Ken the Eagle thread

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  • Mr.Q!Mr.Q! a.k.a. Mr.Q®: The Godfather of OpenBOR Joined: Posts: 211
    Any nice strategies for Ken & Jun as a team?
  • SystemSystem Joined: Posts: 508,676 admin
    this is an awesome thread! ive just started playing this and i main ken and ippatsuman! keep the good info coming.
  • Alucard20Alucard20 Omega Joined: Posts: 1,148
    Post more stuff on Ken plz.
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  • yourmotheryourmother 大五 運命腹 Joined: Posts: 1,528
    I'm thinking about putting up a pretty basic ken tutorial thing just outlining his basic mixups, a few useful tricks and whatnot, so if you're still looking for it, keep an eye out.
    TvC Brah
  • Alucard20Alucard20 Omega Joined: Posts: 1,148
    plz do.
    Vampire savior. Main: Jedah Sub: Zabel, Gallon.
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  • yourmotheryourmother 大五 運命腹 Joined: Posts: 1,528
    Ehhh I'm too lazy to make the vid right now, I might do it later, but in the meantime, here's a little writeup of some of the stuff I was going to put in it.

    BASIC GAME FLOW:
    Your target ground string for pressure is usually (it can vary depending on team) a simple 2a,2b,2c,623B

    If this string hits, it does decent damage, and is easy to hit confirm into a super, builds very little meter for the opponent, also it can be comboed off of with a tekkaman assist (important point). Also you can baroque the 623B in the corner for an infinite setup.

    If it's blocked, you have some options as to where to go for mixups, which is what makes Ken really as good as he is.

    Option 1:
    Teleport away, throw a boomerang as soon as you touch the ground.
    The boomerang is really good, because it comes back to you. Essentially it prevents the opponent from being able to do any real damage to you, since they'll get hit with it coming back if they try to run in and combo you. This means a smart opponent will probably just wait it out, allowing you to go for any kind of offense you like (simple jump in, telelport, w/e). Their other option is to super jump out of the boomerang, kind of smarter on their part, resets the momentum.

    Option 2:
    j.C
    People who are expecting you to do something fancy can often be caught by just hitting a j.C at the end of a 623B. You're at the perfect height, and you can combo straight off of it. This is the simplest option, but still useful for mixups.

    Option 3:
    other teleports
    The most noteworthy teleport trick here, is a simple teleport behind the opponent, j.C. It's a free crossup, and can also be mixed with teleports in place to confuse the opponent.

    GETTING IN:
    Ken isn't actually the fastest character, although he has good mobility, so sometimes if you're just spamming stuff, you can get beat up on pretty easily. So for getting in, you have to do a little bit of work sometimes, there's a couple main ways to do this:

    1. Advance behind a boomerang or assist. Easy, you just throw out something and run up at them, go into the pressure strings.

    2. Teleports. Just bait them to do something laggy from across the screen and teleport right above them.

    Anyways, these are some basics, I'll try and get some more stuff or a video posted at some point but I'm lazy.
    TvC Brah
  • SystemSystem Joined: Posts: 508,676 admin
    Hey you guys, can one of you list Ken/Tekkaman combos (B&B's), setups after Tekkaman's assist, and Ken's midscreen & corner infinites on specific characters if needed.

    Much appreciated you guys this would really help me and other KEN/TEK players out, and help the TVC scene.
  • M.D.M.D. digs older chicks Joined: Posts: 4,188
    Like to contribute something, so I came up with this fun little Ken/Saki combo. Will expand on it in the future:

    5A 2A 5B 2B 5C 623A P(switched sides)[time the juggle then:] 5A 5B 5C sjc 5A 5A 5B dj. 5A 5B 63214B 623AA [the opponent flys behind Ken then:] DHC 236AA (going in the opposite direction)
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  • RotaniborRotanibor @ROTANIBOR Joined: Posts: 202
    I've been using an 623a, P sort of combo myself, but with a Joe the Condor assist.

    2a 2a 2b 5c 2c 623a P (walk forward slight/Dash) 3c j.aabb dj.bb 623c 623super
    17,581 damage (without super) 21,354 damage (with super)

    Anybody know if there is a way to get more out of the air combo portion? Seems like can combo off of a 623b in the corner, but I can't seem to get that going mid-screen.
  • Jose357Jose357 Joined: Posts: 72
    i have a nice ken combo that goes like this: approach with air dash c land then do 2b 3c sj. pause for a second so ken can catch up with them , then bb dj. bb eagle rush c xx eagle rush super when right in front of them dont cancel after hit or you will get minimum damage from super. this does about 15 bil. damage without super, with super about 19-20 bil. depending on how much super you hit them with. basically this combo keeps ken's power because if you add a attacks to his air combo it will be about 17-18 bil. with super.
  • GirugaMarcGirugaMarc Joined: Posts: 353
    using Joe as your partner, you can combo Joe's assist off of Ken's 623A and 2A into more combo goodness. Still playing around with it so I haven't made any combos yet.

    KEN FORUM NEEDS MORE LOVE. SERIOUSLY

    edit: oh I see Rotanibor already posted this. nvm

    If you ever land your overhead, 6B, on an opponent, you can cancel it into his aerial 214A into his level 1 or something. Maybe DHC that with some beam super
  • ZachZach Joined: Posts: 273
    My friend's been using Ken/Ryu, so I was dicking around in training mode to find a good BnB with the team. Best I've found:

    (midscreen)
    2A, 2B, 5C, 2C (2 hits) xx 623+A, call Ryu, dash towards the opponent, 5A, 5B, 3C ^ sj.AABB jc.BB xx 63214+B xx 623 super
    -does 23K

    I'm still looking for good corner combos.
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  • HizzyHizzy Joined: Posts: 20
    I'm a new comer to TvC and at this point I'm a total scrub. I'm trying to pick two characters to focus on and I've decided on Ken, mainly because I like how he plays. I also really like how Karas plays but I'm not knowledgeable enough about the game and its mechanics to tell if he'd be a good assist for Ken. Anyone have thoughts on how Karas teams up with Ken?
  • ZachZach Joined: Posts: 273
    I'm a new comer to TvC and at this point I'm a total scrub. I'm trying to pick two characters to focus on and I've decided on Ken, mainly because I like how he plays. I also really like how Karas plays but I'm not knowledgeable enough about the game and its mechanics to tell if he'd be a good assist for Ken. Anyone have thoughts on how Karas teams up with Ken?

    That team should be just fine, Ken makes great use of Karas' assist as a defensive tool and a combo tool. Though, I'd personally run Karas on point because Karas can extend ground chains with Ken's assist, and I find Karas to be a poor character to fall back on (his health's a little too low).
    XBL: Sultan of Sw1ng
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  • AlcaTraz644AlcaTraz644 Sadatay & feel OK Joined: Posts: 160
    maybe u should try ken and tekkeman because that team is super stylish. though i only play ken with him strickly, so i don't have any exp with any other partner for ken.
  • GirugaMarcGirugaMarc Joined: Posts: 353
    theory combo that I kinda did in training mode with Ken/Joe

    Ken's part

    5AA, 5B, 2B, 5C, 2C (1hit), xx 623A, joe assist hits, 5A(hold A), 5B, 5C(hold C), pursue, j.BB, 623B, BBQ, dj, j.BB, dj, j.BB V.Raid

    Joe's part after V. Raid

    j.BB, release A then hold A, dash, j.B, dj, j.B, release A, dash, j.B, release C, 623A, level 1

    Meters used: 2
    Baroque 10%

    you're pretty high up when you do this combo and height=more damage

    I'll post how much damage it does when I actually do it :nunchuck: Feel free to edit this combo in any way so that it does more damage


    edit: It looks like you may have to extend the air combo with Ken a bit because Joe's assist seems to not be available when I want to V.Raid. Extending the combo should get it to work hopefully. You may have to hold A at a different time
  • dori.dori. Viewtiful. Joined: Posts: 281
    your assist will never be available because assist doesn't reset during the combo
    if you start with the assist, that'll work
    "New game, new Phoenix to snap in."
  • dori.dori. Viewtiful. Joined: Posts: 281
    your assist will never be available because assist doesn't reset during the combo
    if you start with the assist, that'll work
    "New game, new Phoenix to snap in."
  • frustratedsquirrelfrustratedsquirrel Masky stripey man! Wtf is a raccoon? Joined: Posts: 3,761
    I don't recommend Ken with Karas if you have karas on point. Ken's assist does nothing for Karas because it won't set up for karas's unblockable loops in the corner.
    From team Sp00ky's TvC stream:
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  • GirugaMarcGirugaMarc Joined: Posts: 353
    your assist will never be available because assist doesn't reset during the combo
    if you start with the assist, that'll work

    oh..wow. No wonder =(
  • Mr.Q!Mr.Q! a.k.a. Mr.Q®: The Godfather of OpenBOR Joined: Posts: 211
    Just did this video which shows some good stuff about Ken / Jun team:



    Like I've explained in the video, I used Ken / Tekka back then in CGOH, and I still use both as a team sometimes in UAS, but due to the damage reduction the game got since CGOH, despite all the buffs good old Tekka has got, it's still having hard times against faster characters that can lock him on corners so easy. Ken and Jun has lot's of good stuff to deal with most of the cast, and one good thing about them both is they've got long combos that don't fill the opponent's super bar fast, so you can keep trying your things with not much risk about getting Megacrushed.

    It 'doesn't matter who's on point with this team, that's also another good thing about them being together, in fact, lately I've been keeping doing VAR's instead of using hyper combos due to how much height you can gain with their Aereal Raves.
  • ZephilZephil Joined: Posts: 206
    I want to add Ken to my team but I don't see any good combo with Zero... is Zero/Ken a good team?
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  • G.O.TG.O.T #1 Haggar fan Joined: Posts: 2,164
    I want to add Ken to my team but I don't see any good combo with Zero... is Zero/Ken a good team?

    Zero/Ken would not surprise me if it was. They are just decent characters imo. Nuff said.
    Fight Fo' Dah Future.
  • SystemSystem Joined: Posts: 508,676 admin
    Just did this video which shows some good stuff about Ken / Jun team:



    Nice video dude :DD Ken is a high flying tea-bagger.
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,931
    random ken notes

    ken can cancel into air specials off the overhead now, meaning he can net at least 15k off it midscreen. he can even start his loops off it in the corner (more on that later). for example:

    6B xx air 623A land 5B 3C into whatever


    ken has a loop in the corner. after anything that leaves them juggled sorta high you can do:

    [66 5B 623B/C jB (as low as possible)]xN

    some might find using 623B easier but sometimes it brings you inside the corner (but with enough hitstun to land and at least aircombo after). some setups:

    6B xx air 623A land
    whatever into 2C 623C jB (as low as possible)
    whatever into 2C 623A bbq 6B xx air 623A land
    aircombo ending with air 63214B bbq land
    whatever into tekkaman assist [4]6A 66 5AA (fireball comes back) iad jB land 5B 623B jB (as low as possible)
    megacrash
    vc(?)

    not sure how many reps you can get. its sorta hard, so my personal max was 4. its possible to get more before the loop breaker thing kicks in.

    EDIT: okay found a new midscreen loop.

    [66 5BC]xN (i think the max is 5, like most of those loops that abuse launchers)

    you can set this up off so much shit, so im not going to bother listing them.
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  • ZephilZephil Joined: Posts: 206
    I found a way to use Zeros assist to combo to Kens UC:

    5A-5B-5C-P-214AB

    If you did the timing correctly Zeros assist should had connect two hits and when you hit Kens kick you should have 6 hits with 6735 Billion damage

    At the end this combo does 24,158 Billions
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  • RotaniborRotanibor @ROTANIBOR Joined: Posts: 202
    So I've been experimenting a bit with tiger knee Bird Shoots a bit. They seem to have some pretty good uses in either started combos or extending them in some cases.

    First off, from about mid-screen you can tk an 'A' Bird Shoot, which on hit you can go directly into a j.b, land, (sometimes 5b here, depending on where you hit them from) 3c, j.aabb dj.bb birdshoot/j.c/eaglerush/super. This can do just under 16k without the super at the end, and just over 20k if you tack a super on at the end.

    If you meet them in the air with a bird shoot, and manage to connect the j.b afterwards, if you're close enough to the ground you should be able to jump back up and j.bb dj.bbc or into into a special and then super or whatever.

    On block, the move seems safe. Ken had time to block Yatterman 1's jabs afterwards at least. I wasn't able to extensively test this as much as I'd like though as I was trying to handle two controllers as once to even do that. If anyone can let me know of the safety on of a tk birdshoot on block, I'd appreciate it.

    In combos, a TK Bird Shoot adds a nice bit of damage. It will only work with a select few assists though. Its the same idea I posted earlier with a Joe the Condor assist: combo into ground A bird shoot, assist, then launch as they are juggled in the air. Being able to TK Bird Shoot after an assist only works with a few characters though, as only they will prop them up to the correct height and distance.
    The assists are: Ryu, Polimar, and Kaijin no Soki (I think Chun Li may be able to as well, but I got a bit lazy with testing)

    The combo I've worked out right now is-
    IAD j.c, 2b, 5c, 2c, 623a, P, TK623a, j.b, 3c, j.aabb dj bb 623c (623 super)
    22,802 damage (26,575 damage with Super [1 bar])

    I haven't put any Baroque into the combo yet, because I'm trying to figure out a worthwhile way to do it besides extending a simple ground string, or adding in an extra jump in the air. I'd like to making a practical combo with Ken that can break at least 25k without using any meter, so if anybody has anything to add to this let me know.

    As a bonus, here are all the characters that can extend Ken's combos from 2b, 623a, p (dash) 5b, 3c

    -Ryu
    -Chun Li
    -Morrigan
    -Kaijin no Soki
    -Roll
    -Saki (no dash)
    -Karas
    -Ippatsuman (skip 5b; no dash)
    -Joe the Condor (skip 5b; no dash, just walk towards slightly)

    All the timings for when to call out the assist are different so experiment.

    Hopefully some of this is helpful to somebody!
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,931
    i think you could do 6B xx air 623A after your partner hits on most characters instead of just tk air 623A. it always does it at the lowest possible height when you do this too, so you're always able to follow up with 5B into whatever. for me, i like to use bbq to start combos when i don't have assist ready (or if it will kill before they can burst), but i suppose it would be best to baroque right before you start looping depending on your red health.

    also tk air 623A is a pretty good poke. great air to air/air to ground, safe on block (and due to a glitch, it even gives ADVANTAGE if they pushblock it), and you're able to get ridiculous shit off of it even on trade like his loops (meaning upwards to 30k meterless).



    old cgoh vid, but you can see it being utilized pretty well here.
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  • Mr.Q!Mr.Q! a.k.a. Mr.Q®: The Godfather of OpenBOR Joined: Posts: 211
    Sorry man, I can't get that loop to work, maybe I'm missing something? You think you can get a vid about it? It doesn't matter if it's from a cellphone :p , I can't get the timming for the moves and also I don't understand that overhead into "xx air 623 A" ...You mean doing the overhead then tiger knee 623A or just doing the overhead and cancel it into 623A? I don't get the "air" thing.
  • rogueyoshirogueyoshi Nothing Comes Easy Joined: Posts: 1,931
    depending on when you do 623A from 6B you can make either the air or ground version of it come out. the air version comes out if you do it as early as possible. also, i can probably cap an iphone vid of the loops next time i play.
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  • Mr.Q!Mr.Q! a.k.a. Mr.Q®: The Godfather of OpenBOR Joined: Posts: 211
    Just got the "air" effect you said, cool thing, very effective for pressure, it's Insane actually, you can get somewhat endless block strings with it...But Still can get the loop to work :(
  • Lord KnightLord Knight MONEY. WOMEN. POWER. Joined: Posts: 242
    *ry posting*

    oh i found out that particular setup is character specific. 5B doesn't combo after air 623A on half the cast. i'll go through and see who it doesn't work on. if you wanna practice it though, use ryu dummy.
  • Gamerboy15Gamerboy15 Joined: Posts: 76
    I'm new here and I'm just wondering how do you rate Ken's partnership with Joe for combos and other stuff?
  • RotaniborRotanibor @ROTANIBOR Joined: Posts: 202
    Joe the Condor? He can let Ken combo after a 623a. I rocked that team for a while, and it works well enough. Only reason I dropped it is because I liked how other assists gave ground pressure after a blocked 623a/b.

    This is the Ken BnB I usually do, does about 28 billion-
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