Some basic stuff vs Ken:
-Punish cr.MK with cr.MK, he likes to throw this out all the time, but ours is better.
-Try to learn to parry his crossup on reaction. Blocking it is ok but puts you right back where you started from and most likely youll bet a tick throw or a short short super or somthing.
-Watch out for the back+MK overhead on wakeup, this is one of his favorite mix ups. Also watch for the regular overhead, short short super, a crossup that hits right as you wake up, or pretty much anything else in his bag of tricks.
-Careful with your EX SBK. If he ducks it youll eat a super every time. Use it once in a blue moon.
-This wont happen much in high level play but obviously, if your opponant gets excited and whiffs a SRK, punish it with a super or a throw if you dont have meter.
-Stay out of the air. Only jump to meet him, and even then only if you know you can hit him, like if hes committed to a move. Hit him with fierce fierce , an air throw (kara if you can), or falling roundhouse. If you jump in be prepared to parry either SRK or air EX hurricane, itll be one or the other almost every time, unless he expects your parrying and waits for you to land and throws or whatever.
Pretty basic stuff, sorry probably not much help, but I thought Id post the basics for the benefit of new players. Most Kens that I play like to rush, and Kens damn good at it as Im sure you all know. Keep in mind that hes always going to be trying to move towards you, and that more often than not he has a Shippu stocked.
Sorry if thats not much help, this matchup gives me as many if not more problems than Makoto even. I have an easier time dealing with Yun Urien and Dudley, theyre hard but theyve got their weaknesses. Ken is , in my opinion, the most balanced character in the game, he can do absolutly anything.
One final thought, if you cant parry the crossup, dash under it, or walk if you see it coming, and counter with a cr.MK xx you-know-what:)
If anyones got Ken strats, no matter how basic they may seem, please throw em out there.
edit: heres somthing I forgot, as Ken is waking up, walk towards him so that youre walking right into his fallen body. as he wakes up, block. If you predicted correctly, he’ll whiff an srk, which you can punish. However, if he suspects this, youll get thrown, and then crossed up or mixed up, so dont use this all the time.
this is tricky but you can hit Ken with SA2 as hes putting his hands back to throw out a fireball (they shouldnt be doing this but I see it all the time). Also (for the benefit of those new to Chun), pass through the fireball with SA2 to hit him as hes recovering. You have to know the range of the Houyokou-Sen to use this correctly, if youre too far away he will have recovered, and will block or parry your super.
Watch out for him trying to cross you up with air EX hurricane kick. This isnt the best way to use this move, but it is effective cause its kinda hard to see if it will cross up cause it goes so fast. Dash forward if he does this move and youre on the ground.
If Ken makes the mistake of taunting within SA2 range (Ive seen people get excited after a big combo or an air EX hurricane xx srk, and theyll taunt a liiiiiittle too far into Chuns waking up). This is a funny punishment situation, and one that I dont see very often as most of the Kens I play against are very good, but if you ever do see it take the opportunity by the balls since the taunt is so fast and you dont want to miss your chance.
Like I was saying before Ken rushes all the time, so hes constantly dashing forward. If you see him make one too many dashes Kara throw him (or regular throw if youre in range, as it is a bit faster). SA2 might hit but his dash is so quick that if you mistime it it will be blocked or even parried. Again you wont see this too much but in the heat of a match its easy to make a small error, even for the best players.
Remember Ken is constantly moving forward so hes not in the best position to block. Thats just one of those things about SF: If you turtle, youll be safer but not deal as much damage, if you rush youll deal hella damage but be wide open. While Ken isnt as open as some people he still leaves himself open sometimes.
Oh and about that standing RH. I hate that move too man that thing is annoying. The way I think of this move: There are 3 stages to the move:Startup, where hes positioning himself to throw the kick out, hitbox where the hitbox is there, and recovery where his foot comes down to the ground. Go into training and practice punishing him with SA2 when hes in stage 3 of the move. Thats really all I can think of to deal with that move outside of parrying, or getting lucky with a kioken but I rarely use that move outside of combos.
A lot of this is easier said than done, Ken is fast and once hes gotten a knockdown he is annoying as all hell and its hard to strategize when hes right in your face all the time. Just keep all this in mind and practice VS him in training. I play Ken at home sometimes just to help me understand what he’s capable of. It helps to know every one of his moves as if they were your own. Just somthing to think about.
Ill post more as I learn more :karate: