3S: Ken Questions

Question: on my DC version, sometimes if I end up doing the reaction c mk xx SA 3 slower than normal, I get the combo on the auto-block training dummy, but the SA only registers as hitting 9 times (the usual amount for a non-combo’ed SA 3). Is this actually a combo?

Training mode goes all crazy sometimes when the CPU has no health left. It’ll spilt combo’s into 2 parts and say things don’t combo. Always make sure the CPU has health left when testing things

IMO low forward to super is like the hardest shit. Is negetive edge worth learning? Like doing low forward, qcfx2 and then let go of low forward if it hits, or is the timing for that not worth learning? Also, setups like:
-when they are on the ground, get in their face and then at the last minute, back up and then low forward super or,
-late cross up with forward, back dash, low forward, super

do you guys just wait for the whiff throw animation from the attempted break, then do low forward super? or do you hit confirm that shit and just throw out the low forward anyways and see if it hits to super?

imho using negative edge can make a difference. try the reaction testers below by pressing the stop/detect button at the signal. compare the times to when you hold the button asap, and just release it at the signal. my times were better for the hold-release attempts.

http://www.bmeijer.com/games/reaction_tester/
http://faculty.washington.edu/chudler/java/backtime.html

Ok…what does negitive edge mean?

when you release a button to do a special move instead of pressing (eg hold P, do qcf motion, release P), you’re using negative edge.

and i personally can’t hit-confirm low Forward at all. that shit is hard…

hit confirming low forward into super is nearly impossible, even if it’s a meaty. i agree w/ glass, “all that shit is hard…” :pleased:

Its in half a way of the two: U throw the low fwd and if u see that ur opponnent has whiffed a throw, u cancel it into super.

i don’t know bout impossible… i know a few guys who do it consistently. on said reaction tests (with tapping and not releasing) they score about ~0.17 average.

hit confirming low forward is sorta hard. but it get’s much easier with arcade/ps2 practice (don’t use dc)

hit confirming MEATY low forward is VERY hard. so don’t worry about that one quite yet.

as for punishing whiff throw, you have enough time (depending on the char) to see the whiff throw, and immediately punish. no hit confirm necessary.

hit confirming…

I thought u just do forward to down with mid kick and if it hits do forward and punch. Works for me. Maybe I’m wrong but its worth trying.

Outro

of course we know HOW to do it… but you start doing it consistently in tournament play… then i’ll start handing out props.

I hear you. 1st I gotta start using Ken consistently in tournaments. I like weak Makoto too much. :karate:

Peace

on hit-confirming c.FK;

would it be reasonable to cancel into a hadoken (whether or not the c.FK hits) and use that extra time to hit-confirm? i’m seeing it more and more often on vids nowadays. you risk being red-parried, but imho it’s a risk well worth the payoff.

(my only other issue with it is that it’s a very ugly combo to look at)

It’s also very risky against Chun with meter.

mm… true. and reversing a c.FK by itself is certainly more difficult than reversing c.FK xx hadoken.

how bout on other chars tho?

Also, fireball often times doesn’t combo so sometimes by the time you super they can already block.

This works better with Akuma and Ryu cause their fireballs come out a bit faster.

Just for reference, how many frames of disadvantage do you get when people block low forward and how many frames do you get to react to super when you hit a low forward?

  1. Technically, 9 or 10.

Correction: Actually, I think it’s 13.

On the topic of hit confirming Ken’s low forward > super, do top players like Daigo hit confirm or is he just good at punishing whiffs. I watch some Evo footages and I see that he rarely misses the low forward into super; it’s almost like he’s hit confirming before canceling into super.

Anyway, just have two questions: 1) is there any tips on consistently comboing Ken’s s.Strong > s.Fierce > super? I find the timing to be extremely tight and it’s much easier to just throw a fireball before canceling into super, but I know that’s a slight damage reduction. I’ll just keep practicing in the meantime. 2) I suppose the best situations to use low forward > strong SRK > super is for punishment situations and if the opponent is in range for the SRK to connect, yes? It seems more like a mistake punisher combo and it also deals decent damage so… am I right so far?