I agree with Joon on this.
Ken’s DP was always superior to Ryu’s yet in SF4 it is well below almost every other Shoto. I mean, even Dan’s is a safer AA!!
Here’s my 2 cents on what Ken needs in SSF4:
Faster movement speed
+2 on EX tatsu
+1 on LK tatsu ON BLOCK (This gives Ken a much needed SAFE special)
Make Ken’s Fierce DP the highest priority DP (as it has been historically. Highest priority, highest risk, that’s how Ken rolls!!)
Fixing Ken’s DP would, for me, sort out the problems with his ultra automatically. Higher priority would mean more counterhits and easier AA Fierce DP’s all leading to more Full Ultra’s. IMHO the only DP’s that should beat Ken’s Fierce DP should be EX DP’s and then Ken’s EX DP should beat EVERYTHING.
If Ken is truly a Rushdown character, he needs one of 3 things.
Either a special that is safe on block ala Rufus
A scary mix-up/pressure game ala Cammy
Easier normal links to aid in hit confirming to unsafe specials.
Ken currently has NONE of these. The only reason he is percieved to be a rushdown character IMHO is that he literally HAS to get in people’s faces to do any damage at all. He is basically a rushdown character because the rest of his game sucks more.
Not one of Ken’s specials is TRULY safe as even a slightly wrong spaced fireball can be punished, yet his USEFUL normal links are harder to pull off than half the cast.
I would LOVE to see maybe one or 2 of the following changes for Ken to solidify his rushdown style.
Make his cr.lp, cr.fp link as easy as Sakura’s is.
Give him his Crazy Kicks and make at least 1 version safe on block.
Make his lp DP safe on block.
Finally, before I sign out, I feel like the Ken’s Dragon Punches are all messed up! My thoughts on how they SHOULD function are this:
lp DP - Lowest risk, lowest reward. Low damage but safe on block. Always knocks down on hit but is a poor anti air and will lose to jump ins. Main purpose is to finish a safe block string or punish telegraphed pokes.
mp DP - Medium risk, medium reward. Moderate damage and ALWAYS knocks down on hit regardless of which part hits. Slightly more damage than the lp version and only good at AA if done early like Ken’s curerent lp version.
fp DP - Big risk, big reward. Best AA and invincible throughout first half of upward motion. Only knocks down if the first 2 hits connect, making it risky if done at the wrong range. But it would become the favoured DP for anti-air. All it’s current properties for juggling into Ultra would remain the same as in Vanilla SF4.
ex DP - The BEST DP of all shotos. Massive Risk, massive reward. Invulnerable throughout full upward motion. Damage remain the same, knockdown properties same, start-up remain same (5 frames, so it can be safe jumped) and it shouldn’t link to full ultra.
Anywho, what do you think?
Peace,
G.