USF4 Ken Match-up Thread: Updating 1st Post Edition!

Her Rekka (all hits on block are unsafe) first one -4 can be punished with cr.MK > EX Tatsu. She’s susceptible to Air Tatsu hits at maximum height as her DP loses invincibility quickly. Her cr.MK can be counter poked by Ken’s cr.MK. do not try to play the fireball game with her. If Ryu has trouble with it, you have even lower chances with Ken.

Her grounded AA is slow

She has many many many meaty fireball traps on your wake up. She has a great fireball game that will rape u. Her rekka is unsafe, so cr.mk or dp that on block. Her overhead is un safe on block. Her flip kick is not punishable. It’s -1 at worst and the ex is +2.

Her normals are slow. Her anti air is normals (cr.hp, cr.mp, St. Mp, St. Rh, St. Mk) her moves canceled into specials other than rekka aren’t true block strings. She has a slow walk speed, Kens old one. Her wake up is free, and she can’t get out the corner. Her dp has a very bad and narrow hit box and is entirely vertical. You can jump her wake up all day. Just get her in the corner and jump on her a lot. Os against her backflip teleport. Kens j.fp and j.lk and j.hk should beat her cr.hp AA

Pretty much poisons game plan simply is to control the space given at the beginning of the round, chip away at zoning you there with her varied fireballs that have free juggle states like CH hp dp fadc for Ken. Gain a few bars of meter which she does quick, then find the opening for a ex flip kick to get in, and frame trap you into the corner and rape you with hp fireball and ex flip kick pressure. Once she gets her meter and goes in it gets hard for you. So you need to not back up 1 cm and push her into the corner because she has no escape. Her dp is ass, she’s slow, her moves move her backwards, her teleport goes backwards, she can’t tatsu away or anything. Abuse the karathrow. And your jump ins against her anti airs. Don’t let her throw fireballs as it gives her tons of meter.

Need some help with the Dudley match up. Been getting killed recently. The delayed wake up really screws with this match up I feel.

Recommendation…try W Ultra against Akuma.

Ultra 1 to setup after SRK FADC.
Ultra 2 to stop jump back fireballs and teleports when Akuma doesn’t have U2 ready.

I know the damage is nerfed on both of them but Akuma only has 850 health… He loses 40-44% of this health if he eats a full one of these… Average health characters lose 46-50% of their health if you use single Ultras.

I’ll provide more info later but I can give these few hints now

Use U2… it will punish EX MGB on block. Do not try to super his MGB it was lowered to -1 on block. Don’t use cr.HK if he has Ultra 1 ready he can reversal punish it on block. He doesn’t have much of an answer for thunderkicks so you can use them in footsies. Buffer EX tatsu if you see him preparing focus attacks.

If you get knocked down, backdash his how low mixup is too slow for him to OS.

Any word on Hugo and rolento match ups? I’m getting trashed as I’m not sure what to do.

fuck dudley can reversal ultra our sweep now… shit. any poison tips? i haven’t ran into any good ones yet but i can foresee her giving ken lots of problems… any weaknesses besides her wakeup?

this match up is in poisons favor. you can’t win a fireball war against her (lol ken can’t win that against no one anyways), and she can hop over and slam you with her lmt flip kick, for 190 dmg, 200 stun, hard knockdown. so don’t overly engange in fireballs. careful approaching because her fireballs are really good for zoning. if you jump and land on one, she can combo that into anything, ultra 1 even for big damage. her fireballs are not true block strings aside from the lp version (which is -3 on block) and the ex (+2 on block). the mp and hp versions are the ones most poisons will use in block strings because the mp is 0 on block, +4 on hit, and the hp is +7 on block, +10 or so on hit. you should be able to hp dp through that shit no problem if they excessively do shit like cr.mk xx hp fireball, cr.mk xx hp fireball over and over chipping you and pushing you into the corner. her flip kick is her best move. it goes over fireballs, and the ex version is fully projectile invincible. The normal one is -1 on block, so it is entirely safe against ken. and this move has 5 active frames, so a good poison knows set ups to land the move a bit meatier on block to be neutral or advantageous. a crouch tech os sweep is a great option to do after a blocked normal flip kick. ken has 3 frame normals, so if poison does go for a cr,jab afterwards you will counter hit her into your bnb. again tho she can also do a dp which can try and keep you a little honest, so its still a rock paper scissor style situation. the ex flip kick is faster, full projectile invincible, does 200 damage, 100 stun, hard knockdown on hit, and +2 on block, so don’t press buttons after one of those. A good poison knows how to set up entirely safe meaty fireballs on you, so don’t go mashing dp on wake up when they do those fireballs on you, they will bait it and give you a hard punish. she can get safe meaty fireballs off all her hard knockdowns (flip kick slam, throw, back throw, rekkas, u1) that you can’t reversal, so don’t waste your time with that. her normals aside from crouching lights, are pretty slow, so if you do a step kick thats blocked, even tho you are -2, throwing out a cr.mk isn’t so bad because it starts up in 4 frames, and the hitbox is infront of the hurtbox. poisons cr.mk is 6 frames and the hitbox is behind the hurtbox. her cr.mp is 6 frames, but the 3 active frame on it (frame 8 i think) is the one that would be good against a cr.mk so thats slow. her st.mk is 5 frames so thats pretty good, but depending on the distance you could be right out of its range, and low profile it a bit. poison has a floaty ass jump and her air normals are air to air designed not air to ground, she should never jump in on you, a good poison will only jump if its a safe jump set up. 4 frame reversals can only be safe jumped, so if she tries safe jumping you, lp/hp dp that shit. your ultra of choice will be ultra 2, she will have to respect you a bit more when you have that as you can ultra through any of her fake blockstrings that end in mp/hp fireballs or end in flip kicks. Ultra 1 also doesn’t work so well against poison because after a dp fadc, poison doesn’t juggle right and the u1 doesn’t get all the hits it should. poison’s sweep is utter garbage, its 9 frame start up, only does 90 damage, 100 stun and is like -15 or something on block, easy punish, good poison will never sweep. poisons dp is trash, mk dp is 4 frame start up, 5 invincible frames, but only 4 active frames. also there is 3 frames of recovery in between the 2 hits that the move does. so its designed like this, frames 1-3 invincible start up, frame 4 is first active frame, invincible, frame 5 is second active frame of the first hit, invincible, frame 6,7,8, are all recovery inbewteen hit 1 and hit 2 of this 2 hit move, she is also still considered grounded. landing lets say a j.hp/j.hk on one of these frames will stuff the dp, and allow you to continue a full punish combo. frames 9 and 10 are the last 2 active frames and the second hit of the move, this hit box is higher then the initial hitbox from the first hit of the move. frame 11 is now the start of full recovery and air born state, so getting hit causes a reset, and shes un throwable. This dp is so bad you can neutral jump it no problem, you can jump through it, you can even grab it between hits. her wake up should be free to pressure her. shes also slow, she has kens old walk speed. her back dash is really good similar to chun or rose. her dp fadc is -5 on block. you want to just walk her down and back her into a corner, and then knock her down and pressure her wake up.
poisons push box is a little weird so your close normals come out farther then normal. this may interfere with combos and frame traps.

one combo i found on poison you can do is cr.lk, st.lp, st.hp xx hado fadc

because you get a close hp at a far distance, the cancel into hadoken hits a bit later, giving you really good frame advantage on fadc. im pretty sure you can link an u1 in the corner. you can definetly land a close hk after the fadc in the corner.

Need some help vs abel.
its an ideal-ish abel
cant zone him…the footsies dmg is too abel favoured Ken gets step kick dmg, abel gets stepkick combo…c.mk not good enough, gets swept too on reaction…fireballs so risky.
then ken mixups…dont do enough here…abel vortex i lose too much to…could delay wakeup but i dont know how yet didnt play enough ultra… ambiguous rolls vortex omg. dash command throws, tic throw, try to avoid those get hit out of jump start up into ultra, get OSed into stuff, get predicted.
abel can get out from ken tho …easy to block ken anyway, armor cancel tornado, tornadoes, exCoD out, exroll, just block, focus / backdash so easy and safe. Even on defense abel somehow gets better risk reward than me…
need advice. Kinda like this http://www.youtube.com/watch?v=FxJ47KwSPV4&feature=player_detailpage#t=779
ps dont need advice vs newb like grab rolls.

Need help with bison mu. look how this dude mindlessly throws out l.sk all day. Hes the only character in the game I cant fight. What am I doing wrong in this mu? Pls only give tips that dont include luck like ‘oh do random s.mp and hope he does a sk at the same time’ or ‘jump after a blocked sc and hope he does another sc’. Even in the fights that I won, I relied more on tricks and luck than skill. Btw it was 5/8 to him in the end Thanks in advance

@Philoernic‌
I don’t have much Abel experience, but zoning him from the start before he has meter so you can gain the life lead seems smart. Once he has meter and you have the life advantage, just turtle and punish his offense without advancing too much. His normal’s are short and his walk speed slower than yours, so you have the space advantage and forces him to play your footsie game. It’s highly in his favor if he has both meter and the life lead in my opinion.

Stay away from him up close when he has meter. You’re at the disadvantage, but if he has only 1 bar, make him use it even if you have to take damage. You’ll be in a better position after knocking him down if you make him spend bar unwisely.

@iWinWeDate‌
For one, low profile Devil’s Reverse with cr.MK. If you have U2, even better. cr.MK xx FB xx FADC > U2 them. Your opponent seemed to play more of a pressure than footsie based Dictator. Use this to your advantage. He threw out a lot of 1-hit SK’s. Focus punish them or walk back more so he whiffs them. When he’s applying pressure, it’s okay to just stand block and walk back. You’ll have a smaller hurtbox for him to pressure and more opportunities to punish whiffed SK’s and normal’s. You can anticipate desperate slides when you walk around MK SK range. Punish those too. That guy really seemed antsy. You can zone his Dictator more; fireball will beat normal SK and slides, forcing him to jump more as he doesn’t seem to be looking to use EX SK’s to beat fireballs.

Obviously, if you were playing someone who did EX SK to beat fireballs, walk and whiff lights but only block if you see yellow or his meter disappear so you can block and punish them. This guys Dictator tools were normal SK’s, slide, jumps, and max range pokes. He didn’t play footsies nor do any mix-ups at all. His gameplan plan was to pressure you without trying to counter you. Let him hang himself.

Nice thanks for the help bro.

What the hell do you do against solid dee jays. That character has been the bane of my existence

If you have problem against Dee Jay its obviously not the character, but your patience, you can outzone him, just play the fireball game until he starts jumping or you are close enough using Kara Hadouken, in the mid range poke him with step kick, Thunder Kick and low forward, you can also bait him to jump, since his jump is rather fast and low, use mexican uppercut(cr hp) to anti air, also Deejays like to anti air us with slide, just do empty jumps and block the slide then go for a grab, works really well, on wake up, i always go for crossup short, he cant aint air it well, and depending on how high he blocks it i go for a grab or OS sweep, in case he backdashes.

Hope it helps, when you start feeling confident in this matchup, its almost impossible a Deejay will frustrate you.

Appreciate that. Cr.hp does really well against his jump ins

Does anyone know any safejump setups from sweep against the characters who wakeup slower/faster? I’m practicing my timing on sweep, walk forward jump hp/hk to be a safejump against 4 frame reversals, but this causes my jump normal to whiff against those characters. (Gen/Sagat/Blanka/Cammy/Decapre/Ibuki/Adon are these all the characters with funky wakeup timings btw?)

It seems unpractical to learn different timings for each character… Anybody know of any manual setups with whiffed normals perhaps?

Also, how do you guys even make your own safejumps? Just randomly whiffing normals and jumping in after them? I’m guessing you calculate how many frames a certain knockdown gives you to perform actions, and use a normal that recovers just in time so you just have to hold up without having to time the jump yourself, but where do I get data like this?

Blanka, sagat, cammy, decapre, hakan, t.hawk and Hugo have given me odd wake up timing by 1-2 frames

meh, the safejump does work on everyone except cammy, decapre, sagat and blanka after I’ve tested it, that’s good enough for me. i’ll figure something else out to do after sweep against them.

Cammy, decapre and sagat wake up 1 frame slower, blanka wakes up 2 frames slower

yeah, i figured they’d wake up a little slower, since the meaty jump hk always whiffs on them. Thanks for the info.