I think they should've never have nerfed his combo potential, at least, personnality wise. Ken is supposed to be flashy, to be a show off when he fights so it seems logical to me that he's capable of doing multiple cool looking/flashy but not that useful combos just for the sake of looking cool.
4 years late late to the game but why would capcom make bad changes? 1) Unnecessary work. 2) If it was for data collection wouldnt the final product data be more useful? Nice resort into a personal attack once your idea/argument died.
I've been messing around on Ken a bit, but he seems really limited in options compared to Ryu, and in most situations his V-Trigger actually producing LESS damage, and causing some combos to flat out not work in V-Trigger (Mainly LP Shoryu - CA). Not to mention it's 3 bars instead of 2. I hope we see some work done to him on release.
Something I came up with last night.... on Counter Crush punish (whiffed reversal), Cr.HP cancel into light hadouken ( fireball will hit juggled opponent), dash in then do ex tatsu for followup.
Hey , do you mind updating the Ken combo guide and you can v-skill cancel heavy Kick ( crush counter ) into a mid tetsumaki into EX Shouryuken for max damage .... Which is an understatement for the amount of health you're stealing
I am pretty sure this game's normal moves are actually incomplete and capcom is trying to sell it to us as "a new feature" I am talking about the far and close variations of HP or HK for example
Yo Baf and potential-Kens. Here's some new Ken Tech for you guys. V-Trigger Hadoken causes a juggle state, so you can do an EX.Hadoken in the corner into L.Shoryu then a H.Shoryu. It all connects due to the advances juggle properties of V-Trigger DP's. After a CC st.HK or an EX.Air Tatsu you can juggle with a normal and run cancel to cross under them for a meaty setup or just let step kick for extra meter V-Skill is cancelable with trigger so you can do things like CC cr.HP xx Hadoken, V-Skill xx V-Trigger, H.Shoryu (or even CA) and because of it's range you can use this as a very far reaching punish (Say for example if Birdie eats a dounut) There's all kinds of other unorthodox things Ken can do and although I'd love to just rattle on, it's a long list. Come hang out sometime on my stream and I'll show you myself :) twitch.tv/Hablaskakaf
+TheNewyorkgiants092 Heavy Tatsu naturally does more damage and corner carry so if you're just looking for a non-complicated meterless punish that would be the one to use but there are all kinds of different reason why a different combo ender would be better situationaly. I'll be covering that and alot more in a Ken tutorial I'm planning on posting to YT as soon as the full game releases.
How safe is that Fireball on block? It's cool that it combos well on hit and on crush counter, but I'm getting the feeling that cr.HPxxHadoken is something you're only throwing out when you're fishing for counterhits, since I know close range fireballs tend to be less than good in SFV. (From what I've seen so far. Obviously everything is still subject to change.)
I don't know about c.HP but Ken's s.HP xx Fireball does a surprising amount of pushback. Even if he does it from point blank Ryu can't punish with his 4-frame Critical Art
+Seth Adams I imagine something like Karin's 6-frame Critical Art, which has faster horizontal movement would punish it though, as it has faster horizontal range. Her sweep might even reach. So good to learn which characters are able to punish it because it's a great pressure/confirm option when it's safe.
Theres a way wacky crush counter I found utilizing c.hp into medium tatsu. It crosses yourself up for a moment so you have to followup with dp backwards: ua-cam.com/video/Ogr_T5hnbEU/v-deo.html You can also just do the dp instead of VT/Super
bafael: should I be DP'ing R.Mika after she performs her drop kick move close as Ken maybe it's my timing on the reversal but I feel like her meaty drop kick into command throw can't be DP'D this may be a dumb question but I get caught in that mix up 98% of the time and my DP dose not come out before the command throw
+Marvin Steel You can absolutely DP her between drop kick and st. LK, or drop kick and command grab. You shouldn't do it every time but you should do it sometimes to force her to block instead of puhsing her mixup. But, you should focus on counter hitting her drop kick before it ever hits you, not what you do after blocking it.
Seems like mk tatsu in v trigger mode can yield a lot more now. I found I can do Cr.hp xx VTrigger, Cr.hp xx Mk.Tatsu, CA (476 damage, 510 Stun) I think doing Hp Dp xx CA may do more but Ive been unable to do it.
I wish you talked over the strategies more, as a new player for example, I look at all the variants of anti-airs for each character and don't know why some are better than others, just that they exist.
You should read the pastebin in the description, that's the actual guide and this is just a visual accompaniment. The anti airs are sorted most viable first, and you'd choose the others based on range
I always use dpad but I feel like for xbone controller you could use either. For the record I think the xbone controller is a pretty nice pad, probably the 3rd best I've used.
some hard normals get crush counters instead of counter hits. kens st hp will never counter hit, it always crush counters instead. Crush counters usually do some really good effect like launching or crumpling or having an extra long reel
Please help i never been able to cancel the lights into shoryukens consistently and that's is key in this game, if there some kind of way to do it more easy or negative edge or shortcuts or something, please help Good guide
+Hector L Garcia Martinez Your issue is almost certainly that you're going too slow if you can do it with medium/heavy cancels but not lights. A fairly easy way to do it is to hold down/forward and hit, say, cr. LP then quickly down, down/forward+HP. That's a buffered crouching shoryuken shortcut.
Besides Ibuki Ken is my favorite character so regardless of tier I'll play him anyway, but here's hoping that he at least gets some combo potential back by the games release
MP cr. HP is ryu's bread and butter starter. Ken usually does cr. MP, b+MP xx HP as his max damage confirm. And ken can do MK tatsu to EX shoryu, but not to any meterless shoryus.
I'm transitioning from pad to fightstick I can do jumping hk, to mk+hk target combo, qcf+p, v-trigger, hp dp to ca... on both but I can't do either target combo to ca on the fight stick
Because the first link in the description lists the total damage and stun of every single combo, in addition to giving the exact notation to do them and my notes on how they're used.
What editing software do you use? I want to make some suggestion on the presentation of these videos, but only if you have the tools. I know you don't make money off these.
+Bafael "1 month ago" Kappa Not trying to sound rude or impatient, but these videos are my go-to, and I'm trying to get at least a decent understanding of every character. I'm not the only person eager for more, I'm sure of it!
I predicted these would be really out of date with the release of the game, but they're all pretty much accurate still. The only thing Ken has that I have in my notes to add in is crush counter cr. HP tatsu v-trigger tatsu combos, which is not very pressing.
I just got my SFV and TE2 today!! Wish me well! Because this game is a lot different to Alpha and Zero (my last SF game) XD These are sooo hard. Guess after 100 hrs I might start to get it.
yeah, i can do tatsu, hadouken, and shoryuken, but then i see people do that side flip spin kick and the v trigger attacks? no idea how to do that other stuff lol. playing off of the free beta rn lmao
he's still a shoto so zoning is still part of his game but compared to previous versions of him he can play rushdown and has to on some instances and should avoid it on others his fireball though is garbage cause it's even unsafe on hit
to bad the combo system in this is so primitive. I wish it would catch up with Ki and Mkx and have combos that flow together fluently instead of specific frames. Nobody likes having to link combos together 1.8 nanoseconds after the hit confirm for this one and 2.7 nano seconds for this certain combo. Such a trashed game, to bad its release is a failure.
+Dreage 8079 It is extremely easy to train yourself to hit 3 frame links every time with even 10 minutes of practice, and 3f links are the hardest links in this game. They serve an important function that cancels don't in that because they're separated by full recovery on block, they allow for the opponent to hit buttons to potentially interrupt the second hit, or allow the offender to create a fake opening where it seems there's time to interrupt when there really isn't.
I think they should've never have nerfed his combo potential, at least, personnality wise. Ken is supposed to be flashy, to be a show off when he fights so it seems logical to me that he's capable of doing multiple cool looking/flashy but not that useful combos just for the sake of looking cool.
Someone needs to draw the hitbox on his Critical Art. That thing being an anti-air is nuts.
"Sorry this is so barebones"
That just makes me feel worse. I cant hit any of this shit.
It starts hard but you'll get better :]
Dude I know how you feel, I'm a pad player and I never know the situation for this things Plus my reaction is shit
That's how I was starring MKX lol
+Talibanana *starting
Less damage on crush counter...its almost like they had no idea what they were doing with Ken.
they don't know what to do with ken so they nerf him even more thanks capcom
+WellAgedCashew or they dont care because its a beta and will fix it on release?
+fonehtiks "They don't care" was the only thing that was right about your comment.
They can't fix on release if they don't think it's broken.
oh neat you know all the developers and people associated with the game personally. say hi to them for me
4 years late late to the game but why would capcom make bad changes? 1) Unnecessary work. 2) If it was for data collection wouldnt the final product data be more useful?
Nice resort into a personal attack once your idea/argument died.
I've been messing around on Ken a bit, but he seems really limited in options compared to Ryu, and in most situations his V-Trigger actually producing LESS damage, and causing some combos to flat out not work in V-Trigger (Mainly LP Shoryu - CA). Not to mention it's 3 bars instead of 2. I hope we see some work done to him on release.
Nice work on these. Waiting for the Bison one, it'll be cool to know what my "arsenal" is going to be.
why did they take away his neutral jump tatsu ??
Something I came up with last night.... on Counter Crush punish (whiffed reversal), Cr.HP cancel into light hadouken ( fireball will hit juggled opponent), dash in then do ex tatsu for followup.
+TekkenLaw707 That works and it's neat but it's far from optimal.
+Bafael understood but just a little fancy combo that looks cool
you can do cc HK. xx V.Skill m.tatsu H. or ex DP timing for H.DP is crucial EX.DP is quite easy
Hey , do you mind updating the Ken combo guide and you can v-skill cancel heavy Kick ( crush counter ) into a mid tetsumaki into EX Shouryuken for max damage .... Which is an understatement for the amount of health you're stealing
I am pretty sure this game's normal moves are actually incomplete and capcom is trying to sell it to us as "a new feature"
I am talking about the far and close variations of HP or HK for example
Yo Baf and potential-Kens. Here's some new Ken Tech for you guys.
V-Trigger Hadoken causes a juggle state, so you can do an EX.Hadoken in the corner into L.Shoryu then a H.Shoryu. It all connects due to the advances juggle properties of V-Trigger DP's.
After a CC st.HK or an EX.Air Tatsu you can juggle with a normal and run cancel to cross under them for a meaty setup or just let step kick for extra meter
V-Skill is cancelable with trigger so you can do things like CC cr.HP xx Hadoken, V-Skill xx V-Trigger, H.Shoryu (or even CA) and because of it's range you can use this as a very far reaching punish (Say for example if Birdie eats a dounut)
There's all kinds of other unorthodox things Ken can do and although I'd love to just rattle on, it's a long list.
Come hang out sometime on my stream and I'll show you myself :) twitch.tv/Hablaskakaf
Question I do a lot of target combos is it better to target combo into heavy tatsu or heavy shoryuken?
+TheNewyorkgiants092 Heavy Tatsu naturally does more damage and corner carry so if you're just looking for a non-complicated meterless punish that would be the one to use but there are all kinds of different reason why a different combo ender would be better situationaly. I'll be covering that and alot more in a Ken tutorial I'm planning on posting to YT as soon as the full game releases.
+Hablaskakaf awesome thanks yeah I prefer to save my meter for the ultra. and punish without wasting a bar.
+Hablaskakaf critical art*
How safe is that Fireball on block? It's cool that it combos well on hit and on crush counter, but I'm getting the feeling that cr.HPxxHadoken is something you're only throwing out when you're fishing for counterhits, since I know close range fireballs tend to be less than good in SFV. (From what I've seen so far. Obviously everything is still subject to change.)
I don't know about c.HP but Ken's s.HP xx Fireball does a surprising amount of pushback. Even if he does it from point blank Ryu can't punish with his 4-frame Critical Art
+Seth Adams I imagine something like Karin's 6-frame Critical Art, which has faster horizontal movement would punish it though, as it has faster horizontal range. Her sweep might even reach. So good to learn which characters are able to punish it because it's a great pressure/confirm option when it's safe.
Theres a way wacky crush counter I found utilizing c.hp into medium tatsu. It crosses yourself up for a moment so you have to followup with dp backwards: ua-cam.com/video/Ogr_T5hnbEU/v-deo.html You can also just do the dp instead of VT/Super
I noticed that last night, the opponent flies behind you then in front, causing your inputs to be backwards lol
if my main from 4 doesnt get buffed i will be seriously pissed.
Oh boy...
bafael: should I be DP'ing R.Mika after she performs her drop kick move close as Ken maybe it's my timing on the reversal but I feel like her meaty drop kick into command throw can't be DP'D this may be a dumb question but I get caught in that mix up 98% of the time and my DP dose not come out before the command throw
+Marvin Steel You can absolutely DP her between drop kick and st. LK, or drop kick and command grab. You shouldn't do it every time but you should do it sometimes to force her to block instead of puhsing her mixup. But, you should focus on counter hitting her drop kick before it ever hits you, not what you do after blocking it.
+Bafael THANKS !!
Seems like mk tatsu in v trigger mode can yield a lot more now.
I found I can do Cr.hp xx VTrigger, Cr.hp xx Mk.Tatsu, CA (476 damage, 510 Stun)
I think doing Hp Dp xx CA may do more but Ive been unable to do it.
I wish you talked over the strategies more, as a new player for example, I look at all the variants of anti-airs for each character and don't know why some are better than others, just that they exist.
You should read the pastebin in the description, that's the actual guide and this is just a visual accompaniment. The anti airs are sorted most viable first, and you'd choose the others based on range
Is it possible to perform the combos that are shown in this video with a controller? Espacially the new Xbox one Controller is so bad!
I did every combo in this video with a controller and I can do them all consistently. A poor workman blames his tools.
yep, thats right. Do you use the arcade stick on your controller or the D-Pad. I´m pretty new and your videos helping a lot. Thank you so far
I always use dpad but I feel like for xbone controller you could use either. For the record I think the xbone controller is a pretty nice pad, probably the 3rd best I've used.
#KenLivesMatter
#RIPinPiecesKen
I'm such a noob but when or how does a normal attack become a crush counter
some hard normals get crush counters instead of counter hits. kens st hp will never counter hit, it always crush counters instead. Crush counters usually do some really good effect like launching or crumpling or having an extra long reel
Please help i never been able to cancel the lights into shoryukens consistently and that's is key in this game, if there some kind of way to do it more easy or negative edge or shortcuts or something, please help
Good guide
+Hector L Garcia Martinez Your issue is almost certainly that you're going too slow if you can do it with medium/heavy cancels but not lights. A fairly easy way to do it is to hold down/forward and hit, say, cr. LP then quickly down, down/forward+HP. That's a buffered crouching shoryuken shortcut.
+Bafael is it better to target combo into heavy tatsu or heavy shoryuken?
HK tatsu does the same damage but has more stun and corner carry iirc. HK tatsu is better but at a range HP shoryu is a smidge more consistent
+Bafael thx!
+TheNewyorkgiants092 I do shoryu cause you can walk forward jump kick or crossup tatsu for the 50/50
Yo Baf mind posting the Vesper Arcade music rip link? wouldn't mind having it for myself.
+Justin Duvall soundcloud.com/bafael/street-fighter-v-5-new-main-menu-theme-ost-extended
+Bafael thanks man I appreciate it
Besides Ibuki Ken is my favorite character so regardless of tier I'll play him anyway, but here's hoping that he at least gets some combo potential back by the games release
Light tatsu is 3f and safe. can still do stand fierce on normal hit- run - LK tatsu
So you cant standard combo into fireball v trigger setups anymore?!!?
you can it's even in the tutorial combo cc s.HPxxV.skillxxB.MP HPxxh. hadokenxxV.triggerxxHadokenxxCA if I recall right
Why have you picked cr.HP as the beginning to all the combos? is there an advantage over say st.HP?
IIRC it's 10 damage higher and it comes out dramatically faster.
Thanks, good to know.
Can Ken still do MP , c.HP qcb MK into L shouryuken?
GuitarMasterX_VII GMX_VII he's never had a combo close to that in any sf game, including this one.
Bafael might have mixed it up on accident...truly confused myself here
MP cr. HP is ryu's bread and butter starter. Ken usually does cr. MP, b+MP xx HP as his max damage confirm. And ken can do MK tatsu to EX shoryu, but not to any meterless shoryus.
I blame working and adulting for not knowing this. used to play EVERY DAY and attended tourneys
Doesnt target combo into heavy tatsu do more damage than a shoryuken follow up?
Not in v trigger
+Bafael
wow
+Bafael what's the name of the song?
It's the menu theme from SFV
+Bafael thx
I'm transitioning from pad to fightstick I can do jumping hk, to mk+hk target combo, qcf+p, v-trigger, hp dp to ca... on both but I can't do either target combo to ca on the fight stick
Practice just the MK HK to CA, then just the b+MP, HP to CA, and work your way up from there...?
+Bafael the ca refuses to come out after those specific inputs. in order for me to get the ca out I have to pop v trigger
Those combos should work. You should try to turn on inputs and see where your directions are failing.
+Bafael lol I've been doing that but I'll keep trying. situations like this makes me want to sell this fightstick
Why do you cutoff the vid on sa moves missing out on the total potential damage.
Because the first link in the description lists the total damage and stun of every single combo, in addition to giving the exact notation to do them and my notes on how they're used.
Can anyone help me im having problems chaining my tatsu into dp any tips?
practice
Do u use dpad or joystick?
Dpad
How do u do it so fast tho lol
@@Murkarie years of practice
hope he gets buffed a bit
What editing software do you use? I want to make some suggestion on the presentation of these videos, but only if you have the tools. I know you don't make money off these.
+Damon Dougherty windows movie maker lol. I used to use Sony Vegas but it took longer to do the same things.
will this be updated soon
within a month or so. it's mostly accurate but he has better v trigger combos now using cancels to mk tatsu
+Bafael "1 month ago" Kappa
Not trying to sound rude or impatient, but these videos are my go-to, and I'm trying to get at least a decent understanding of every character. I'm not the only person eager for more, I'm sure of it!
I predicted these would be really out of date with the release of the game, but they're all pretty much accurate still. The only thing Ken has that I have in my notes to add in is crush counter cr. HP tatsu v-trigger tatsu combos, which is not very pressing.
I just got my SFV and TE2 today!! Wish me well! Because this game is a lot different to Alpha and Zero (my last SF game) XD These are sooo hard. Guess after 100 hrs I might start to get it.
Boy, I really do suck with ken..may be its time to change characters..I use a pad and I can't do any of this shit...sigh.
I use a pad and I recorded all this.
O_O! You're REALLY good! Then that makes me feel even worse, I'm SO far behind!
Don't give up and don't make excuses for yourself. Everything that looks like it's holding you back is in your head. Practice.
best advice
are the beta servers no longer up?
+tytjjh They are not. They were only up for a few days at a time.
Is this still valid to this update?
I can't say the damage values are exact but every combo here still works.
Bafael Thanks!
thanx dood
Jeez, SFV doesn't seem to like Shotos very much. Ryu and Ken seem less than average in their current state.
yea but shotos by design have always been decent. I think they will be fine
Was ryu different before or did people just realize he was super good? I didn't play the beta.
+Pop Magoot ryu and Ken got a zillion nerfs from beta to release, but they're both regarded as high/top tier now
Huh, interesting.
is there a noob guide? lol
Like if you've never played a SF game before?
yeah, i can do tatsu, hadouken, and shoryuken, but then i see people do that side flip spin kick and the v trigger attacks? no idea how to do that other stuff lol. playing off of the free beta rn lmao
and dunno how to use meter in attacks
Riji Hozefu ua-cam.com/video/4DihJHW0NEY/v-deo.html check this out and tell me if you've still got questions
LOVE KEN, EXCELLENT VIDEO !
NOW PLEAAAAASE DO CAMMY !!!!!
I realised that the best way to use Ken tools is not on close range. Quite the contrary!
he's still a shoto so zoning is still part of his game but compared to previous versions of him he can play rushdown and has to on some instances and should avoid it on others his fireball though is garbage cause it's even unsafe on hit
So basicly ken is suck in sfv .... :(
I am building a pc for this game #worth
to bad the combo system in this is so primitive. I wish it would catch up with Ki and Mkx and have combos that flow together fluently instead of specific frames. Nobody likes having to link combos together 1.8 nanoseconds after the hit confirm for this one and 2.7 nano seconds for this certain combo. Such a trashed game, to bad its release is a failure.
+Dreage 8079 It is extremely easy to train yourself to hit 3 frame links every time with even 10 minutes of practice, and 3f links are the hardest links in this game. They serve an important function that cancels don't in that because they're separated by full recovery on block, they allow for the opponent to hit buttons to potentially interrupt the second hit, or allow the offender to create a fake opening where it seems there's time to interrupt when there really isn't.
Lol
SFV suck! waste of 60 Bucks...