What is the best way to level up a Ken game?
I have been playing Ken since SF4 was released. I have always found that I like his aggressive style, but I often find myself getting badly punished for jumping in or failing combos.
I know fierce Shoryuken is a horrible option to spamand I don't use it except on rare occasions, but I am still having trouble.
Is execution the answer? I've spent a lot of time trying to link BNB combos in training mode, but the timing just seems to get very difficult in an intense match and I end up eating a combo in return.
What are some good tips or basic routines to practice in training mode or record playback while improving Ken's game?
For instance, what should Ken do when the opponent is knocked down and has to get up, when he is getting zoned with fireballs, when he is knocked down, or when someone jumps in for a crossup on Ken?
Responses (5 total)
I'm not a Ken player, but these are just some aspects that I'd work on if I were in this situation.
I'd really practice his cr.forward xx haduken over and over. Since it's a great poke, getting a free haduken is good on hit and block at the correct range. And there are other characters that use this same combo, such as Hakan; so if you decide to branch out to other characters, you already have this strength to build upon.
Also getting down his kara throw is important because of the range and quickness.
I feel his fierce shoryuken is only useful to end a combo because it can get punished too easily otherwise. I'd go with jab shoryukens for the situations where you need to use a shoryuken.
As far as fireball traps, he can keep up pretty well now. I'd just start by focussing the first fireball and using your own to counter the second one and so on. Maybe mix in a neutral jump or two until you can creep closer. All characters have this dilema at some point in play, but be careful not to create a constant pattern. Throw an ex fireball every once in a while too just to change the tempo.
If the opponent is down, go for the crossup until the opponent figures out how to handle it. If something doesn't work one time, then just step back into cr.forward range and wait for the opponent to make a move and then react to it accordingly. Sometimes just plan on blocking but keep out of throw range and watch out for the range of the command grabs too.
All these things will have to be achieved through experiencing different situations and character matchups. Hopefully something helps.
Just want to chuck my 2 cents in, as a Ken main.
I did some research in training on damage and stun of various punishes from various scenarios (knock downs, whiffed DP's etc).
Tatsu > SRK.
The best punish for a whiffed DP, for example, is h.k -> tatsu or ex tatsu. Land 2 of them and they are a few slaps away from stun (character dependant).
Same applies for air to ground combos. m.k (ideally on an ambiguous cross up), cr m.k into tatsu.
This opens another can of worms; how to follow up from the tatsu. Most people in my experience attempt a throw, but most opponents do so also, so they tech. For me, thats fine, as its a reset. I dont loose damage from a tech'd throw.
Alternatively, you can start another block string, or jump, or whatever you want.
I like to condition my opponent into thinking i have a habit of throwing after a tatsu (its good to work out what your opponent does tactically, or out of habit). One time, i connected with a tatsu from a cr m.k, paused after it finished, waiting for him to tap throw, cracked our the Ultra, and bingo, the round was mine ;)
As per above.
I would Practice Crouch jab, jab followed by firece DP, this is to hit confirm the DP, as others have said finish the combo of.
Next would be a jump in Medium Kick followed by Crouch jab, jab followed by firece DP, for your jump in attacks.
I say medium kick as the timing is stricter but you wont get reversaled to much as they will be in block stun.
Also the Jump in Med Kick Crosses over and your mix ups should making them guess which side they should block after knock down. If you follow up with the crouch Jabs, you will know whether to Fierce DP on hit and not to when blocked.
KARA THROW - I would strongly recommend you practice this - Towards medium Kick and throw - You're pretty much pressing all 3 buttons at same time to extend the range of your throw.
Search on YOUTUBE for kara throw to see you you're doing right, KEN will teleport at a noticeable distance and try to grab. The med kick Should not be seen to come out.
Kara Grab should be used following blocked jabs out of the opponents throw range as generally they would not expect a throw at this range.
These are the very basics I find are my BNB and although Ken is my secondary, he is fun to use and I do very well with him. I have a one Vid of Ken on YouTube using Kara Grabs on Gief on SF4 its not great but its funny as gief was getting frustrated catching me. search under Qfruits - Ken Kara Throw.
On knock down, make your opponent guess. You can do this with ambiguous jump ins or anything else you can think of. When I started maining Ken I got pretty far by mostly using one combo. On the opponent's wake up I'd jump in with, for example, MK then one or two c.LP. By then I'd have enough time to hit confirm and go into either a fierce SRK or tick grab. After that I started opening up my combos and mix-ups. Be wary when jumping in on shotos, or anyone that can easily punish jump ins. Adapt to each opponent you play be seeing if they'll mash out a DP. Also, something I like to do is on a DP loving opponent is time an empty jump to land right before he wakes up and try to bait something.
Yes, fierce SRK is a bad thing to spam. Use it at the end of a combo or if you plan on doing an FADC or can reaction FADC on block. Use strong SRK(or EX) as an anti-air because of the invincibility frames. Use light SRK if your not too sure of if it'll hit something. Also, if you notice your opponent will continue hitting buttons even after he dropped his combo, just go for the fierce.
When fireballs are being spammed try to move in by focusing, his forward roundhouse (Not the overhead), or jumping. However, if your jumping in on a shoto don't jump over fireballs when it's close to you, they'll be able to recover in time punish. Try and learn how to predict fireballs instead of reacting to them.
As far as improving your overall game, just jump online. Practice your combos when online, and experiment with what to do in certain situations.
Good luck on your road to mastering Mr. Masters!
