How to perform kara dp

After watching the obot kara dp tutorial and tring to perform it without success dozens of times, I have stumbled upon the key. In the video, the input used is :r:+:hk:, :d:, :df:+:lp:. Sounds good, but it is nearly impossible to perform, especially on a regular basis.

So I thought about it for literally 30 seconds and came up with a better way. For anyone that has done kim’s infinite, you know that you press :d:, :d:, :lp:, :hk:. Why? Because kim does not have a move assigned to :d:, :d:, :lp:. So you get just :lp: and the :d: :d: holds a charge for maybe a quarter second, letting you press :hk: a little late and still getting a stomp. Welllll, why not do the same for ken?

For the easiest and most reliable kara dp in the world, press :dp: :r: , :hk:, :lp:. The timing on the :hk: to :lp: is the same as a roll cancel, they are both kara’s. But there’s no motion involved, it’s done before any of the button presses. It’s just that easy. It takes about the 10% of the concentration and coordination that obot’s method uses, and as a result can be done very quickly and easily. You’ll notice in his tutorial that he is very slow to do it, since he needs to focus so much. It is important that you end the dp with a final forward direction, otherwise you will kara cancel a sweep into dp. Not the end of the world, but it doesn’t move you forward or look nearly as cool. :cool: I’ve been doing kara dp’s left and right and most people don’t even notice that I move forward a good 50 pixels or so.

A huge bonus of the kara dp is that it can be an option select. It will throw with the roundhouse if they are close and in a neutral state(ie, they run towards you, dodge, stand there,…), and will dp otherwise. Once you’ve inputed the directions, you can still press roundhouse without the punch if they are just straight up blocking and you get… :r: + :hk:.

I know I used to do repeated dp’s to bait out certain moves at certain ranges, but most of the time we would both whiff. Now I’ll whiff one normal dp, the kara the next. Either they get hit by the second or block it, much better than whiffing 2 in a row.

Discuss… And be happy I have shared a registered trademark of a secret with y’all.

I don’t know the tricks for using this move in a CC, but unless Ken can do d.MK xx shoryuken, kara-shoryuken for the same damage as a d.MK xx shippu super, I still think kara-dp is useless in CvS2. The whole point of a dp is for invincibility right? Making the startup vulnerable by doing a kara cancel is no good then if you ask me. You can do the same kind of trick/mindgame by doing walk up, fake a throw, shoryuken instead.

Your missing the part about option select. If you’re close, you’ll throw them if they block. If they’re doing a move, dp will come out, and it’s invincibility will protect you. Zangief’s that are spd+k happy will get thrown a lot completely killing their groove. It’s also very good for punishing moves when you’re too far for a simple dp.

I also use it for his CC. c.lk, c.lp, CC, c. mk xx f+hkxN xx kara dp, shinryuken.

Even if dp had no invincibility, it’s shear priority would still kill a LOT of moves. Far from useless. Do you use kara dp in matches? Can you kara dp?.. Don’t knock it till you try it.

In a match against someone of equal skill, I might do 2 or 3 kara dp’s per match (1-2 for punishing their whiffs + 1 in CC). I punish deep jump ins with fierce dp, but still punish a lot with kara dp. Only one person I know realizes how easy it is for me to do and he goes for crossup as a result. I kara dp anyway because then I’m too far for him to do c.lp and c.lk. It’s not something to just spam, but DEFINITELY a move worth learning. And now I’ve made it so that just about anyone can kara dp.

Something to try that would be “GOD DAMN!!!” worthy: (corner)meaty close s.hk, kara jab dp, shinryuken. That’s right, no uber vulnerable jump in needed.

p.s. d.mk xx dp??? Why not just s.hp or s.hk xx fierce dp for damage and stun? Where is this d. mk coming from?

I can’t believe you think it’s useless. You need to experiment with it more than just 5 minutes in training. Not to mention that Obot video was so slow to bust them out it’s embarassing.

compare range to rc funky kick?

Yeah, they’re comparable. Kara dp probably has just a few more pixels of range. If you kara a fierce dragon, it’ll have WAY more range. But a fierce kara dp is obviously nowhere near as safe as funky kick. It would just be a great long range anti-air.

yeah this is pretty useless imo. but if you guys think youre gonna win a few matches you should have lost then go for it.

i don’t think the dp there would come out kara’ed, unless you meant blocked meaty close s.HK, blow through enemy counter attack, instead of the whole thing comboing.

It’s pretty useless.

the only use i find for it is against turtly sagats who keep jumping back wit rh… zoning u out.
a normal dp wouldnt reach and you’ll get kicked into supa.
but kara dp will hit cleanly and cancel into kick supa… u laughing.

Quick question wit c-ken. Is there any way to land a dp off of a lv2 kick super… i was thinking of whiffing a spink kick just before landing to gain that juggling property, but i havent had the chance to try it.

yeah it works but it’s hard as hell. I have only done it once in a match and it doesn’t add that much damage. Normally if I even ever use a level 2 kick super, I just end with an air hurricane that hits.

i know this thread is about the kara dp but is there any good uses for kens kara fireball

euhm, aren’t fireballs normally used at full screen? (unless part of block string)… so why would you wanna move forward when throwing a fireball? u really wanna make it that much easier for blanka to slide under and p0wn u?

nah i was just asking if there is a good way to use that move