3S: Ken Questions

c.mk into hadoken as a hit confirm is bad. bad bad bad.

c.mk w/out the hadoken as a hit confirm is good. good good good.

fixed…

i think paul lee should shut up and keep his opinion to himself.

AneurysmX has the best ken in the world.

lol, nah Paulee’s right. i was just pointing out that there are some distances u’re too far to hit-confirm c.SP but don’t need to be able to hit-confirm c.FK. if you’ve got Ryu in the corner just outside c.SP range, you can use c.FK xx hadoken as hit confirm.

but yea, c.FK xx fireball xx SA3 is like the poor man’s c.FK xx SA3. well, the slow man’s. i can’t hc c.FK but i use it over c.FK xx hadoken even when the latter combos (making it a viable hc), simply because c.FK xx hadoken xx SA3 is one ugly combo to look at.

I agree.

when you guys hit confirm the low foward, does it help to drum the kick buttons to get the super out? same with short short, hit confirm low strong all that shit, or is drumming only reserved for links like back forward

for me:
short short = no "drumming"
cr.strong = w/ "drumming"
b+forward = w/ "drumming"
low forward = can’t do hit confirming on this one :sad: :tdown:

i guess drumming is really good for links.

this buddy of mine is right, i do late cancel and some fast reflexes.

all I can say is wow… I felt molested after watching that Ken beat chun-li in the first round.

what is this drumming method you speak of?

drumming helps in improving consistency w links like

  • MP, SA3
  • c.MP, SA3
  • b.MK, SA3 (crouching opponent)

instead of hitting one kick button for the SA3 input, tap all kicks like you’re drumming your fingers (maybe HK first, MK second, LK third, w a split second in between each). this gives 6 inputs (3 presses, 3 releases) instead of the two inputs from tapping one kick (1 press, 1 release).

link doesnt work… :sad:

Think of drumming as a way to hit the button in the right animation window for you to link the sa3. IMO, drumming isn’t all that useful after crouching strong. You just see it hit then quickly do the super. Earlier the better.

Drumming helps a lot for a link like b+forward into sa3. Here’s a diagram that should help.

--------------( )-------------- [time]

During the ( ), is the time where the sa3 will link after the b+forward. If you hit only one button, there’s a good chance you are going to time it too early or too late. X is when you press the button to finish the super art. The ( ) must capture X in order for the link to work.

------------X-( )--------------- [time]
too early, super doesn’t come out

--------------( )–X------------ [time]
too late, super comes out and DOES NOT combo. Prepare to eat damage~

If you drum the buttons, then it is unlikely you are going to mistime the sa3. You do not want the sa3 to come out late because you are going to get punished.

-----------X-( X )—X-------------
Drummed. The first X is where you timed it too early so the super didn’t come out. The second X completes the super in the right window thus the sa3 connects.

Even if you pressed the 3rd X late, it’s ok because the super ALREADY registered. Now you don’t have to worry because you are either going to do the super too early or have it connect!

In summary, by drumming, you don’t have to be EXACT but approximately exact for the super to link which makes it much more usable in battles. Another thing is the speed which you drum. You want to drum quickly(assuming your timing is about right)

-----------X(X)X----------- Clumped together to have a better chance to land in the window.

--------X–( )–X--X----- Too far apart.

You do not want the first X of the sequence to be past the ( ) time window. Otherwise, all the later Xs will not matter since the sa3 already came out which did not combo.

It’s well known that shotos have a high priority jumping fierce. But exactly what anti air normals can this move beat? It’s safe if parried(late) and I was wondering if there were key situations where this would be really useful. Useful in a way to get close positioning where Ken arguably fights best. Jumping isn’t something you hear a lot when it comes to SF but I think in certain situations, his jumping fp is a good way to get in. Any input?

Dragon on Yun’s dive kicks.

  1. Which one’s do you use?
  2. Do you do it by reflex or guessing?

I suck with ken but I still use him =[

paulee: with method #2, are you able to confirm against crouchers?

From what I’ve read so far, the command for a kara srk is toward,down+HK,downtoward+LP (or substitute MK for HK) but shouldn’t toward,down,downtoward+HK,LP also work provided the LP follows the HK fast enough. Afterall, you’re still interupting a sweep and the game engine doesn’t require that LP hit exactly with downtoward in order to srk.

My point is that the difficulty with kara srk should lie only in the spacing between HK and LP. Is this correct?

Kara SRK is easy, there is no trick to the kara, your described method and the other methods all work, the hard part about kara srk is not the kara cancel, but it is the timing of the mk/hk before they are canceled into srk. You should never miss the kara cancel its only kara pressing 2 buttons which is very simple, however you must initiate the cr.mk/hk on the first possible frame that ken recovers from the initial srk to place him in range for the kara to hit

Of course. It’s actually easier against crouchers, because their recovery time takes longer.