Thanks for the advice on Balrog! When I can zone him I’m fine. It’s when he gets in that the problems start. One more question. When he jumps in with fierce(or whatever it is they use), does cr.fierce always work for anti-air, or are there times that you need to use cr.MK instead?
I would use c.mk for balrog’s close-by jump attacks. It works much better (it trades less) for certain jump fierces that seem to have a funky priority. I tend to pick between c.fp or c.mk depending on the height and angle of the jump-in.
c.mk seems to resemble Gouken’s ability to duck downwards similar to his c.lk while throwing out a vertical poke at the same time.
You’ll need to experiment a little yourself to get a better sense of which one to throw out. But after a while you’ll be able to quickly decide between AA’s like high kongo, c.fp, or c.mk in a split second decision in a match.
I figured as much. Thanks again!
If ur feelin overpowered somewhat by the upclose exchanges try jumpback jab.
You can also use st. close roundhouse. I normally walk forward a bit to ensure it comes out… it takes care of alot of overhead problems that cr. fp would miss and it starts up in 4 frames.
Yes that’s a great one for neutral jumpers and IAT
It RULES in the Dhalsim Match up when he tries to teleport next to you when he tries to teleport right next to you, well that and st. lp
I don’t really understand why tatsu has to have such a crappy hitbox and at the same time have so much recovery. it should just start going up if the first one hits. otherwise it should work as a whiffed focus attack. Enough time to punish but not enough to do a level 3 focus attack for christ’s sake.
It’s just too much.
And with the damn kick parry overlap it makes me wanna break my controller.
You would think that because of the recovery time on the move that it would have some sort of insane start up… but nope. It starts slow and ends very slow… the EX Version is great for AA and reversals though. The whiffing, should be much like a missed srk or something… it’s definitely too long for the recovery phase, especially when you EX tatsu in the corner and they land right beside you to punish you before you can recover.
With the overlap, you really have to ensure that you hit neutral first… it sucks but I’ve learned my way around it for the most part.
In fact- aside from Kongo, cr. roundhouse, and DF dive kick, almost everything Gouken has- has shitty recovery, start up, and block / hit stun. With no moves to really jab and punish one to death, he should def. be able to take advantage of hit / block stunning > frame trapping more. It’s little improvements like this, that would make your matches no so bad, b/c they have to worry about being on the defensive once he gets a chance to get going. Right now, they just wait until the first block string is over, and any agressive move that Gouken makes from there is pretty much unsafe. This is the part that sucks the most for me, b/c every other character can jab the shit out of you, and stun you long enough to get better position to be on the offensive or defensive before you can do anything… this is more apparent when you are playing someone who knows that they can abuse this on Gouken.
Thats pretty much why I started playing Ken as an alt, I wanted to feel what it was like to actually complete a real combo string for once, at last : )
Yes…that’s why I love it. Its the kick peeps asses with a (un)“broken” gouken factor, he’s secretly the sickest character. I think your supposed to bait with weak and short block strings then kongo, I love dissing kens n ryus w that. Anytime any place…!
Yea but trying to bait kongos from goukens block strings more often than not hurts cause of the reversal armor break factor. Now baiting a reversal by stopping the string and block and punish gets some decent results just sucks when when ya stop and start blocking and the opponent is doing the same thing. Than your kinda at an awkward moment cause none of goukens moves are fast enough to apply any pressure after that.
He is definitely my fave, but he wouldn’t be broken if he had a few minor improvements in order to apply his tool set a little better. IMO… missed kongo = missed shoryuken & made kongo = made shoryuken, you have to look at the set ups in an opposite fashion.
Now if they make too many changes be could become broken very easily… but I guess that’s the case with everyone.
The game really isn’t like that unless your playing against gouken or playing as balrog. SFIV was more about mid-range and zoning cuz of lol reversals. SSFIV is going to be more agressive so more jab spammy than SFIV. In the bison thread they were saying apparently Ono is trying to edit the srk shortcuts overlapping specific moves but if that’s true i don’t know.
Kongo needs different properties to standard armor moves. Demon flip parries mid mix-up/‘vortex’ being foiled by mashed SRKs by I_Am_Ken and Wiiyu n00bs have well and truly lost their novelty. He’s got HIS ARM UP for fcuk’s sake! -_-
Crapcom’s laziness knows no bounds.
Ugh. Tonight I regained my for his terribly flawed air-parry. So, I was playing my friends Balrog and every single time I tried to mix him up with a blocked jump/cross-up whatever into cr.fierce xx demon flip he jumped back fierced (or roundhoused?) my demon flip. So, I thought OK fool. I’ll just parry next time. But…I couldn’t seem to hit air-parry fast enough to absorb his attack. Shit gets him out and gives him a punish for free. LAME! :tdown:
LOL… the recovery on Air parry is ASS. It only works if Gouken is already in the air before they jump (then you can land and punish), and the set ups for that are very few.
There are some key applications for it however. I like the two hits it absorbs from a sagat ultra then gets armor broken…
Yeah, I also like when Sagat breaks it with EX TU or TK, and it makes me very happy C. Viper can crush it with her stun gun.
Seriously… WTF
Designed to be used as air-brakes I think it works bestest!