Yes I know about stand fierce counter hit… I introduced that to the Ken forums awhile back. But the target combo setup has to trade during the st.hp, not just be a clean hit. If it’s a clean hit it would cancel into fireball. Thus it being a trade OS.
Play around with these, Cody only:
Cross up Air LK Tatsu > cr.LK > cr.LP > fs.LP > cr.HK
j.HP > cr.LK > cr.LK > cr.LK > cr.LP > fs.LP > cr.HK
cr.LK > cr.LP > cr.LP > fs.LP > cr.HK
Corner
cr.LK > cs.LP > cr.HP > Fireball > FADC > cr.LK > cr.LK > cr.LP > fs.LP > cr.HK
I have used them in matches, I do not recommend you use it in a match until you’re landing them at least 90% of the time
Lilsicx gave me the Norcal treatment tonight, didn’t help that I had a bunch of other frustrating matches prior and had nerves of spaghetti as a result. After that I managed to claw my way back to the land of 3000 PP mediocrity.
I should study those matches and take notes.
I wish I was in the land of 3000 PP mediocrity : /
I started using another punish just for fun today
cr.HP > HP Fireball > FADC > Target Combo > HP SRK 338DMG 490stun
after the cr.HP > HP Fireball the Target Combo seems to be the only way to get your opponent to slow down on their knockback.
The target combo range is also better than cr.HP and s.HP
Quick question. im looking for a char with a 3 frame reversal for a backup alt. Iv played ryu all day but he bored me and ken seems pretty baller.
My true main is cody and im learning cammy. what are kens bad matchups? and i know vs ryu he is much more in your face/rushdown, but is he link heavy? with cody and cammy i dont want to add another char with a shit ton of 1 framers.
Its gonna be either Ryu/E ryu/ or ken. I know with linking e ryu is my worst option but i love him. ryu is simple in terms of links but he doesnt quite have as many “gimmicks” ken seems like a middle groung but idk.
How many essential 1 frame links does he have and how much char specific shit does he have. I dont need an exact number just a feel.
PS: Everyone assumes kens mash srks, so i already can mind fuck my opponents by not reversaling [online is pretty gross :/, but i finally learned to bait so im finally saline free]
lp.srk 3 frame startup
mp.srk 4 frame startup
hp.srk 3 frame startup
ex.srk 4 frame startup
kens only useful 1 frame link is c.lp - c.hp which is often replaced by s.lp - c.hp a easier link
though technically you can count all his kara moves as 1 frame links which are extremely vital to kens game (kara throw focus dash fireball srk air tatsu)
kens does have some character specific combo’s but most of his character specific stuff comes from all his setups
also adon players mash harder
I was playing around with Ken in training mode versus Honda, and if I dashed right after a hp.srk in the corner, I dashed through him. Have anyone done this before? Just wondering.
Dooki, do you know any setup that can beat or avoid Adon’s wake up srk?
Safe jumping after a throw or sweep. It starts up in 5
Neutral Jump HK tatsu also works
I know Where your coming from … this bastards Dp auto corrects even in the corner .
Like Shinebox said his Dp is 5 frames so it can be safe jumped easily after sweep , his low dp is 4 frames tho .
F throw mid screen
1)Whiff Fake thunder kick Jump mk Os sweep , If he upper cuts , ur os won’t come out and you will catch a back dash if he does back dash .
2) The exact same set up in the thread by getthefruit … tiny step back jump Hp over his head you will be able to punish all his dps when they whiff except ex dp that you need to follow with a short hurricane os cos he goes too far away.
Back throw mid screen
- Dash up - tiny step back - jump mk,Hp or Lk to hit him from the front … idealy his dp will whiff and you can os low hurricane to follow the ex dp
- use the same set up but jump lk hurricane for a cross up .
Corner
F Throw
- Dash up twice - jump Lk or Hp ( His Dp won’t wiff , You will stuff it and reset the situation )
Back throw - Dash up twice - Jump lk only will stuff his Dp and reset the situation .
- Or you can just walk and jump hurricane lk for a cross up . this will make it whiff.
im so angry right now its very VERY hard to play properly when there’s little brats down the street chucking illegal fireworks left and right
as for adon i have pretty much given up on using ambiguous jumpins on his wakeup his dp is ridiculous it stuffs everything and is a bitch to punish on whiff i might have to take this matchup to the lab because its one of my worst
edit just played a good adon and it just affirms my suspicion that this matchup might be one of the worst in the game it honestly feels 8-2 in adons favor to me
I Have Some exams at the moment that I need to prepare For , I will do a write up on the adon matchup with some videos once Im done.
I Played lots of good adons and will share my strategies … a bad match up but manageable .
Thanks a lot, will test them out… looks like there won’t be an easy setup after a h.dp against Adon, so may as well stick to the fake thunder meaty setup
Looking forward to your video
optimal combos in these situations:
hitconfirm ? lights > link DP ?
punish combo? st.hk xx hp shoryu ?
any other combos of note that I should be using outside of combos into ultra?
Anything in brackets are optional.
Hit-confirms:
[LIST]
[]cr.lk xx cr.lp (xx st.lp) > (Kara) DP
[]cr.lk xx cr.lp > cr.mk xx Tatsu
[]cr.mp > (cr.lp >) cr.mk > Tatsu
[]cl.st.mk > cr.mk xx EX-Tatsu
[*]cr.lk xx cr.lp > cr.hp xx Tatsu/DP - The DP doesn’t hit everyone. I know there’s a list somewhere on SRK by CuragaPSN?
[/LIST]
Punish:
[LIST]
[]Raw Ultras’
[]st.hk xx Tatsu/DP
[*]cr.hp xx FB xx FADC > TC xx Tatsu/DP
[/LIST]
Counter-hit:
[LIST]
[]Step-Kick > (cr.lp xx) DP
[]far st. mp > sweep
[]far st. hk > cr. mk xx EX-Tatsu
[]cl.st.hp > cr.lk/mk xx EX-Tatsu
[/LIST]
After an early AA Jab DP:
[LIST]
[]EX-FB
* EX-DP
[]Air EX-Tatsu (> U1 if they’re cornered)
[/LIST]
awesome. thank you a ton for this, I really appreciate it. are there any safejumps off of hp DP or from sweep ?
None that I know of.
I’ve been noticing a curious thing and I’m not sure about it, but it seems real. The spacing after you hit a kara throw and a normal throw are different? Im asking this cause I’m practicing a lot of safe jumps setups and when I get a normal throw some safe jumps that a know dont work and the same goes for kara throw. Only against chars that really have a poor wake up that the difference is not that problem. But chars like adon, cammy, etc… Im dropping setups and I think its because of the spacing difference. It seems that Ken stays a lit bit far after you get a kara throw. Is it true or I’m just missing the setup and need more practice ^^?
Peace
It’s not the spacing that’s different. All the characters you just mentioned have different wake-up speeds when compared to other characters. All safe jump set-ups have to be manually timed and the timing is different for each of these.
Hope this helps,
Peace,
G.