Pfft! DP motions? Don’t you know that you can just wiggle the stick in the corner and mash buttons??
Seriously though… if you perform the crouching shortcut, you’ll never get super. I get accidental supers too, so I’m trying to stick to the crouching shortcut.
It’s also a little extra useful for fang, because I get to keep my down charge.
i’ve gotten tons of Supers when i mash dp too. ironic thing is that they took out shortcuts for Supers in this game so Supers should actually come out less. You actually have to perform 2 QCF to perform super so i’m not sure why i’m also getting a lot of Supers coming out. well, obviously i do know why, i just need to clean up my execution.
edit: i get tons of Supers come out when i do crosscut dp because buffer window is so huge that it inputs 2 QCF when my opponent tries to cross me up. but hey, i’m not complaining about that because that’s an insane punish for trying to cross someone up.
the character forums are garbage and I doubt anyone checks them but if you want some theory crafted Ken stuff check this
[details=Spoiler]
you can special cancel rapid fire moves in this game. bizarre change.
this means in practice you have the same amount of time to reaction confirm c.lk c.lp xx SRK and c.mp, link SRK
but the ideal confirm is s.LP b+MP, FP xx RH tatsu for sure. s.LP low pushback means you get an airtight (except vs reversal) throw setup/ideal frame trap opportunity.
s.LP guard advantage +2, throw 5 frame startup = 3 frame gap, throw setup - throws beat normals so they either have to tech or avoid the throw. If they jump out of the throw you can punish them on the way back down with DP, s.MK, EX tatsu, etc.
s.LP +2 on block, b+MP 4 frame startup = 2 frame gap. Stuffs 3 frame anything, will only lose to invincible reversals. This will stuff SPD and is also safe from SPD on block since it looks like it now has 3f startup
if they start delaying their button press to OS block against the airtight trap, either start throwing them or go
s.LP c.MP = 3 frame gap, on CH confirm with c.MP c.MP xx mk tatsu. Should crush jab out attempts, beats throw.
s.LP s.MP = 5 frame gap, on CH confirm with s.MP c.MP xx mk tatsu. Loses to throw.
s.LP s.FP = 7 frame gap, you can fish for the v-run combo or just link a s.LK or c.MP after. Hail mary type option.
all the above combos work with s.LK xx SRK or tatsu too but Ken’s c.MP is boss and almost always connects. much more damage that way.
unfortunately Ken lost the b+MP b+MP stuff that he had in beta, now he has no links afterwards even on counterhit so you have to go to b+MP FP xx something. If you messed up the b+MP, FP confirm (which is difficult and is not a go-to option even for momochi) cancel to hadouken to make yourself safer on block if you screwed up. you can’t press any buttons after a blocked hado and can be punished by some characters. EX hado I believe you actually have slight frame advantage and can try one more frame trap.
I am no frame data wizard but I believe since normal hit FP xx v-run, 3 frame move (LP SRK or LK tatsu) works and FP hitstun appears to be 25 frames (s.FP +5 on hit if it lands on first active frame - add 1 for the 2nd and unused active frame, 19 for recovery and 5 left over gives you 25) that means v-run is 22 frames long.
This means v-run cancel on block makes:
s.FP -5 instead of -3
c.MP -7 instead of +1
c.RH -10 instead of -12
so enjoy v-run bullshit while it still works because it is not safe at all and above the threshold to be easily reacted to even by somebody not expecting it (~250ms reaction time typical for fighting games is equivalent to 15 frames). best just remove that gimmick from your game now and build up some real fundamentals
s.RH xx v-run appears to be -1 so if you just have to v-run in, do that. However, it looks like the v-run has different properties when canceled off of s.RH so this may not be true and it doesn’t feel like you are that safe after s.RH xx v-run in practice.
on crush counter it appears like you get much more hitstun on your s.FP but actually only get 1 more frame, but that extra frame makes the b+MP link possible after s.FP xx v-run. [/details]
I want to go home and test s.RH xx v-run since going by the (garbage) frame data that got mined out of the game it appears to be only -1 which is crazy but I don’t think that’s the case.
Okay, after some training mode time it seems to just be mask the tech behind a crouch jab really quick. So cr.lp, lp+lk fast. If no throw you get cr.lp, if they do you tech it. Works in training mode.
The same thing happens in -2 situations when you’re close enough to be thrown. I noticed that immediately when I started playing the game.
It’s simple math and the priority system being put to use. That’s the thing that worries me about the input buffer on normals though because it creates these very binary situations that have very obvious and unambiguous answers.
Sure, you can dp if your character has that option, but that’s incredibly risky. The smart this to do is to avoid those situations because they actually force you to completely relinquish control.
This was obviously deliberate, but I think it’s another good example to illustrate why execution requirements can add a lot of depth.
“Fuzzy” situations, so to speak, are more interesting. By that, I mean a situation where there is a clear best option, but it requires great execution, to the point where it makes you question if it’s worth the risk.