Jedi Mind tricks?

Ok So By Now(Casps plz!!) we should all know the basic combos set ups and junk with ken. but hey whats the point of a 75% combo if it never lands eh? So how do you keep Ken’s horribly predictable game fresh?

Generally I like to Start with the Corssover after knock down then proceed to ignore the rule of two and do which ever Happens to come out after that.

I dont think I use his UOH ever, it just never comes up IM either going Low or Throwing this is probably a bad habit.

When IM feeling ballsy Ill Mess up wake up DP then execute after that.

I Dunno I just dont have much variety in my Ken its all c.MK Close MP Close FP FB SA3 blah blah

and its getting punish something harsh!

Well his UOH isn’t bad plus it keeps you safe from lows. Standing HK on wakeup max range. can help a bit to keep the opponent in block, same goes for timing hadokens to keep the opponent in block after SA3. Don’t forget his jumping Fp is impossible to parry if done at the last possible moment.Empty jump into option parry. <-+MK on wake up,mix that up with standing MP.

Bleh…that’s all off the top of the head

Edit: BTW hitting the opponent with the ->+HK as a wakeup overhead is good to setup into throws sometimes. just give them the idea to block high to REALLY open up your throwing and low game.

these are good pointers if youre looking to get better s.HK works fucking great especially for first move on a round fwd+hk works good ONLY if you got a high low game i recommend mastering the c.mk sa3 or c.lk x2 sa3 this makes the opponet start blocking low and then you can go for the tricky shit such as bck+mk or fwd+fk the j.fp at the last moment is his best attack coming in for a chain it is indeed hard to parry try not to do too many cross ups because your opponet will start parrying them and you just made them better in the process deep c.mk srk+jab srk+jab is a good combo but the c.mk is suppose to be for poke range i just use the double srk combo as a punish move ken has a great high low game if they start catching on with the high lows thats when the cross overs and throws come into play

his UOH is a good random move if they start coming in close play UOH range and c.mk sa3 or c.mk ex hado its linkable but its hard i just do c.mk ne way theres plenty of time to confirm the hit i even use UOH as a counter throw but good people see around it sometimes if youre UOH is too deep jab+srk or throw…if they start running away becuase ken is kicking their ass throw ex hados and if they parry it rush trip ken can do too much and all his moves has options

dash and trip them if they tech it dash c.mk option and if they dont tech crossup watch daigo play its flawless at times i could list all the tricks in the fuckn book but you wouldnt read it then

well basic footsie and combos dont esacape me I love my footsie game(Thanks to Kens Dash) but It gets old and predictable. Always picking the safest the ‘best’ situational option ya know?

cross-up,b+mk,link sa3
you can set this up maybe on the second round, after doing cross-up cr.lk2x,mp-fp chain on the first round. for sure they’ll be blocking low after a cross-up on the second round. that’s the time you hit 'em w/ b+mk.

-but i’m a scrub,so forgive me…

nah c.LKx2 MP FP is not scrub =D

I need more practice Grumble Sharky get out here to CA we’ll de-scrubify ourselves :wink: :wink: