Ok I gotcha
What zay said. It’s easier for me to do coming into sf5 since I played Dudley… Ken’s b.mp is basically Dudley’s st.hk in the neutral. Mostly get a feel for when and where they press their buttons and let it rip, nothing comes out if it whiffs and you’re always going to be at a distance where you’re probably not going to be punished for throwing it out since your goal is to catch the tail end of your opponent’s longest poke. Sometimes it’s on reaction to a poke but it also has to be mostly a read in terms of being ready for said poke. You look for the first visual cue of a move coming out, you won’t be able to tell which poke it is. You will only realistically be able to know that a poke is coming out. Switching up how you react and when will have its pros and cons since it allows you to be able to focus on different things.
Ryus traditional cr.mk fireball is in no way a true block string. Even am ex you can mp dp in between on reaction to the fireball and either completely beat it or trade.
If the ryu is using cr. MP and buffering a hadouken in neutral you can use bmp and st.lk in neutral to extend your hurtbox into the move and either 2 things will happen. If you get the hit you can buffer the tatsu, if his mp connects it won’t be a true combo even if it hits you and you can trade with an ex dp. Could be useful if they’re at 0 life.
I appreciate the detailed responses guys.
BTW, not sure if this has been discussed, but could somebody do write-ups on strategies for Ken against each character’s V-Trigger? I think that would be super-helpful.
You can punish Vega’s slide and all versions of his roll (except EX one) on block with bMP (or TC1).
After getting molested by Chun-Li’s instant air legs, it was time to put in some lab work. Sorry if already known. Was looking for a simple and practical solution that could be applied in the heat of the moment. More than half the battle is training your mind to always be on the look for lightning legs and hit cr.mp in response, if she doesn’t then you can hit her cross-up with the same button (and run cancel if you want). Probably more optimal to auto correct DP when you notice that IA LL aren’t coming out but it will probably take practice since it’s not exactly a cake-walk
[quote=“MochaLatte, post:86, topic:178295”]
After getting molested by Chun-Li’s instant air legs, it was time to put in some lab work. Sorry if already known. Was looking for a simple and practical solution that could be applied in the heat of the moment. More than half the battle is training your mind to always be on the look for lightning legs and hit cr.mp in response, if she doesn’t then you can hit her cross-up with the same button (and run cancel if you want). Probably more optimal to auto correct DP when you notice that IA LL aren’t coming out but it will probably take practice since it’s not exactly a cake-walk
[/quote]Cr.mp is a fine option for it, but DP’ing the crossup or legs is the best bet just cause it has invuln and you can start stuff off of it.
Try reacting to IA LL in a real match against a good chun who knows how to mix up when and how she jumps in your face with a DP. You’ll probably get kicked in the face unless it’s literally the only thing you’re looking for. It’s important to not be tunnel-visioned in this game and something simple frees up a lot of processing power to deal with other things. I definitely plan on working my way to DPing the cross up after looking for realizing that she’s not throwing lighting legs though since even though it’s difficult it’s still practical
Worked on that yesterday, playing some sessions with the best dude in my community. I think it’s not as hard to react to as you because she has to be pretty in your face to get it to work, and it’s not on you immediately. Dunno, in my experience with it, I got hit by it 3 times and started m.SRK AA’ing it when it got put out. I can imagine that being a lot harder in an online environment, but the game clearly isn’t balanced around that, which is fine. It’ll just take some adjusting to.
I really think the Chun MU is pretty even, with my little experience with it now. She can’t jump on you ever, but she doesn’t need to because of her footsies. Ken keeps up in that area by using fireballs intelligently, and pushing advantage when he gets it.
Props to you if you dp her LL consistently, I don’t really have the reactions to be able to dp that and her other options at the same time consistently.
I really think it’s not so hard. At the spacing Chun would do that, if you’re already being pressured you’re probably blocking/ waiting for the shimmy to keep blocking or throw tech, so you’re either waiting to get pushed back out to the neutral/ or tech throw and get pushed back to the neutral, but until then you’re in reaction mode, so I think doing the SRK in reaction to seeing the jump is not so bad.
That IAL looks slightly off to me, maybe a tad higher than usual. Plus Chun’s use MK Legs, LK Legs is negative on block (dunno if this has hitboxes differences that would make cr.mp not work).
I agree it’s perfectly reactable to DP though. It hits later than you’d guess, though cr.hp works fine as well.
Ken vs R.Mika… I’m having problems when she knocks me down. Seems like whatever I do when getting up gets beaten by her grab.
If she knocks you down it’s because she won the neutral, so being able to abuse the shit out of you is her reward. You should be asking why she beat you in neutral before you ask what to do on wakeup.
If she’s just command grabbing you though neutral jump or DP if you’re sure they’re going for it will work. Besides that you just have to try to read what your opponent wants to do. It’s supposed to be rough on you.
Working on one myself. Want to compile info together?
I’ll have a set against my boys Mika. I’ll try and record it for you and everyone else here.
I know I ain’t DPing Chun’s IALL on reaction if I know they can mix it up
That’s why I just like to anti air her with cr.mp at certain distances since it’s way easier to react with a crouching normal timed according to how she jumps.
I’m surprised with it beating her crossup. Is that Chun specific? Or is that a consistent anti-crossup? That’s pretty damn amazing lol
I discovered it by basically screwing up my delay dp (to auto correct), cr.mp comes out about 1 out of 5 auto correct attempts but it still consistently beats cross-ups if timed right. Not character specific really. I’m usually already getting kicked in the face when I’m done buffering the DP motion since it’s in the heat of the moment during her pressure. If I’m already looking for IA LL before-hand then it’s way easier to just dp it since my mind is ready to react, but like I said cr.mp just frees up some mental processing reserves since you won’t have to be too tunnel-visioned before the jump and you can cover the cross-up option she has at the same time with more ease.
To me it’s just another tool in the tool-box, it’s going to personally be my default option to deal with it. IMO dragon punching her IA LL is more of a “read” since you have to prime yourself before-hand (even though you would still be reacting) and cr.mp is more on the “reaction” side of the spectrum since it doesn’t require you to be preemptively looking for it as much.