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TiredOcean's Ken Guide

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May 7th, 2019
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  1. COMBOS
  2. (Damage against standing Ryu, unless noted)
  3. Basic
  4. 0 Meter:
  5.  
  6. Target Combo xx LP SRK - 40 damage (The SRK sometimes whiffs, you'll eventually get a feel for it. It's hard to punish, especially online, even if you do whiff anyway.)
  7.  
  8. st.HP xx HP SRK - 42 damage (Highest meterless damage without double DPs. Cancel from cr.MK if you're too far for a close st.HP punish.)
  9.  
  10. Character specific, corner
  11. cr.MK/st.MP/Target Combo xx LP SRK, LP SRK (This is also possible mid-screen with kara canceling, and you can also do MP SRK in the corner. I'll post a full list later)
  12.  
  13. SUPER PUNISH:
  14. st.HP xx MP SRK xx SA3 - 57 damage (Highest damage punish for Ken. Use cr.MK if too far for cl.HP. LEARN THIS. IF I SEE YOU PUNISH A BLOCKED SHIPPU WITH CR.MK XX SA3 I WILL COME TO YOUR HOUSE AND FUCK YOU)
  15.  
  16. SUPER CONFIRMS:
  17. Target Combo (xx Hadoken) xx SA3 - 54 damage (This is what makes it so scary to parry low against Ken at close range. Hado helps you buffer, but takes away a point of damage because of scaling.)
  18.  
  19. far st.MP, SA3 - 50 damage (link, works against both crouching and standing. Note that a lot of characters can crouch this move, but learn this confirm anyway, it's super scary.)
  20.  
  21. cr.MP, SA3 - 50 damage(though it cancels, you can also confirm the hit and link the super. Really good, especially as cr.MP is a good counter-poke, but note that it can be parried high and low.)
  22.  
  23. cr.LK >(cr.LP >) cr.LK xx SA3 - 44 damage (short [jab] short super, Ken's best (only) low confirm into super. Learn this! NOTE THAT SHORT JAB SHORT WHIFFS AGAINST STANDING URIEN, Q AND NECRO, YOU MUST SHORT SHORT AGAINST THEM. It's kind of hard to confirm cr.LK x2, especially on Fightcade, but it's worth it since it's universal. Does a tad bit less damage, but whatever.)
  24.  
  25. b.MK, SA3 - 59 damage (crouching Ryu) (Overhead into super. CROUCHING ONLY! You have to confirm both the hit and that they're crouching. It's not really too hard, since the overhead is two hits.)
  26.  
  27. ADVANCED
  28.  
  29. Ken's Double DP combos
  30. Against some characters (notably Shotos, Chun-Li, Makoto and Urien), you can do Target Combo xx LP SRK xx LP(/MP) SRK in the corner. As I said before though, you can also do this midscreen, but the buttons you cancel into and whether you need to kara the second LP SRK is character specific. Thankfully Mopreme found out which characters everything works for like 10 years ago here: http://mopreme.livejournal.com/458.html - I'll just copy and paste
  31. Midscreen:
  32. Strong fierce Shoryuken Shoryuken
  33. - Q
  34. Stand strong/low forward Shoryuken Shoryuken
  35. - Necro, Elena
  36. Stand fierce Shoryuken Kara-Shoryuken
  37. - Chun Li, Makoto, 12, Necro
  38. Stand strong/low forward Shoryuken Kara-Shoryuken
  39. - Ken, Ryu, Akuma, Sean, Chun Li, Makoto, 12, Necro, Urien
  40.  
  41. Corner:
  42. Strong fierce Shoryuken Shoryuken
  43. - Ken, Ryu, Akuma, Sean, Chun Li, Makoto, 12, Necro, Urien, Elena
  44. Strong fierce Shoryuken Kara-Shoryuken
  45. - Remy, Ibuki, Hugo
  46. Stand fierce Shoryuken Kara-Shoryuken
  47. - Yun, Yang, Oro
  48. Needless to say, if you can do chain combo or stand fierce into double Shoryuken, then things like low forward work as well. If a character is at the top of the list, then all things below should work as well.
  49. This is the highest meterless damage possible with Ken. If you want to fully optimise your Ken combos, and have really tight execution, then learn these.
  50. There are 2 tutorials on how to do the kara SRK:
  51. Nica_KO's https://www.youtube.com/watch?v=EUllPZLAT1M
  52. AC_Slayer's: https://www.youtube.com/watch?v=G_F92rTawfQ
  53.  
  54. MISCELLANEOUS COMBOS
  55. Meaty/far spaced UOH, super - 45 damage (This links regardless of whether the opponent is standing or crouching.)
  56. Meaty UOH, LP SRK (x2) - 26 damage (though damage is usually higher, since opponent is usually crouching when the UOH hits)
  57. Air EX Tatsu, LP SRK (x2)/st.MK (this is a really variable combo. Depends on the amount of hits you got with EX Tatsu, where you hit, etc etc. Experiment.)
  58.  
  59. OKIZEME
  60. I'm basically going to be ripping off Deemo's excellent Ken oki guide, originally posted on the 3rd Strike Europe group, originally here: https://www.facebook.com/photo.php?fbid=10153544717510481 )
  61.  
  62. Because Ken hasn't got a command grab or fast overhead (which means you can usually get away with down backing on wakeup) his wakeup pressure mostly revolves around him using raw throws or tick throws and then baiting you into teching and confirming into super from it
  63.  
  64. Close Medium Punch
  65. CL.MP, Tick Throw
  66. CL.MP, Crouching MP xx Super (confirmed)
  67. CL.MP, Crouching MP, Dash Throw
  68. CL.MP, Standing MP Linked into Super
  69.  
  70.  
  71. Crouching Light Kick
  72. C.LK, Tick Throw
  73. C.LK x 2 xx Super (if hit confirmed)
  74. C.LK x 2 Dash Throw (if blocked)
  75. C.LK x 2 Dash C.LK x 2
  76. C.LK x 2 Medium Kick ( Confirm into super if you see them stand after blocking LKx2)
  77. C.LK x 2 Dash LP SRK (if you're feeling saucy)
  78. **Can use C.LK, C.LP, C.LK if you find that easier**
  79.  
  80. Empty Jump
  81. Empty Jump Throw
  82. Empty Jump Back Dash (confirm into c.mk xx super if you see a throw whiff)
  83. Empty Jump C.LK x 2 xx Super
  84. Empty Jump Target Combo xx Super/SRK
  85.  
  86. Cross Up Medium Kick
  87. Cross Up MK, Throw
  88. Cross Up MK, Target Combo xx Super/SRK)
  89. Cross Up MK, Close MP (and post mix ups)
  90. Cross Up MK, C.LK (And post mix ups if blocked)
  91. Cross Up MK, B+ MK xx Super (use this only if you condition them into blocking low by using C.LK a lot)
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