Diet
1422
that sounded really dirty. and yea i think we were all hoping for the last characters info on the “big announcement” but we’ll get it sooner or later.
kinda strange that that is what they are holding out on announcing. oh well, they probably have a logical reason for it…that being said I have now come to the conclusion that we are going to get the shaft on kens new something. I think it is now been dropped and capcom is hoping we* forget* what seth said, Problem is we are street fighter fans, we over analyze every word and photo that is accidentally/purposely breathed from capcom
Coth_X
1424
Remember when seth said fei’s would be able to combo ultra after tenshin.
…you just ruined my day lol :crybaby:
Diet
1427
Honestly, getting ken’s kick ultra made me happy, I could go play ken and be fine without him getting a new “something”. Air throw would be cool though. 
You might be in the minority on that one boss;)
Why isn’t Ken a faster/weaker Ryu? Leave the big damage combos for the zoners and tanks. I truly think Ken should have the better normals/walking speed/priority that hits like a girl. (Except for some of his kicks)
There are really changes that make no sense for example Ken’s cl.MP being this ugly slow hook punch that whiffs instead of having the exact same animation as Ryu/Akuma–hopefully that will get fixed.
Why is his cl.mk this weird straight up kick that’s not really useful, for anything–hopefully that gets the same amount of start-up as Ryu’s cl.mk.
Ken’s sweep isn’t bad at all, I would like it slightly faster, but really, I don’t get why Ryu’s c.MP is so awesome, on top of his c.HP? Ken should get changes to his as well–to combo more easily. In fact, I think Ryu’s should have been the one that was harder to time, since he has so many Metsu Ultra setups.
Those little tweaks are what I’m mostly looking forward to. I’ve already learned how to play without relying on Ultra, Ken needs a better combo game–and that really sums up to buffing his normals. Ken doesn’t really need Crazy Kicks if his TC worked, his s.RH was a good poke and his OH didn’t leave you negative on hit and block. He already has great combo starters and pokes–they are all just friggin nerfed!
Which is why there was a Ken army in the beginning complaining so hard, it’s not like he’s missing stuff-you can tell that Ken was nerfed before the game shipped. So many of his intricacies don’t many any sense.
And LOL at Ryu’s hit box for his lp DP. Why the heck is it a inch *on top *of Ryu’s head. Ridiculous.
Kich
1429
Actually, the irony is that there was just a role reversal. Ken is the slow damage power-house while Ryu is a faster lower damage character. Even Ken’s AA FP SRK > Full Ultra does -way- more damage than Ryu’s. It’s something a lot of people don’t even realize–Ken hits like a motherfucking truck if you play him the right way.
I was browsing some old Damdai videos and recall him dropping Sagat in 3 consecutive combos–Chris Hu on the mic sounding confused: “3 combo, dead, that it?” Yes. That is it. Ken’s low-end combos hit for 200, his high end combos hit 400, his hardest ultra punish pushes 600. These aren’t hard to hit, your basic cs.rh xx rh.tatsu does 350 damage, 35% of someone’s health and a shit load of stun, toss a jump-in into that it’s 402 damage and 600 stun.
Ken is slower and stronger in this game; I can’t think of a combo Ryu has that’s meterless and does over 400 damage while also forcing your opponent to do -something-.
i agree with you except ken’s aa srk to ultra and ryu’s aa to ultra are pretty close to same in power. 475 ryu’s compared to kens 550 or so. Difference is ryu’s srk is way more reliable… kens srk fadc to full strength partial ultra is 327. Ryu’s is 475. Sure ken can get a 550 in there with a counterhit but with his weaksauce priority fp srk its alot harder then ryu’s. Ryu does have some killer corner combos. J. rh, cr. fp, ex tatsu, ultra is like almost 600 damage and is only 1 super bar and so simple to land.
In the end I agree with you like most of the ken mainers…there is just a few tweaks we would like. Damage is generally not one of them.
DHEvil
1431
I went ahead and fetched that match for peeps to see.
[media=youtube]xEUPFHo_SOY&feature=related#t=6m49s[/media]
Kich
1432
Thanks! That’s the one haha. In the last…about 6 seconds of the match there, Damdai laid on over 900 damage to Sagat (could have been higher but Damdai feels compelled to low forward into his tatsu’s, losing a -ton- of damage over a close fierce punch).
Personally, the fastest round I’ve ever won with Ken was a perfect–it was 13 seconds. I predicted an opening hadouken by my opponent, jumped in recklessly at the start, wailed a 402 damage jump-in combo on them. They guessed wrong and went for a reversal to beat out a throw–I followed it up with another close roundhouse to roundhouse tatsu, they were stunned, got another full jump in roundhouse > roundhouse > roundhouse tatsu, and ended it in a fiery EX Shoryuken of "Your ass just got rushed the fuck down"itude.
Being hit by a Ken tatsu when he has at least 2 meter is a gamble for the next 30-40% of your health.
The only real help he needs is a better ultra, maybe larger hit-box on the first hit of his FP SRK so it’s not stuffed quite so easily (though practice can eliminate most of those), and… I dunno, improve his target combo? I noticed Seth Killian using it almost exclusively in the showing of SSF4 Ken, mentioning that Ken had a lot of subtle changes–perhaps they’ve made it do say…130 damage?
Yeah, but the animation on the target Combo was still the same. Unless the hitbox has changed, it will be pretty useless still because it won’t work as a hit confirm since it whiffs. I think the damage might have been do to Sim’s stamina as well like Chaos said. We’ll see though.
There are a few other weak areas for Ken, his EX FB’s stun is pathetic. And his RH is a little bit too slow to be useful. But I feel where you’re coming from. If Ken stayed exactly the same, and could land full Ultra off his regular FADC, he’d move right up to Balrog/Bison level.
And Ken’s Full Ultra is only reliable after a crumple or as a punisher. Saying he can get all that damage off counter hit isn’t really saying much, and using Fierce SRK as an AA is risky–gets stuff by EVERYTHING:-)
Ken is good, but don’t go overboard, his isn’t winning any tourney’s for a reason…
Coth_X
1434
@omni, earlier you mentioned cl.mk.
I feel its just an ST remnant, and shouldn’t have been in this game. During the transition from SSF2 > ST they gave ken his kneebash (replaced HF shoto cl.mk) and replace his cl.hk and far.hk with the new side kick. I believe in an attempt to balance knee bash, they gave him a cl.mk that used the similar animation to the old shoto cl.hk, only it has a horrible vertical hitbox that practically hits at almost no opportune time. I believe this was to offset the kneebash, so that if you whiffed kneebash you got a useless normal and then got punished.
That move shouldn’t be in this game.
Interesting…I didn’t know that. In any case, it is particularly useless…You can link a low forward from it, but it will lose to mash DP if your timing is slightly off. Sometimes If I X-up with a J.MK I’ll use it J.MK–cl.MK–c.MK–EX FB is I want to do something safe and simple to test the waters out. But, as stated, it will lose to mash when you are online.
prorook
1436
eh…if it hits then its a really easy link. I use it to mix it up sometimes…gives decent frame advantage for a tick throw and if you’re fast then you can hit confirm it into a c.mk to tatsu. Doesn’t do too much damage thanks to scaling though.
Heres another thing to put on the wishlist…regarding far roundhouse,somehow extend ken’s airborne leg and move his grounded leg farther away. This should make the hitboxes awesome for countering people that just spam c.mk all day.
it needs to be speed up…isnt the startup on the standing roundhouse 12 frames…:tdown:
thats just plain useless
I think its also time to do away with that generic far st.hp and give us something fresh. Anything, I just hate it, its so useless.
I was playing a Ken the other day who LOVED to use that cl.mk. The first 3 or 4 times he did it I was in a fucking trance, because its one of those moves you NEVER see, and it never registered in my head until after the match wtf he was doing. Probably the first time I had seen that move since I did hard trial 2 half a year ago. I’m gonna assume has was a flowchart and he had no idea what he was doing because last time I checked that move had crappy damage, a tight link, and adds to scaling. Is there really a point?
Ok, I’ve actually been playing Ken over the past couple of days, and a lot about him seems unnecessarily slow. Maybe it’s because I’m used to Akuma’s speed, but Ken moves slow and a lot of his normals recover just a little too slow.
I have no problem with any of his specials or damage or anything. Seems about right for the most part. i just don’t see why almost nothing useful is linkable and he’s uselessly slow compared to the other shotos. Again, it might just be because I’m used to Akuma, and my particular playstyle needs optimum mobility.
Because he has like no useful links, you can’t really confirm anything unless you’re doing it with jabs or shorts. You would think cr.mp would give him +4, but no, it’s +3. Is it really necessary for cr.mp to be a 1-frame link into cr.lp (which can not even be plinked)?
welcome to the world of “lesser” Ryu my friend;) lol…There* wasn’t* anything wrong with Ken, they just tweaked him to mid-tier instead of putting more thought behind it, now he just feels unfinished a tad…
learned to use lp lk a lot if you’re gonna use him.
I’ve been trying him out the past couple weeks as well, and all I feel I needed was a better HP SRK hitbox, to move a bit faster, and a couple more decent BnBs. Fishing for combos into HK Tatsu worked well though.
He could also do with a reliable way to combo full Ultra and a slightly better fireball, but when you land two cl.HK > HK Tatsu in one match, you don’t much feel like you need anything else.