https://www.youtube.com/watch?v=cepLp383zoY
I’ve been playing Ken since the game dropped, which admittedly isn’t very long, but I’ve done well enough to come up with a theory on what Ken does well, and how he can force those situations.
To start, I think above everything ken does oki and corner pressure quite well. I’ve made a lot of comebacks by putting someone in the corner and then whittling away at their 700 health over 40 seconds.
So what we want then, is corner carry off of combos and time enough to be able to get back in their face to put meaty buttons on their wakeup. Both those things are solved really helpfully by medium tatsu.
The setup I grinded out is pretty simple, though will take some time to get used to. Do whatever combo and end it with m.tatsu. dash twice and then go for c.lk/ throw, or dash once and go for Ken’s Stepkick Overhead.
The c.lk will counterhit any button pressed by the opponent (including 3 frame normals) and let you get a basic confirm into more damage. The throw will also beat any button (including 3 frame normals) since it’s meaty, and will push the opponent further towards the corner and do damage, all in one. The Overhead will counterhit any button pressed, and let you push buttons on them at advantage. If it counter hits while they’re crouching, you can combo into cr.lp xx h.SRK.
What’s extra neat about this whole setup is that it lets you cover and react to neutral tech and back tech. During the dash or dashes, if you see them neutral tech, you want to do the throw/ overhead/ cr.lk immediately after the second dash. If they back tech, you wait a tiny amount of time after the two dashes, and then input one of the three options.
Another tidbit is that the options cover each other, so if the opponent predicts throw, and tries to tech, overhead or low will beat it. If they predict low and crouch block throw and overhead will beat it. If they predict high and stand block, low and throw will beat it. This makes it so that you’ve got 2/3 right options while the opponent has 1/3 (ignoring MU’s where they have invulnerable reversals).
On top of the corner carry from the m.tatsu, the dash or dashes further push them as they get up, so if you land whatever combo midscreen, end it with m.tatsu, and then go for that setup, the opponent will be pushed completely into the corner. I just worked this out because I thought that Ken probably can play to his strengths real well, and I think the setup proof of concepts that pretty well.