some people like to just do short jab short and then just do the super motion during the last crouching short.
others do short, jab (qcf, d), short (qcf + k)
pick whatever one you like.
some people like to just do short jab short and then just do the super motion during the last crouching short.
others do short, jab (qcf, d), short (qcf + k)
pick whatever one you like.
Thanks C Royd. After practicing tonight, I like the first method you described better. I just have to tap out the short-jab-short pretty quickly, then I have some extra time to cancel that last short into super.
Okay, it’s all opinions, but here’s my view.
These test results are based on Ken playing Ryu Damage 2. Hits are done whilst Ryu’s energy is in the yellow region.
LP dragon punch = 22 points
Fierce dragon punch = 25 points
EX hurricane kick = 27 points (at the cost of half an SA stock)
Is it really worth it? Plus the ex-hurricane kick only does about 2 pixels more stun damage than an LP dragon.
Now for combo implementation:
st.strong, st.fierce, LP dragon punch = 40 points
st.strong, st.fierce, EX hurricane kick (5 hits) = 39 points
(again, you’re wasting half an SA stock, and it does 1 point less than LP dragon punch)
I’m assuming your argument is based on:
cr.forward, LP dragon punch = 32 points
cr.forward, EX hurricane kick (5 hits) = 39 points
The choice you use is really dependant on the character you’re fighting and whether you have enough meter to use.
However, if you against the appropriate character to do so:
cr.forward, LP dragon punch, kara LP dragon punch = 51 points
Now THAT’s a lot more damage, and you don’t even use any meter!
How many times have you managed to land more than 5 hits from an ex hurricane kick in the air?
If you get 2 hits from the ex-hurricane in the air, you can most certainly land 2 DPs if you hit them deep enough (possible with shotos). Get 3-5 hits, you can only land 1.
The possibility of doing a DP is dependant on where you hit them in the air, and the hit box of the character you’re doing it against.
1 point less damage is all the difference. So both versions do practically the same damage anyway.
Maybe ‘extra reaction’ was the wrong term I’m trying to get across. But from experience, it gives you more time to do the SA3 motion when buffering it from a fireball, by the time it comes out, the fireball would have hit already, leaving your opponent open for the SA3.
But fine, you’ll probably eat reversal if they parry the fireball. But they would if you’re repeating it over and over (it’s still not something you can freely abuse).
cr.short, cr.jab, cr.short -> SA3 ?
Even if they block it all, you’re pretty safe. If they get hit by cr.short (in which I find is pretty high priority), you got buckets of reaction time to do SA3.
Please be a bit more justified when you have the urge to make people look ‘stupid’. :bluu:
actually c.short, c.jab, c.shortxx super is what scrubs(me) do. It does give you more reaction time but it will not hit all characters. The best thing to do is c.shortx2 xx super. Other than that, I agree with [vince-uk].
Edit: I found one use for ex hurricane and that is when you’re facing another ken player who abuses the c.mp. Just get in distance and ex hurricane. They can’t duck it. Probably not all that useful but you can cancel it into super and it’s usually safe.
after the last c.lk do a srk motion with kick works for me all the time
whoa ho ho…you shouldn’t be using EX hurricane against another Ken… They manage to fake you out, then dwn MK into anything. The only time I use EX hurricane on the ground is against big guys, and even that is rare. It’s not worth the risk/reward.
Thanks Twitch77,
So are you entering a qcf in there after the crouching jab?
Like I said it’s probably not all that useful. I was just responding to someone who had asked for some uses for the ground ex hurricane kick.
You are the one who should be faking them out by using the ex hurricane when they abuse c.mp. If they turn the tables, then you shouldn’t be using it at all.
What else can you do against ken’s c.mp? All I did was point out some options. I know it’s high risk, low reward but in some situations like when they are close to death then I feel it’s worth the risk.
nah just hold down then after the last c.lk do a srk motion kick
i’ve practice cr. short2x xx sa3,but on real match i only have 80% success doin’ this…
i’m much better at cr. short,cr.jab xx sa3…feels like i’m linking it like the strong fierce xxsa3
the set-up for this would usually be after a cross up or on wake-ups,but cr.short2x has greater range thou…:eek:
How do you do the double Dragon Punch juggle with Ken? Where after connecting one you can do another.
Read the first page of this thread.
Crouching Forward - cancel - Shippujinraikyaku
Sorry for probably being the millionth guy asking about this, but what’s the method in doing the confirmation hit combos with Ken?
The one some of you have mentioned in early posts (Crouching forward - cancel - Shippu jinraikyaku) is one I’ve seen been done always by Ken and Chun Li players.
I tried practising it on the DC version after I put the dummy to random block, but I still can’t do it properly it seems. Some of you said that you have super long time frames to cancel into the SA, but even so I still seem to to be either too late or too quickly.
What’s the motion for this confirmation hit combo? Do you do D+FK, DF, F, D, DF, F then hit K if Ken hits? Don’t you have to have lightning fast reaction skills to see the hit then press the button? I try, but the super never comes out (too late of frames?), and when super DOES come out it’s done so fast that it’s just a gamble whether the opponent has blocked or not.
I also have the Japanese arcade version of it (8th of June 1999 version). Does this version differ in many aspects to the DC version?
Would be very glad if anyone could help me out.
It’s really all about reaction time. When I cr.mk, I do my downforwarddownforward jiggle really fast and press kick when i see it hits. It it doesn’t hit I don’t press kick!
Try the s.mp > s.hp > sa3 if reaction time is an issue. you have much more time to confirm this one.
c. strong (his most well known link) and s. strong are both pretty easy. you can also practice back + forward -> Shippu against crouching opponents. another good string is c. short x2 or x3 or c. short, c. jab, c. short -> Shippu.
Crouching Forward - cancel - Shippujinraikyaku
The DC version is very difficult to hit confirm low forward.
Still possible… just much harder.
Practice the late cancel on the arcade version.
Thanks a lot for the replies! Yeah, after trying on the arcade version I can at least do it 80% of the time now. After a couple of more days of practice I’ll hopefully heighten the succession rate.
Ken > Paulee
Owwwwww
Anyways, s.strong, wait, c.strong stuffs wayyyy too much stuff. Such bullshit.
thats why you don’t counter attack after blocked s.strong
low parry, punish.