I’m going to be making several videos on Ken and posting them on my Youtube channel, Van Diesel Productions. One of them might be on Ken during VT.
Can you all help me compile a list of changes that occur in VT? I feel like I’ve figured most of them out but please check over my list and let me know if there are any cool little things you noticed as well. It could be anything. If you post it here and I don’t have it on my list, I’ll give you credit in the video. Cheers!
Damage/Stun buffs have the damge listed first with stun listed in parentheses.
 Ken gains flame effect on his feet, and loses the flame effect on his feet when he taunts
 FB 50 dmg (100 stun) -> 70 dmg (100 stun)
 EX FB dmg 90 (150 stun) -> 120 dmg (200 stun)
 Fireballs and EX FB cause a knockdown
 His air EXT no longer juggles, hit twice and leaves them on the ground so you can combo after hitting them with it. Aerial EX Tatsu damage from 90 (100) (1 hit) to 110 (200)
 LP SRK 100 (150) to 120 (150)
 MP SRK 130 (150) to 150 (150)
 HP SRK gains an extra 2 hits and maybe increased juggle potential? Dmg 140 (150) to 160 (150).
 EX SRK gains an extra 2 hits (normally does 7) for 9 hits total. Plus some extra range (HP SRK range stays the same). EX SRK dmg 150 (200) to 170 (200).
 HK Tatsu dmg from 140 to 160 (250)
 HKT is quicker on startup. You can now do j.HK, st.LK (or cr.MK) or st. xx HKT which is not possible normally. Also st.MK-HK xx HKT is now possible.
 EX Tatsu 160 (200) to 180 (200). EX Tatsu improved hit box or startup…You can now juggle close LKT into EX tatsu (Thanks vskillzv)
 LK Tatsu 70 (100) to 90 (150). Increased juggle potential (pops them up higher in the air for SRK juggles not normally possible. )
 MK Tatsu 100 (150) to 120 (200)…increased juggle properties (all 3 hits connect from further out, allowing juggles into EX SRK from hit confirms)
 HK Tatsu trajectory and juggle potential altered. You can now do a full screen HK Tatsu and it juggles into any SRK. If you do CC cr.HP xx HKT it only hits partially and you can land on the other side and combo into Critical Art, EX tatsu, EX SRK, SRK, etc.
 All tatsus now nullify projectiles, including aerial tatsus.
[*] Cross up tatsus have increased hit stun (now +7 on hit??), allowing for better link into critical art, sweep, st.MP etc (Almost forgot to include this one! Thanks Rizhall)
Safely cancelling into VT when blocked: (Source: Jay Rego’s SF5 beta video)
o Cancel from st.MP, cr.MP, or B+MP and you’ll be at frame advantage (sweep is +0)
o Cancel from st.HP, LKT, MKT, or st.MK and you get a true block string after
Did I miss anything?
Feel free to include some setups or new mixups / tech as well.