God no, this is from me going into training and doing the first thing that came to mind. I’m currently in the lab testing things and updating the OP simultaneously hence asking for optimal stuff to save me some time ;p, chip in if you’d like. I’ve been exploring his juggle properties for the most part and just filling in combos as I go, still finding it hard to get over what he lost from beta 2.
I’d definitely want to include the optimal damage numbers for each sub-category regardless, do you have any numbers to share to save me some time labbing? Just about to read through all of this thread to look for any numbers people have posted up. I’m just about to go fiddle with counter-hit stuff after I do that.
Yeah I just realised how easy this actually is, air m.tatsu and h.tatsu leave you at least +4 then, probably anywhere between +4/+6 depending on where you land it…I feel like you can hit them as low as possible for +6 on gut feeling. It’s confirm-able to boot, I’ll use this once in a blue moon to surprise somebody.
I’ve just updated the damage numbers on the OP after grinding training mode for about an hour. Are these numbers optimal or am I still missing max damage in some areas?
Any help appreciated, I’m confusing myself with all of the numbers I’m handling!
EDIT: Yep, I’m missing numbers. Just found more damage for one or two.
Does anyone mind posting what they use for blockstring pressure besides the obvious st MP, crMP, crLK, crLP, st LP? I’m trying to develop better blockstrings to keep up pressure and all everyone wants to do is press buttons.
The pressure game is very abrupt, you have to make a read for the two moves while you’re in and that’s all you have until you’re pushed outside of low forward range. I’ll try to summarize a basic 50/50 pressure game
On their wakeup and pretty much only in the corner you can set up a tick throw with st.lp. They will either eat the throw, jump, or tech it (usually a delay tech)
If they block or press a button that’s more than 3 frames they will get thrown
If you think they will tech, then you want to shimmy/wiggle after the jab, bait the throw tech and punish with tc1. Still best to hit confirm off of b.mp even if you see the throw whiff
If they jump (usually neutral) you can dp which isn’t easy since it’s a pretty unexpected thing to do.
Going straight into b.mp after the jab will beat anything they do besides blocking if they do it immediately but it probably won’t catch a delay tech
You can even throw in an ex fireball after a blocked target combo to stay right in their face
If they successfully defend whatever option you throw at them, you’re probably outside of low forward range. This is the time to wiggle and whiff punish. St.Hk is good here since you can mix it up with forward dash throw which is still kind of a 50/50, st.hk will likely whiff punish their buttons to keep you out or crush counter them. Always be ready to anti air here too with a delayed dp to catch cross ups or you can use the half circle back motion to autocorrect as well. Sometimes it’ best to do nothing here since just the threat of Ken’s obscenely fast dash/st.hk will force them to hang themselves and punish them for it
You can pretty much do the same thing with meaty cr.mp (which is good to mix up with st.lp to throw off their timing)
After cr.mp you can go straight to b.mp for a tight frame trap and a second hit confirm
If blocked you can walk up and throw, walk up a split second and hit b.mp, or walk up and walk back to psyche them out and punish a throw whiff.
just mess around with B+MP even if it’s -2, things like s.lp > b+mp > st.lp; of course if b+mp connects you confirm, if not, the pushback from b+mp leaves you still in range for another st.lp.
Also, idk if anyone has mentioned already but in situations you’re in v-trig and combo’ing super off hp.dp in the corner, use mp dp instead as it does 80 on the first hit whereas hp dp does 60
I’m pretty sure it works outside of the corner, you just have to cancel the cr.HP with run.
A silly CC thing I’m actually a fan of is s.HK (Crush Counter) xx Run > s.LP/ s.MP xx run. If you hit them with the light punch run crosses under them, and if you hit them with the medium you stay on the same side.
I made a video just dicking around a little while ago, but it does actually show the thing, though it shows it in the corner which is confusing because Ken can run under the character and then back under them after the reset, but it does show how the side switching/ staying can be ambiguous.
Yeah, you can hit with the jab later to make it more ambiguous. I just use mp for same side because it’s easier, so I don’t drop the timing. I don’t think it gives them enough to react to anyway.
Don’t have recording device but you guys can this tech St.Mk and or CR.HP to step side switch if you anti air with the normals helpful in the corner especially
Input run right after the cancel window of standing/ crouching fierce, or standing roundhouse. Since the Crush Counter animation is longer than the regular hit one, the crush counter will cancel into run, while a regular hit, or having the opponent block the move won’t run.
Did someone mentionned that we have a 3 frame frame trap after EX air - tatsu with our st.mk? I tried if from every angle, two hits or one hit and it worked everytime against Chun-Li crouch jab.
So it’s a 4 frame frame trap leading to cruch counter with st.hp.
I did not see it and I just found this out, I guess it can be pretty useful.
I’d rather just take a step forward and stand jab after they block ex air tatsu. Then I can mixup between walk forward throw or walk forward jab, and the jab will link into b.mp which lets you get actual damage.