although the move cant be linked from a jumping punch/kick…im sure the combo finds it uses. Also, stun dmg is a lot greater when using this move…am I missing sth cos there really is no reason for ppl not to use it.
That’s a good question with an easy answer. Fierce, strong DP into Shippu does do more damage. However, you have to commit to it. You can only use that combo when you know for certain that it’s going to hit (like after parrying a laggy move or when your opponent whiffs an uppercut, etc.). With strong fierce, you can go ahead and tap it and just not super if it doesn’t hit. It’s very easy to add the super on reaction but it’s much harder for your opponent to red parry the fierce and punish (unless you’re just doing it the same way over and over).
Thx slimx…yea i’ve come to realise if my opponent blocks my strong DP im pretty much screwed.
Yesterday i’ve been playing this akuma who loves to air fb --> overhead chop…and spam 3 hit red fb when im down, any tactics i should utilize against him? most of the time that im able to attack with a big combo is only when i parry his red fb and his poke when he closes in, but obviously i wouldn’t be able to parry all the time. any tips?
im just gussing ur using ken sooo umm… when he ONLY does that, try to figure out hsi gamestyle i guess, ken has a pretty fast dash, try to dash underneath him when he jumps, or try to jump sooner or over the air fb and do ex hurricane kick and those 3 hit fireballs u dont even need to parry, just block em
and use c.mk when he wants to poke, i think it prioritizes him out, coz i never saw an akuma that could connect his poke with an air fb
ok, so i should attempt to dash…ill try that out more often.
Luckily theres an arcade nearby with 3rd strike, i could go everyday…I was wondering if ken has a specific order of kicks/punches when both players are trying to poke eachother…what happens often is they get to land the hits before I do…which opens up a lot more oppurtunities for them.
Checking out the videos of good ken players ive seen how they sometimes fake a c.mk and dash in for the throw/c.lk x2 -> sa3…are there specific times/oppurtunities i gotta look for to dash in? i usually end up dashing just when they try to poke…
Now to add to my post, i know that mind games are a BIG prt of 3s…yet it just seems much easier said than done…are there any things i gotta keep in mind when playing as ken?
technicality and comboes are just things that could or could not be done, and just seems fine to me…but mind games or how to control the game, i got no idea on how to do.
ppl in 3S love to throw…so do shit that looks liek they can throw u, but then do s. strong, s. fierce, super. i seen this done TONS of times in japanese matches…this is one of Ken’s best mind games. So basically think of situations where ppl wanna throw u, or it looks like u wanna throw them, and space urself perfectly JUST outside their throw range, and do the chan into the super.
mindgames also stem from moves that are specifically baitout moves such as > + forward.
other mindgame can be changing plans that the opponent thinks they have an answer to…for example, do c. short x 2/3, then dash throw…ppl are used to this because they expect it…only mix it up with a UOH linked into SA3 after the blocked c. shorts.
another mindgame involves an empty jumpin…ppl expect a throw, so jab SRK them instead…this works good for shotos because they have a way to beat throws easily.
Considering that a Shoto dash is probably one of the fastest in the game and that Daigo is just a really smart player, he can make what you call risky plays, work. Daigo stays aggressive, but he can know when to back off too, that makes him really scary.
Aight
I just started playing ken because I want to learn the shotos and i noticed that standing fierce (up close) combos into alot of stuff. So i was woundering if it can be comboed into super?
Thanks