ken can dance circles around you post knockdown its not even funny… especially after forward throw or hp srk knockdown… and believe me you will get thrown when you play ken his kara throw is really good…
after forward throw:
crossup tatsu
ambiguous crossup
stuffs cannon spike
safe jump, tech, combo, OS sweep
unblockable jump attack
.
.
etc
corner = vortex
i believe ken got a mini vortex post forward throw… but its all none armor breaking therefore having U2 as a scare factor will at least relieve this pressure…
I played Joon, the Ken that took out B0kkin and myself on XBL the other day. Had a ft 5 with him. I’ll post it here when I upload them to the internet. I also had a set in with XBlades, Fei Long. I’ll post that one when I get the chance to as well.
I think if you tiger knee cannon strike (input the QCB then UF) it becomes 16 frames of startup because you have 4 pre jump frames before your in the air so the cannon strike(12 frame start up) comes out instantly as soon as your airborne? What frame data are you reading from?
Carpark and I did the math for those numbers between the brackets. I tried to see the TKCS as one move. The first four frames are indeed the jumpframes before the cannonstrike.
It resulted in this:
"Tiger Knee Cannon Strike:
(pj) pre-jump frames
LK, MK, HK: 4(pj), 12(s), 2(a), 5® +11(h) +8(b)
{TK Cannon strike information is from Nerfherder’s analysis}"
Note: I personally like to use the ‘real’ startup and active frames. Not the overlapping ones. Since most people do it differently my posts can be confusing. The wiki is 100% acurate AFAIK.
ken’s unblockable setups are… interesting to say the least.
basically it’s a 1 frame ambiguos jump-in timing where if you try to block in the front he hits you crossup and if you try to block cross-up he hits you in the front. that being said, it loses to AA, crouching (well, one setup can be crouched under, the other can’t. i think the fp can be crouched) and focus backdash.
In which situation do I use LK CS over HK CS? Or med? Does the different strengths have any influence on having a bigger window to combo anything after?(since the frame data say they are equal) Are any significant advantage on the hitbox of any of them?
Hope somebody answers this, I’ve been having these doubts for a while thank you.
As far as i’m concerned, all the regular versions of CS give the same time to combo afterwards; the difference lies in the path they follow to go down. It’s all character specific: on some set ups MK CS will cross-up while HK and LK CS will not and things like that.