Ken Execution Questions

When does negative edge help with pulling stuff off? I use it with c.mk > sa3(press mk, 2xQCF, release mk), but nothing else.

What are some BnB crossups? I use j.mk > mp > hp > SA3, but it usually does not combo after the j.mp.

Is there a timing gap on mp > hp > fireball > SA3? I’ve been practicing that shit on my stick for an hour and haven’t landed it.

Thanks.

Using negative edge is more than just releasing mk after the quarter circle. Since it doesn’t matter what kick you use for SAIII with Ken (as opposed to SAII Makoto or SAI Ibuki) you’re going to want to hit all the buttons. Instead of holding down mk and releasing to get the super try this:

Hit down and mk (press AND release) do the 2xqcf then when you get to the second qcf, drum/piano/hit press and release each kick button in a consecutive manner. The way you were doing it before, you only have once chance to get a cancel. By drumming you get six. That should help.

Stong fierce is usually followed by jab shoryu, ex fireball, or super.

As for strong fierce, fireball xx SAIII, from what I remember, the timing is a bit slow.

you have to wait a bit after the strong fierce to do the jab hadou

Just remember that negative edge helps execution in addition to normal inputs, not just because its negative edge. This method you use only gives you one input to execute the super correctly, essential removing the advantage of negative edge.

:mp::hp::qcf::lp::qcf:(:hk:,:mk:,:lk:)
This method is basically a slow drum of the punches. Middle and ring finger for strong, fierce. I hit jab with my index finger at the same pace, with QCF buffered. There’s no gap, just a smooth, consecutive 1,2,3 motion.

j.MK, j.MK, and j.MK. :rofl:

If j.MK is done correctly, it lands deep enough to give you the frame advantage to do whatever you want. From here you go into typical high/low mixups, tick setups, command overhead, and back dash. It basically comes down to setting up this cross-up with a knockdown or whatever. Too many things come into play for this, like distance, character size, and wakeup speed, so that’s for another thread maybe… just hit up training mode!

You’re doing the j.mk too early and/or the mp too late.

i agree, when pressing then letting go of mk you’ll take too long to press it again when you notice the hit, unles you have godlike reflexes.
I learnt that it’s good to :d::df:+:mk: if it hits :r::d::df::r: negative edge mk

Wait what? I think you are suggesting the opposite thing as to what I said…

what Jesus(pherai) is trying to tell you is that when you piano the three kicks as opposed to just releasing the middle one you get the intial three inputs AND the negative edge inputs that follow, making for a more wide input time.

jump back fireball, wake up spinning kick.

Thanks for the tips. :slight_smile:

Quick question. Is there a trick to landing c.lk > c.lp > c.lk xx SA3, or just be quick with the QCFx2?

sorry, just read your post again, i misunderstood. what you said

No offense bro, but IIRC you were making Ken noobie threads like 2 years ago. Out of training mode, watching vids and playing people, which have you not been doing enough? You could probably get 95% of what you need just from the latter depending on comp quality.

Some people divide the super so that they don’t have to do the entire thing at the end, like c.LK-c.LP(qcf)-c.LK xx the rest. What I do is all subconscious so I can’t explain it, it’s either what I just said or the whole super at the end. Regardless, you don’t have to be particularly fast while doing it. With American sticks you have to be more careful to be pressing down so you don’t get s.LK, unlike JP sticks where you can easily buffer in the super while still getting the crouching hits.

None taken, I’m a crappy learner at some things, no secret there. At least I’m sticking to it all.

Without trying to make an excuse, I never really frequented arcades enough, usually a visit or two every other week. Nowadays, I’ve got a direct line to a decent one with some time to spare, hence why I’m picking the game up a notch past playing casually. Furthermore, I like asking questions, and I have a few of my friends playing with me now.

Anyway, thanks for the tip, it works. :slight_smile:

OMG threads like this still exist?

K people STOP having problems please with Kens basic execution.

Simple, 3rd strike creates a very slight buffer period for directional inputs during chain combos, who knows why but this is the best way i can describe it.

This means you can quickly input your chain and then use the slight leeway period at the end to buffer. An easy way to see this effect is to pick Yun and then input his jab short strong target combo quickly then immediately do a qcf after your middle finger hits strong. You will notice that Yun hits the opponent with the 3 hit combo despite the fact that your full qcf would have been inputted about the same time the standing strong started to come out. The strong comes out standing because the chain combo’s input is lenient enough for some reason, again i donno why this is.

but i swear to you just try crouching with ken and quickly hitting cr lk, cr lp, cr lk, then practice buffering the 2 qcfs right after the press of the last cr lk. same with mp, hp, shippu.

you do not need to do this crazy fast at all it’s retardedly easy.

why dont you guys just do 2 full circles while mashing kick like i do?

lol, that’s what my cousin does with chun, he’s too good when he does this.

hahaha yeah, since you can’t possibly pull off a wrong move doing that with Ken’s SA3.

Still working on mp, hp, fireball XX SA3. I can do the MP/HP/Fireball no problem, but I cant catch the SA3 for my life, been at it for like two hours this morning. I doubt its my stick(Hori FS) or that 360 BC bug people complain about.

Ah well, I’ll keep tryin’.

On a good note, I can do lk, lk, lk XX SA3 and lk, lp, lk XX SA3 at will now. I just throw out the first qcf on the last kick, then a qcf+lk and it comes out no problem :smiley:

you know how to supercancel right?
you know, hadouken then do another hadouken but just with kick.so the super comes out right after the fireball.
try hitconfirming with cr.lk cr.lk into super because cr.lklklk and crlk cr.lp cr.lk don’t work on every on, but i’m sure you knew that already:sweat:

Yeah, I know super cancels work :slight_smile:

Just gotta work on the timing