Ken Tech and Discussion

Ken Tech and Discussion

Postby NewKama-takamura » August 5th, 2015, 6:14 pm

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Overview

Ken has changed since his previous appearances he retains the classic shoto playstyle but it has been adjusted into his own style

strengths

- High damage output
- Great mobility
- Solid fundamental moveset
- Great anti airs
- Powerful V-trigger allowing him to turn the tide of battle
- Invincible uppercut
- Good mixup potential
- Best corner carry in the game

Weaknesses

- Poor frame advantage on his normals
- Little reach on most of his normals
- Very unsafe fireball
- Has to get up close to deal damage and that can be hard
- Some inconsistent combo's

Gameplan

Ken's main gameplan is getting up close and tricking the opponent into dropping his guard allowing Ken to land his big damage. However getting up close can be really hard depennding on the opponent without taking damage in the process.

Finding an opening and using that to combo the opponent to the corner is very important since that shuts down the opponents ability to run or avoid Ken's pressure once you corner your opponent you will gain access to new combo's so keeping the opponent pinned down is very important dont give up your positional dominance in an attempt to get some damage.

During neutral Ken players will have to pressure the opponent back while keeping up your guard and anti airing properly you should be looking for crush counters gaps to dash in and whiff punishes.

In some matchups its actually the opponent that goes in on Ken in that case you will have to use your footsies and counter the opponent shutting him/her down leading to frustration and reckless play.

The most important thing aside some fundamentals for a Ken player to master (no pun intended) is hitconfirming as a Ken player you will have to learn how to hitconfirm off of 1 normal counters and even throw whiffs by the opponent this is very hard but Ken is designed around this which is why he has torget combo's and his normals have poor frame advantage Ken provides the player with a bag of tricks and its up the player to perform the magic.

V-trigger

Ken's V-trigger takes up 3 stocks and often wont be available until you have reached 1-4th health remaining however it is very powerful and has great comeback potential.

V-trigger changes Ken's special moves all aspects ( frames juggle points damage stun hitboxes ) it is also one of the few V-triggers that can be cancel'd off of normals or specials it is a huge threat and the opponent has to watch out for it.
Last edited by NewKama-takamura on April 4th, 2016, 1:13 pm, edited 2 times in total.
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Postby Ralenzo » August 5th, 2015, 8:02 pm

I'm okay with his hairstyle, but they need to work on the texture and color still.

Also, some very good Ken matches:
phpBB [video]


I know it's early, but Ken looks freakishly strong.
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Postby Ramma » August 9th, 2015, 8:01 am

Finally, Ken has also undergone a major overhaul. Over the years, Capcom has slowly made changes to Ken to differentiate him from his sparring buddy Ryu, but the two have always walked parallel paths. Street Fighter V, however, is a pivot for the hot-headed brawler, who puts a decidedly American twist on the ancient Japanese fighting style. New Ken looks and feels closer to a kickboxer than a practitioner of a karate derivative.

At the centre of his gameplay style is his V-Skill, which launches Ken into a sprint towards his opponent. Depending on whether the player holds medium punch and medium kick, this can end with a lunging step kick. Ken faithfuls will immediately notice the reduced range of his normal attacks. This change has been made to encourage a playstyle oriented around aggressively rushing down and pursuing his opponent.

Almost all of Ken's normal attacks can be cancelled into his run, and the transition between a punch or kick into a run is fast. This ability to throw out a random normal, have it unexpectedly connect, and immediately dish out a crushing follow-up makes him feel unpredictable. Along with the changes made to the arc of his hurricane kicks and the combo potential unlocked by unleashing his V-Trigger--during which his feet actually catch fire--Ken has become more exciting to play than ever. He’s got a playful bounce, a cocky demeanor, and a commanding presence; the perfect pick for show-offs.

http://www.gamespot.com/articles/street ... 0-6429528/


He’s got a playful bounce, a cocky demeanor, and a commanding presence; the perfect pick for show-offs.

So, who is Ken perfect for? :kappa:
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Postby Ramma » November 1st, 2015, 8:55 am

phpBB [video]
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Street Fighter V - Main: Cammy |Secondary: Necalli...?
Ultra Street Fighter IV - Main: Cody | Secondary: Zangief
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Combos

Postby Ralenzo » November 16th, 2015, 11:25 am

Cause I was bored.

Spoiler: show
cr.LK > cr.LP:
x HP DP: 159 damage/253 stun
x MK Tatsu (V-Trigger only): 159 damage/333 stun
x EX DP/Tatsu: 175 damage/293 stun
x LK Tatsu > EX DP (V-Trigger only): 213 damage/333 stun
x HP DP x CA: 372 damage/213 stun

cr.MP > b+MP HP:
x HK Tatsu: 267 damage/376 stun
x EX Hadoken > EX Tatsu (V-Trigger only): 361 damage/496 stun
x Hadoken x CA: 414 damage/306 stun

cr.MP > b+MP x Hadoken x V-Trigger:
> cr.HP x HK Tatsu: 279 damage/467 stun
> cr.HP x LK Tatsu > EX DP: 296 damage/460 stun
> st.HP x V-Skill > cr.LP x LK Tatsu > HP DP: 304 damage/482 stun
> st.HP x V-Skill > cr.LP x Tatsu > EX DP/Tatsu: 310 damage/497 stun
> st.HP x V-Skill > cr.LP x Tatsu > HP DP x CA: 443 damage/446 stun (cancel DP on first hit)


st.HP x V-Skill:
> cr.LP x LK Tatsu > HP DP: 236 damage/363 stun
> cr.LP x LK Tatsu > EX DP: 299 damage/433 stun
> cr.LP x LK Tatsu > EX DP/Tatsu (V-Trigger only): 329 damage/473 stun
> cr.LP x LK Tatsu > CA: 432 damage/293 stun
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Postby NewKama-takamura » November 19th, 2015, 10:16 am

Cant wait to try Ken out have not had a chance to play the beta yet.
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Postby Angelus » January 31st, 2016, 11:08 am

Fullscreen HK Tatsu in its later frames (as it comes down)

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Not exactly easy to anti air :|
VT tatsu is even better.

Also, njMP is the new Honda stopsign.
you can't stuff or AA it from a distance unless it's a long reaching good AA
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Last edited by Angelus on January 31st, 2016, 3:03 pm, edited 1 time in total.
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Postby Ralenzo » January 31st, 2016, 3:03 pm

Ken is so shit, the game doesn't even allow u to win :swiftrage: :kappa:

Spoiler: show
phpBB [video]


phpBB [video]
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Postby Ralenzo » January 31st, 2016, 5:35 pm

Found 2 awesome things as Ken after u land a CH sweep:

cr.HK (CH)
> cr.HP/cr.HK > nj.HK (4f safe jump)
> cr.MP > st.LK > j.HK (4f safe jump)

for some reason Ken lands 1f sooner when u forward jump, which is why the setup will different if u sweep them from a distance. U can't link from cr.MP into his Target combo from a neutral jump or regular jump tho, so keep that in mind.

And now the best setup of all;

cr.HK (CH)
> st.HK, MK Tatsu (cross up)

The MK Tatsu hits crouchers and can be followed with Super, LK/MK Tatsu and LP/HP/EX DP

phpBB [video]
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Postby Ramma » February 5th, 2016, 6:59 am

phpBB [video]



Were you rushing down Taka?
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