You know when you plan your combos it should be built around ease of spacing and reactability ie if you are going for a counter hit combo it still needs a noncounter hit conversion on reaction…I posted about combos a few posts above its perfected so take a look…left out the corners but you can do whatever you want in corner.
…anyway discussion what do you ppl think about super usage from what I can see it is good without vtrigger since its big damage easily confirmed at all ranges. But with vtrigger youd probably want to save the meter…just vtrigger alone deals out a hefty combo and alot of scaling on the side
Also one thing I am bad at is using kens mobility since he covers distance in chunks is dash and run I tend to get hit out or mistime meaties etc…and the walk is so slow…any movement setups to share?
also vtrigger xup tatsu utterly disgusting…for those who play usf its like lk tatsu except you can chp lktatsu mpsrk exsrk after for like 480 dmg…off an ambiguous as fck tatsu
cheers
As far as movement goes I rarely feel like my movement with ken is stopped. Depending on my opponents aggressiveness or lack there of I like to vskill in at far range.
If very far I like to vskill into fireball. If a bit closer I like vskill into cr.mk footsies. If even closer than that I like to vskill into throw. I also like obvious stuff like vskill into backwards jump to bait my opponent to move forward ro whatnot.
But I don’t vskill without already having the threat of a fireball being thrown, in general. Mostly I use my vskill and fireball to compliment my neutral. Vskill run ins to make people poke and stuff which opens up my fireball game. Or fireballs to make people want to react, which opens up surprise vskill run in pressure. I don’t think either works well without the other.
How the heck are u suposed to fight birdie? i tried rushdown but i just get outpoked/hit by armor moves. Tried to stay away, bait and punish, but birdie just sits there eating and throwing crap at you, and the moment you get hit he does his braindead supercancel ugh…
Yeah take a look at this. I just got the game so you can see the USF4-esque attempts lol. https://www.youtube.com/watch?v=7RXnwqqVvok I got really tired of the footsies…and damn whats up with the new training mode I cant get it to work …I wanted to practice punishes on damn Necalli.
I think against certain characters yes. Characters that don’t have floaty jumps are hard to react with srk to unless you expect the jump. Cr.hp can also lead to a good meaty high\low mix up though between Ken’s over heads,cr.lkx2 xx hp.srk,or throw.
But if you can manage it. Mp.srk isn’t bad. You can cancel the first hit into v-trigger and follow up with mp.srk > hp.srk.
Ok just some stuff i thought about: block alot more
also go fishing with s.hk can confirm into run only after crush counter into combos…
on a side note I’ve been ranked 1337 and now also 666 in sfv.
How did everybody do? I went 70-4, my Ken remains undefeated in beta phase 2 I’m pretty happy about that! My Chun got really bad though, thought I’d remember how to play her but I was completely lost…dropped 4 straight with her.
w/meter Ken has a jab jab confirm into EX srk.
he can also link a shoryu off b+mk overhead counter h its
BnB - s.fp xx v-attack
no meter confirm - c.mp, link fierce shoryuken
no meter confirm - c.mp, b+mp fp xx srk or tatsu
no meter confirm - target combo s.mk s.rh xx srk (target combo roundhouse is only -2 on block and you can cancel it very late off s.mk)
1 bar confirm - c.lk c.lp link EX shoryuken
1 bar confirm - s.fp link EX shoryuken
counter hit - c.lp c.mp xx srk
counter hit - c.mp c.mp/c.mk xx srk (if you do c.mk you will lose 1 hit of srk)
counter hit - c.mp c.fp xx roundhouse tatsu
counter hit - b+mp b+mp fp xx roundhouse tatsu
counter hit confirm off overhead - b+mk link jab srk or EX srk
big punish combo - s.fp xx v-run, c.lp xx lk tatsu, EX srk (299 damage / 433 stun). you can do fierce SRK in the corner to save meter
bigger punish combo - s.fp xx hadoken xx v-trigger, s.fp xx v-run, c.lp xx lk tatsu, medium SRK EX srk (367 damage / 577 stun)
doing the v-trigger only run combo here just gets you 10 more stun. pointless
roundhouse crush counter - s.rh xx v-run, c.lp xx lk tatsu, EX SRK (327 / 463)
stand fierce CC - s.fp xx v-run, b+mp fp xx roundhouse tatsu (303 / 456 stun - SRK does same damage but less stun)
stand fierce CC 1 bar - s.fp xx v-run, b+mp xx lk tatsu, EX srk (333 / 472 stun)
stand fierce CC 1 bar + v-trigger - s.fp xx v-run, b+mp xx hado xx v-trigger, s.fp xx v-run, c.lp xx lk tatsu, medium SRK EX SRK (369 / 599)
crouch fierce CC - c.fp xx v-run, lp SRK, EX SRK (293 / 430)
V-TRIGGER ONLY
air tatsu, c.mp fierce shoryuken
c.mp xx lk tatsu, fierce SRK (293 / 356)
s.fp xx v-run, c.mp b+mp xx lk tatsu, medim SRK EX SRK (419 / 590)
crush counter s.fp xx v-run, c.fp xx lk tatsu mp SRK EX SRK (467 / 687)
You can react to a st. HK with V-trigger on hit, the window for canceling it is huge, if you confirm it you can go straight into cr. mp -> st.mp xx st. hp xx whatever