I’m gonna place a guess on the joon’s tech to deal with standing normals.

Is it cr/stand jab into EX tatsu?

You’re right. Up until now, I’ve improved my Ken on everything else but maximizing his meterless BnB from C.LP. Thank you for reminding me! I just ran it through every character up-close while they’re crouching and it completely whiffs on certain characters so be careful! : )

Oh yeah, with 2 meters Ken can do a lot of damage/stun. But the majority can roughly do the same amount, possibly more with 2 meters. Sorry, I should’ve specified meterless BnB starting from C.LP : (

But you do bring up a good point about 1 hit F.SRK > FADC > C.LP > C.LP > C.HP > Special Move. There are 2 1F-links in there but with practice that’s a hit confirmable high damage/stun output. I’m going to training mode and see if it’s worth it starting from C.LP.

I also found a really mean, easy link hit confirmable 2 meter combo for Ken. I hope you guys see it next time I’m on stream : )

I agree! Nice observation, as always : )

Akuma, Seth, Zangief is definitely Ken’s bad match-ups. But I’m afraid the majority of the characters have a slight advantage over Ken now because of delayed wake up, DP FADC -5, and not being able to cancel F.SRK on 2nd hit on block. As I mentioned before, Ken has a relatively even match up across the board. A lot of 4.5’s and 5.5’s in my opinion. With Ken’s buffs and Akuma/Seth/Zangief’s nerfs, Ken will have a easier time against them but Chun-Li, Guile, Guy, Juri, Oni, and possibly more might become harder for Ken. But I don’t mind. USF4 Ken is going to be really fun to use.

Starting with Cr lp, cr hp link isn’t that useful for meterless damage, as you’ve said yourself you don’t have enough time to hit confirm unless it’s a 3 frame punish. It’s mainly useful because after a srk fadc it always fully connects no matter the distance. So if you have two bars, whenever you land a srk you can always extend the combo.

Kara srk is the best punish Ken has but it’s dangerous, so you have to have good reactions to use it effectively. With that said, if you can react fast enough and have 2 meters you can do 284dmg/450stun from sweep range which is nice.

The easiest hit confirmable 2 meter combo i can think of is (right next to your opponent) cr mk/cr hp, hado, fadc, target combo, srk. I think the target combo whiffs on some characters but the damage is good for such an easy link. If you have something better sharing is caring ;).

I find that Shinebox’s TC xx FB xx FADC cr.HP/TC xx DP is pretty consistent on a lot of characters.

I just tried it in training mode and I don’t think I’d use 1 hit F.SRK > FADC > combo extender that much. The damage/stun output for 2 meters starting from C.LP > C.LP > C.HP > F.SRK 1 hit > FADC is not very much and using F.SRK as a whiff punish is too hard. And if it’s for the stun, it’s already scaled too much. It’s good to know that this option exists for Ken though. It seems like F.SRK 1 hit FADC > C.LP > C.LP > C.HP works on everybody.

I agree. I need to run that on every character but that’s a easy frame trap confirm damage/stun output too.

Hey guys, Ultimate Gaming Center wants my friends and I to start commentating. Would you guys be interesting in tuning in? And in general, what do you guys like to hear from commentators?

I’d love to hear your commentary, Joon!

Any particular time frame though?

I think first hit of dp fadc cr.lp cr.hp is absolutely necessary for Ken at the highest level. The damage is good the stun is good and the corner carry is as well. Not every time you have 2 bar but when it calls for. I think the “new technique” joon may be talking about is using cl.st.mp xx ex hadou and linking after that in the corner. It’s +3 and cl.st.mp doesn’t have any push back

Ultimate Gaming Center has SSF4AE2012 tournament every Saturday at 5:00 or 6:00 pm PST.

I never commentated before and I’ve never been interested in it, but I think it’ll be good for Ultimate Gaming Center. What do you guys like to hear as the viewer? Hype? Facts? Frame Data? Hitbox? Player profile? Match-up?

@tali‌

That doesnt help with adon at all

I think they’re all important. Personally, I’d put them in this order.

1.Match-up
2.Facts
3.Hitbox
4.Player profile
5.Hype
6.Frame Data

I don’t think commentating on frame data is all too important. It’s readily available for people to search on their own time.

That’s not what I had in mind, but that set up is really good for sure. 0 on block and a free 1F-link hit confirm on hit. As you mentioned, CS.MP > EX.FB is the only move that doesn’t push Ken back in the corner.

Thanks for the info! I’ll try that formula this Saturday.

That’s just a combo in the corner. That does nothing at all to deal with adon, sakura random rekkas etc…
And apparently this new tech automatically blocks for you as well which i assume means they can’t punish you for doing it.
So im guessing its a technique you use from a distance and not from up close.

oh i didn’t read into all that i just thought he said he had some new technique.

So the change to have Ken new air EX Tatsu do what it does was necessary to remove escape. The start up physics are what caused the escape and they changed the X Velocity from 1.45 to .35. Basically it does not travel on the x axis the Y stayed the same at .05 while the X/Y acceleration on activation stayed at .05 and .05. This was a very lazy change by Capcom by the way. (Shocking I know)

I know this because I jus emulated the air EX Tatsu into the PC mod. I got it to work.

The reason it works as a fake cross up is because it makes Ken drop down instead of crossing up with j.MK or j.HP etc… Its not the Tatsu the opponents are reacting to its his jump trajectory (because LK Tatsu, j.Mk and j.HP still crosses up). Your opponent walks forward because they think you are going to land behind them with a regular cross up.

It really is a surprise attack as Momochi described it. The EX Tatsu comes out too fast to react to (imagine trying to react to something like Dudley’s EX MGB when you’re walking forward.) Except you expect that and this you dont.

His old air EX Tatsu was more ambiguous but this is still useful as long as you don’t become predictable or use it everytime you have meter.

Also something else I find interesting is that Ken’s cr.MK recovery is faster than his fireball start up. It made for some interesting tricks when your opponent expected a free punish but got blocked on a level 2 focus attack instead.

Assuming air ex tatsu has the same start up as ground, it’s 6 frame startup.

Cammy EX Divekick is like 12 frame startup.

I see some potential on using Air EX-Tatsu on a cornered opponent, assuming it will look super ambiguous?

Nice. Where did you get the “changed the X Velocity from 1.45 to 0.35” information though?

What will happen to Kara Ex tatsu? i used that to escape, a lot.

its gone obviously