(Read this first if anybody hasn’t yet. This thread is more of a follow-up than a whole seperate guide.)
I really love the shoto’s dash. Whenever Ken does a move that inflicts heavy frame advantage on you, him dashing afterwards can be downright scary. You guys don’t have to agree with me, but I think these setups and tools are cool.
Meaty Attack, Dash Follow-ups
-meaty close s.HK, dash, kick throw
Ken’s kick throw does more damage than average throws, PLUS it sets up the second player glitch. Use this often.
-meaty close s.HK, dash, dp+LP
A perfectly executed, dashing shoryuken will counter hit the opponent when anticipates you’re going to go for dash, throw and tries to tech hit. If you land this in the corner, get ready to juggle with level 2 shinryuken super afterwards.
The level 2 shinryuken cancel is qcf, qcf+MK, (mash), falling qcb+LK, (now facing other direction), dp+HP (three hits). You can juggle with dp+MP (two hits) instead if you want to setup an ambiguous cross-up situation afterwards.
If you don’t have the opponent cornered, and you really have the BALLS, you can dp+HP your opponent’s tech throw attempt as well.
-meaty close s.HK, dash, d.LK xx combo
This isn’t guaranteed. It’s only really good when you have your opponent frozen.
(Actually, none of these setups are guaranteed. I just don’t recommend this setup over the other ones I’m listing.)
-meaty close s.HK, dash, close s.HP xx LK funny kick
This is actually a better option than the above setup believe it or not. close s.HP and d.LK have the same frame data by both hitting on the 3rd frame. The reason close s.HP is better is because your throw an option select in there as well. If the opponent tried sticking out something slow, like a Sagat d.HP, you’ll counter hit him with your close s.HP xx funny kick. If the opponent tried to throw you instead, you’ll tech hit automatically.
Also consider using close s.HK xx funny kick as well. It does slightly more damage and inflicts slightly longer blockstun (in case you want to cancel into LP command roll instead of funny kick). The only catch is that it’s slightly slower than close s.HP, executing at 4 frames instead of 3.
-meaty close s.HK, dash, close s.LK
This sets up a totally new mindgame…
Close s.LK setups
close and far s.LK 500 +2/+2
19 total frames
This move is awesome. The fact that a hcb+LK can be comboed after this makes s.LK one of Ken’s most powerful footsies tools.
-point blank close s.LK, duck down, kick throw
This is REALLY fast. As soon as you see Ken duck down, on the first frame, the “no throw” time on the opponent has worn off. Make him think you’re going to try to combo him low and hurt him with a kick throw.
A great “fake attack, throw” setup.
-point blank close s.LK, d.LK, d.LK xx super
Do d.LK, s.LK xx funny kick instead when you don’t have the meter.
The only thing I don’t really like about Ken, and what I think keeps him from being a top tier, is that all his primary ground moves (aside from whiffing d.MP and light attacks), are rollable and/or easily punishable.
Hadouken is the worse. The thing is, you HAVE to learn how to properly use this move in order to win.
Easy mode characters like Yamazaki or Cammy can stick out HK’s all day and be 90% safe. Blanka with his d.HK too. All the shoto’s, especially Ken, take much more planning, patience, and skill to win with.
Again, like I said in my other thread, I don’t recommend anybody using C-Ken in a tourney yet until they’re at an expert playing level. C-Chun-li or Sagat are better choices.