SSBU/Ken/Techniques

Here are some advanced techniques that can be used to increase Ken's pressure or make doing certain actions easier

Short Hop Aerial B-Reverse/Wave-Bounce Focus Attack Dash Cancel (SHABRFADC/SHAWBFADC)
SHABR and SHAWB (no one remembers these acronyms) is a simple mixup way to keep the opponent guessing while keeping pressure. Introduced by GVO: https://youtu.be/Y6IApqHfHjw

Execution
This is done by canceling an aerial into a B-Reverse or a Wave-Bounce.

Application
This makes the aerial canceled incredibly safe on shield, especially against single hit OOS moves, and against other moves, it can easily avoid them with the momentum shift from the B-Reverse or Wave-Bounce. Then, if the opponent tries to be aggressive OOS, Ken can release the attack. If they try to run away Ken can dash cancel towards them. And, if they decide to hold shield, Ken can go for a DD. On hit, this can also be used as a mix up to get a bigger follow up.

Downsides
Ken is stuck in for 26 frames minimum. That means that the opponent can react and grab Ken or do a multihit.

Descending Dragon Focus Attack Dash Cancel (DDFADC)
DDFADC is a good way to get more advantage on focus attack both on hit and on block. This is best explained by AndresFN: https://twitter.com/AndresFnSsb/status/1438924861246693377?s=20&t=HB4nt1TXgpC5GUfX12OqqQ

Execution
Do FA in the air and release the attack when close to the ground. The lowest Ken can go is when his feet are at the same level as Ryu’s waist. Then, dash cancel the focus attack on hit or block. When done perfectly, Ken will go straight into hard landing lag.

Application
When FA1 or FA2 hits shield while in the air and dash canceled low enough to the ground, the dash cancel animation gets canceled into hard landing lag (4 frames) this makes FADC1 at most +8 on block and FADC2 at most +6 on block. Both do a lot of shield damage. On everyone, Ken can buffer input light shoryuken to shield break the opponent. If FA2 is done on shield, Ken can buffer light up B to shield break the opponent. On large body characters, if FA2 hits shield, Ken can buffer heavy up B to shield break the opponent. Because light shoryuken is frame 6 and heavy shoryuken is frame 5, if DDFADC is done perfectly, the opponent cannot escape the shield break. On hit, Ken can set up into a landing aerial after DDFA2, which on normal FA2 he cannot do.

Downsides
The downside to this tech is that it is very reactable. This will need some conditioning and setplay to be able to hit. Ken can always opt to go for something else like a shield poke because of the amount of shield damage done.

Command Orientation Input Lock (COIL) and Double Tap COIL (DTCOIL)
Best explained by Zegis/SecSho Resources: https://youtu.be/dcoSzJDT6Xk

Although Terry gets best use out of this with his charge input, Ken and Ryu can get some use out of this.

Execution
Coil is executed by pressing and holding a direction on the CStick while pressing a direction on the control stick. So for example, while pressing forward on the control stick, press and hold down on the CStick, then release the control stick and the forward input is saved. Now, shoryuken can be done by pressing down, then releasing the CStick then doing the hadoken input. DTCOIL can be executed by holding the desired direction to be COILed, pressing the CStick in the same direction twice and holding the second CStick press fast enough that only ONE tilt happens. Here are extra docs on COIL: https://drive.google.com/file/d/1MxJocVcTAwDd1sqZDwpqWTproHHMjSDD/view https://drive.google.com/file/d/1JKnUK24mrs8QLl4KFSFwuACU-HLwCJDF/view

Application
The best use Ken and Ryu get out of COIL is for ledge trumping, often called tatsu trumping. This is done by: COILing the down input for tatsu run off stage Do a half circle towards the stage release the CStick at the down input press B at the end of the input A tatsu towards the ledge will happen and Ken will grab the ledge.

Downsides
While using normal COIL Ken cannot use normal attacks, grabs, or pick up items With DTCOIL Ken cannot do tilts on the CStick. COIL is actually a common execution error done by shoto players. When doing a dash walk ldtilt xx roundhouse/hadoken, if the CStick is released too late, a shoryuken will happen because the forward input of the dash walk was COILed.

Kara Canceling
Kara Canceling is the newest flashy tech that can be used to catch the opponent by surprise.

Execution
Kara canceling is executed by canceling the startup of dsmash into any input special. Just finish the input before frame 6 of dsmash. Yes, that means that dsmash can be canceled on whiff of the first active frame of the move. Doing kara cancel is a bit tricky as there are only 5 frames total to do an input and press the button to get the special out. This can get easier if done while charging dsmash as the input can be started while charging the dsmash, then release dsmash and finish the input. Charge dsmash with the A button, then release A while doing the input, then press the B button for the special. The key is that there cannot be a frame where A and B are pressed at the same time. COIL can also be used to get one direction of the input, then do dsmash and finish the input. Negative edge can also be used to get a kara cancel by using A+B smash. To do this, release the B button to do the dsmash, then release the A button to do the negative edge special. This is really only useful for kara cancel roundhouse because all other specials will give the light version.

Application
If tatsu is kara canceled on frame 4-5 of dsmash it gains a speed boost and will go farther. This is useful if playing against characters like pikachu who have weak, low profile projectiles. Do dsmash, have dsmash clank with the projectile, then kara cancel into tatsu to get a quick punish. Otherwise, the best use of this tech is to bait the opponent into a false sense of security by charging dsmash then kara canceling into roundhouse or shoryuken when they get close.

Downside
Most specials are not safe if blocked or whiffed.

Baby dash/Micro dash
Baby dash/micro dash Because of some weird physics engine stuff, Ken and Ryu have access to a shorter dash. Found by Ayerbe: https://twitter.com/Shieldlesscap/status/1385023304654860289?s=20&t=LTlkxiBVpShNm9UiuiBjDQ

Execution
First, backdash. Then, on frame 1-3 of the backdash (while they are walking), forward dash. Dashing forward on the first frame will shorten the dash more than dashing forward on the second frame or the third frame.

Application
Baiting the opponent to react to forward dash to then make them whiff because a baby dash was done to make Ken stop short of their punish.

Downsides
Very hard to do. Aren't many benefits from doing it.