Anyone ever use air tatsu > s.mk xx v-trig as a reset? The dash from the v-trig leaves you directly under them and you get to choose which side you want to end up on.
But donât you need the EX air tatsu to hit pretty deep to be able to get in range for this? I can see the s.MK having the benefit of not being as spacing-dependent. For sure in the corner, Iâd think the s.LP is better though.
I assume you mean air EX tatsu? Wouldnât you have to dash after air EX tatsu for the s.MK to connect? Seems like a really clever setup, itâs important to have as many ways to get into vtrigger as possible with Ken.
Something I found and have been absolutely abusing in matches since day -2 lol. Wasnât sure if it was worth mentioning, but with the amount of success Iâve had with it, I think itâs worth learning. Itâs spacing dependent; at the right space, while you play footsies, you can buffer a v-trigger. If they press a button and get hit, itâll trigger the V. This is one of the main reasons I went with Ken over Ryu. His hadoukens are just more fun to utilize because of his aggressive mobility options, and this topped it off for me.
I didnât realize that standard counterhits allowed you to OS VTCs, this is cool. I assume you time the VTC late, just like you would if you were OSing vskill after a s.HK?
Itâs actually the distance thatâs doing it. Basically, the VTC can only occur if the hadouken hits/blocks within a certain distance from you. If you space yourself right, you can throw the hadouken and buffer the VTC, and the hadouken will only make contact within vicinity if they press a button to extend their hitboxes and get hit. If they donât press a button, they remain too far, block, and VTC is not activated.
In this case, itâs a counterhit, but itâll also work if the hadouken hits them if they try to dash/walk up, or even if it hits on their recovery frames, assuming itâs still extended.
Pretty sure itâs due to st.lps unique properties with hitstop? Tt has some anomalies in itâs data that allows something fairly similar to the CC OS but without the need for CH.
Check his inputs, IIRC he holds forward after buffering m.tatsu and does shimmy forward throw.
And yeah, this is for sure being patched when the next character update drops. Until then abuse the FUCK out of this, itâs so good for walk up pressure.
This is somewhat old. This was found 2-3 months ago:
Itâs okay I suppose, but it makes the momentum game become linear imo. Itâs good to do St.Jab at a distance and OS to Fierce DP perhaps, but you have a risk of doing a whiffed special if the opponent walks back to make the special move whiff.
In fact you were even aware of it a while back since you used to post about the situation before.
BananaKen only posted that video on the 11th, he expanded upon the known tech with this thus I posted it, no need to get pedantic in the details of when/where.
Small tidbit about Kenâs short/jab confirms also and how you should be cancelling into your CA on hit.
cr.lk x cr.lp xx h.shoryuken(1-hit) xx CA does 333 damage.
cr.lk x cr.lp xx h.shoryuken(2-hit) xx CA does 373 damage, a 40 damage increase.
I wasnât aware of this, and only just now realised. Itâs actually quite awkward to do as well because the buffer window feels strange, you can use your DP motion as the first QCF for the CA as usual, but you have to delay your second QCF just long enough for the second hit to register. Itâs actually kinda weird to do, Iâm so used to just mashing out the double QCF on hit.
I find this quite difficult, so I still usually only stick to single hit h.shoryuken just so I never drop the CA. But if youâre looking to always maximise your damage you need to always cancel on the 2nd hit, not the first.
I saw a stream today showing that you can 3f frame trap with the TC1 if you do the hp super late. You need one EX bar for that, because then you do EX fireball no matter what, if it hits you can ex tatsu on reaction. This is all without v-trigger on.
Dunno if itâs super useful, it sucks that it doesnât work if they are really in the corner because the fireball whiff on hit. If they are just close to it tho itâs really easier to land the tatsu after.