you input the move during the block stun you have 8 frames or something crazy like that to input the move early before the block stun ends to get reversal timing. reversal timing = autocorrect
i think it would also be possible to snag him doing that head stomp devil reverse meter build shit with u2… maybe not though they usually only do it full screen
Played about 70 games last night against my friend’s ken. I think I won only 18% of games lol.
First of all I can chalk up a lot of games to not understanding the setups and not using quick rise, and then a few more to dropped combos. excuse incoming: I mean obviously i have played kens loads of times but you have to block things a little differently and use different escapes with different characters. My friend is very good at setups off of knockdowns, its basically the staple of his shoto play so this was a great way to learn. one thing to note is you can low profile tatsus and other crossups simply by crouching. so just straight up crouching is actually a great option decapre has that most others don’t which is a huge benefit. even with this i still had a hard time escaping the setups because he was still IN. i think i need to be more ready with light buttons upon his landing to stuff his shit starting up so that IM the aggressor not him and not worry about eating the DP so much / force him to use it more.
Man combos into hands just don’t get you the damage you need and the setup potential vs ken is not that good. I did one time set up a mk scrambled divekick off hands that made his reversal dp whiff so I’ll play with that over the weekend and see if i can get something consistent. the idea is you need to press your divekick kick button quite late after she has sailed past the cross up distance even. my main problem was i would sail out of the scramble mode too much or hit kick too early and do a really unsafe one. I started off using a lot of hands then stopped cause I was getting punished for it but I think it’s something you still need to use. I just need to space my cr mk better and use ex more.
I found it very hard to keep him back. I found st fp was not really doing what I needed it to do but st hk could whiff punish very effectively. I scored all my st fps after forward movement for the most part, never while storing charge. Whiffing these buttons was bad news as my friend repeatedly scored jumps on me. I felt like I had no option to aa because cl mp or fp would never come out (only far), maybe I just need to time it better/later. I was able to snag a few with cr fp so it can actually be a good situational AA. it lowers your hurtbox too so as much as i didnt like the button before its actually better than i thought but if he gets right on top of you obviously he will squash you. i also found it hard to time even when i did get the right range. Maybe cl hk can work? I could see it being way too slow by the time they enter the range where it would even come out. Didn’t try it though.
So this led to me constantly having to back up and then scramble my way out of the corner which by the way is very hard for ken to punish. I actually found a lot of success in just laming out like crazy just using scramble to sail through him when he tried to approach me. But that’s basically the huge hole in my game was my footsies not being able to keep him from moving forward… I think cr mk hands is a necessity to at least get the pushback. I started going NJ fp to stuff his jumps but it’s hard to do on reaction. jump mk can work very well too especially if you see it late but gets you no damage.
Like I said I was able to escape corner situation with scramble a lot and then once I got a back throw high ex scramble is so good was able to get some nice setups going to beat dps. Another reason I lost so much is because my trapping ability is very poor, so many of my throws got teched and my traps blocked. This is a major hurdle I need to overcome, playing honda does not help you with tick trap game so much. I found actually a lot of success with the overhead as a trap and have been trying to get that button in my game more.
A few final notes u2 got me out of basically any safe jump setup for free but if he’s looking for it obviously he can get you and just stand there. if you are about to die you might as well use it if you see he is going airborne. AA u2 works very well against ken it is worthwhile to fish for it. use a cr mk or cr FP to make him jump or charge it during your own jump.
hopefully you guys can provide some insight as to what my game is lacking! thought this would be a good match for decapre but ken does not need to throw a single fireball against her so i actually find it quite tough. i feel like my footsie/AA has a huge hole that i cant figure out combined with inexperience (dropping combos / not identifying ranges soon enough to get max damage / not punishing for enough damage / not stuffing things i could have)
If there’s a way to make hands safe against Ken it must be very hard and only at the same specific super-max range that you would have to use for grapplers. Ken always seems able to punish. I remember seeing Damdai trying at a NLBC and getting punished everytime.
yes you can for sure make it safe, as long as you clip him with the foot and not the shin or thigh you are OK. and of course it must be LP hands. i mean if you are going to use that button it should be max range anyway otherwise what are you using it for?
Yeah i know that, but I was under the impression that it needed to be very specific in how far away. As in, not just with the foot, with the tips of her toes specific. I’ll go out and try that later in the training room tho.
Sure, but I was under the impression that it needed to be pixel perfect. Trying it if it would whiff or be punishable if I was the smallest training square too close seemed dubious in the long term.
But it’s easy enough to find the right string for that range anyway so it’s all good.
The string shouldn’t be your only answer; it’s more important in neutral than off strings and a string that will push Ken that far back will definitely have gaps in it.
You can learn to eyeball the range fairly decently if you practice it. Worse case stock up meter for an FADC. You don’t want to throw away one of her best tools just because you’re convinced you can’t learn how to use it in a matchup. Not to mention if the Ken player thinks they can always punish it you’ll get a big punish for knowing your spacing better than your opponent does
So I just got absolutely bodied by a Honda player at a tournament last night
Watching replays I realized I was wrecking him in footsies but just got impatient and blew it all… but other than footsies, what’s the best way to take on that matchup?
Damn that is one of her best match ups. U2 punishes all headbutt on block. Hands is mega safe other than u2 which like 2 Hondas in the world use. He is mad easy to safe jump cause ex headbutt is 8 fr. Ex divekick aim for the back of his neck. Kill his charge and stay on top of him force him to tech and blow him up his cr lk is 5 fr. If u can beat him in footsie then u r beating his best chance to win
Fair enough thanks for the info man, I think a big part of that match too was tournament jitters, 1st tourny lol… that dude also made it all the way to the semi finals using honda for every match but 1
Will study and practice the matchup a bit and take all that into consideration
No problem I actually main honda so I know a bit about it but I still need to play that match up more. Maybe some of the other guys have some more info or nice tech.