I generally go for my Thunder Kicks as a follow up to the fierce DP knockdown. I use it as my main mix up with the FTK (high, low, block, throw) when I don’t have the guarunteed safe jump after the fierce DP. It only has 2 active frames so once you get the timing sorted, getting hit out of it with low attacks really isn’t an issue at all.

Other good opportunities is against scared crouch blockers in the corner and when someone empty jumps a long way in front of you. Certainly catches people off guard… And I love it cuz it does so much damage!!!

Peace,

G.

I agree with you G77 on the ultra, 1 frame ultra may be hard but def worth it in the long run. An extra 100 damage if you put in the effort and time? that’s something I’m down for. Time to go to training mode

Can’t record. But his walkspeed is the same as Ryu’s

With his increased walk speed and the buff to his Step kick how much has kens footsie game improved? And how does the walk speed improve him overall? I just wanted you’re guys opinion on this.
All in all, Ken is faster, more damaging combo’s, improved normal’s. When i think about all the buffs he has gotten, this comes to mind
http://www.youtube.com/watch?v=6uZWArSOmCc Ken masters song

“The rise of Ultra Ken Masters cometh, prepare you’re selves”

Ken

Findings

  • HP SRK > FADC > U1 does more damage at the last hit (366 total up from 326)
  • U2 hits crouching characters on the first hit but still can be crouched to avoid chip damage
  • Thunderkick is still negative on hit, I could not follow up with anything on hit
  • kara throw range is the same
  • still has kara tatsu
  • cr.MP does not link to cr.HP
  • cr.HP range is the same
  • HP SRK could still hit once and whiff the rest leaving you open to get punished
  • MP SRK has not been adjusted still can hit once
  • B+MK looks slower

B+MK slower? It was a crappy move to begin with… I guess no overhead for you mr Masters…

Dude. Kens b+mk was one of the fastest overheads in the game!!! Sounds like Elena may now have faster ones but up till now, I think Kens was the fastest in the game at 15 frame start up (if I remember correctly).

It was never crappy…

Cheers Shinebox. Keep it coming if you can. We really appreciate it!!

Peace,

G.

Shinebox,
The first hit of U2 seems better Right now but it’s really noticeable ?
I just want to say for punishing ?
Have you tried to do a FAR MP ULTRA 2 ?
Tc still the same ?

Thanks for everything Man (from France).

It doesn’t suck because it’s slow, it sucks because of the lower hurtbox. Most good overheads are slower but also have more range and a reduced or no lower hurtbox, so your opponent has to use a standing move to interrupt it. Those that don’t, usually are two hit moves. B+MK is only one hit, has little range and can be interrupted simply by spamming cr lk.

Well, we’ll have to agree to disagree. I really like Kens overheads. I see Ibuki players moan at how slow her overhead is, even though it’s comboable and avoids low attacks…

For me, as long as you time it right, you’ll never get blown up by low attacks (only mashed out DP’s stop it when I use it). You will quite often see people reacting to Akuma, Ryu, Guile OH’s but Ken’s is almost guarunteed damage imho.

Peace,

G.

Why can’t they fix his uppercuts…

Cause theres nothinv to fix. Each one serves its own purpose, the way they intended.

Yeah i agree with you on that one Verify, everyone works as intended.

“The rise of Ken Masters cometh”

I wouldn’t say they were ever broken, I just disagree with how they decided they should work in the first place.

In my humble opinion, Ken should have had the most powerful and invincible DP. I would have liked them to balance it by making it have such a huge forward arc that it would have been useless as a wake up tool but brilliant for anti air, out prioritise other DP’s and a combo ender that would hit all 3 times, no matter the range. This would have set it perfectly as an offensive tool and a terrlble defensive option. Exactly as Ken should play and balanced.

Ryu’s DP would be the better all rounder, having a more vertical arc giving it defensive capabilities but a more limited offensive use. It should never have been given MORE invincibility than Ken’s.

Akuma straight up does not need a good DP. He is supposed to be a character that can win only through heavy offense. Thus giving him a DP that beats out most of the cast makes no sense to me. Give it the damage, give it the range, just don’t give it the invincibility and 3 frame start up. If Akuma is to retain his free teleport, he shouldn’t need a DP with invincibility…

Dan has a strange DP in that it kinda makes sense in a comedic way to have a cool DP. It has the 4 frame start up and above average invincibility so I’m kinda happy with his.

The list goes on. Here are the characters who don’t need to have such a good DP because it goes against or is unnecessary in their character design.

Cammy, Evil Ryu, Deejay, Yun, Seth and Viper. All these guys are either rushdown or designed to control horizontal space. They don’t deserve the free get away when you get the knockown on them.

There are a few that I think work well with the intended design.

Oni, Zangief, Yang, Sakura, Rufus, Ibuki, Guy, T. hawk.

Then there are the few who perhaps are due an upgrade. Guile springs to mind for me here…

Of course, I’m looking at DP’s in isolation. I’d like to think that those characters who don’t have the free “get off me” moves like those mentioned above, will have other options that would make them viable of course.

All my own opinion though. Please don’t take it as anything more than that!

Peace,

G.

Well, Ken’s dp has always had less invisibility than Ryu’s since they differentiated their animations in SSF2. Still, besides looking cooler and traveling further, it usually did more hits and inflicted more damage. The fact that Ryu’s Shoryuken had more invincibility never bothered me, because i always thought he is the more reliable one, while Ken is the more reckless/risky fighter. They followed the same logic with the hadoken recovery and with the tatsu implementations.

Gouki has always been kind of overpowered, he has supposedly mastered ansatsuken so he does everything better than Ryu/Ken.

My issues with SF4 Ken is that he always seemed kind of half backed. As an example, look how they implemented his target combo, which was one of his signature moves in SF3. It forces standing but it doesn’t combo from a crouching move. It does less stun than a straight cr hp and in combos it does less damage as well (scaling). If it weren’t for meaty crossup tatsu and a few fadc combos it would be completely useless instead of the gimmick it is now. Three versions latter and they still haven’t made it more useful. Capcom thinks it’s more logical to buff his fireball instead of tweaking one of his signature moves …

It so they can go…

“We found Ken too strong for our liking in the first phase of loketests, for the final phase we have removed his damage bonus to all his hadokens except his EX version”

crosses fingers