Ken Q&A: Ask simple questions here?

Sometimes when I get a counter hit on my fierce dp, I fadc into ultra and its the shinryuken instead of full ultra. Why is the counter hit into full ultra so inconsistent?

its not inconsistant, every CH FADC ultra gives you the full ultra. the only inconsistant part is actually getting the counter hits.

EDIT: i kindof posted quickly. to be more specific it is possible to only get the shinryuken part of the ultra on a counter hit. if the ultra is inputted immediatly after the FADC they will be too high for the first hit of the ultra to land. this might be why your seeing some inconsistancy.

That’s probably why and I had the same problem when I first started. If you go through with the motion like you normally would for a non-CH SRK->FADC->Ultra he’ll be too high and you won’t get the full ultra. The window for the full ultra is big (relatively) so just let him fall a little and then do it.

there was a very good tip i learned back aways in this thread, go into training mode and set the dummy to random counter hit. then practice only FADC when you see the words pop up. that way your brain will learn to get the full ultra out in a match, although once you start fishing for counter hits it becomes less important.

once you get it though make a mental note, dont FADC every hp srk you get :stuck_out_tongue: it was a bad habbit of mine for a looong time.

Hi, long time lurker first time poster. I’ve been maining Ken since the game came out, and I (still) spend a lot of time in training mode fine-tuning my execution. SF4 is hard! Anyway, like most of you, I know Ken’s frame data pretty solidly, but there are some things that surprise me from time to time even now.

Case in point: I would expect a cr.lp -> throw to connect every time on block, since the block advantage is 2 frames, and the startup on a throw is 3, but just yesterday I noticed that the throw can wiff even on block, which had me scratching my head a bit; anyone got an explanation for this? I’ve heard that attacks actually connect on the last frame of startup, so in this case frame 3, but shouldn’t that still count as a connect for the throw since the other person has supposedly recovered by then?

This is a common misconception. First you are assuming you placed your throw command immediately at the end of your jab. I would bet you did not. Use a Turbo button stick and have the dummy turbo mash lp (jab). Now try your jab -> throw and see what happens. You will be surprised at the rate of failure.

And if I am not mistaken, inputs are in 60 frames per second cycle while the images are in 30 frames per cycle ( or 50/25 if in Europe?). So that 1 frame window is likely smaller than you think.

Second, the hit box for SF4 can be wonky at times especially with crouch opponents. Throws will sometimes whiff.

Well, to fill in the details a bit more, I’m standing close enough (this is in training mode), so the throw is not whiffing due to distance. Also, the opponent is standing (and set to all-block); I’m Ken throwing a crouching low punch and immediately following up with a throw (following the same timing you would use to link cr.lp >> cr.mp say).

I still don’t understand why the throw would whiff following a blocked crouching light punch, assuming that the other player would presumably be recovered from the block stun by the time the throw connects. Does my question make sense?

(edited for clarity)

So does your grabbing hand actually touches the dummy? I never seen a whiff on standing throw unless they where in a hit/block stun. What happens with a kara throw instead?

I assume the kara throw would connect with the dummy every time due to the extra startup frames.

I wonder if a player is invincible from throws during the first frame following recovery or something :confused: I’ll poke around the forums some more; this isn’t really a Ken-specific question anyway (unless there’s a typo in my Ken frame data oh nooo), and there’s so much on SRK here I still haven’t read. Thanks!

kara throw comes out in 5 or more frames while regular is in 3.

“And if I am not mistaken, inputs are in 60 frames per second cycle while the images are in 30 frames per cycle ( or 50/25 if in Europe?). So that 1 frame window is likely smaller than you think.”

just a little backwards, the inputs are in 30 frames per second while images are in 60, this is to make rendering 3d graphics possible. its also say, why guiles FB charges in about 1.5 seconds even though (i believe) it takes somewhere around 40 frames to charge. at 60 FPS he would be able to throw FB’s every half second almost :open_mouth:

i was under the impression you could only kara-cancel the first 2 frames of F+mk so it would allways be 5 frames, never more.

thats probablyh right, i didnt research that one, i just pulled a nugget i read too long ago.

Alright, i’m having trouble with jump-ins and just keeping up my pressure with ken. I’m slowly getting used to FA/DC so that’ll come with time. Aside from mixups are there any 50/50 BnB mixups I should be practicing?

I picked up ken the time it came out for PC and have improved alot (Atleast that is what I have been told.) I do think there are some little important things I should be doing more and I just can’t figure it out right now.

not sure exactly what your talking about having issue’s with jump-ins, are you saying your having issue’s with spacing your own jumps/cross-ups or are you saying your having trouble aa’ing?

as for 50/50 bnb practice your post ex-tatsu setup, put the training dummy on turbo mode throw and then practice doing ex tatsu followed by another tatsu combo, start with cr. lk. this has only 1 frame where you can input the lk to beat out the throw attempt, this setup is particularily lethal because combined with ken’s kara-throw it’s very easy to frustrate people into just letting the srk’s fly, at which point you punish the hell out of them.

Ah, alright. Was reading up on EX tatsu, wasn’t sure how useful it was exactly. Well, I think it might be my spacing or i’m doing it too slow when I get knockdowns. I’ll usually go for a j.mk cross up but people tend to just throw out shor’s and snuff it :.

work on your safe jump timing, if you do your jump-in perfectly timed as a safe jump you have ample time to land and block a reversal srk, if they try to stick something out you get to hit them and start your combo. and on a cross-up it becomes even more dangerous for them to attempt a reversal because a perfectly timed safe-jump cross-up will have their reversal whiff in the other direction. now the thing to note on this is it’s far easier to set up for safe jumps if you use a knockdown that can’t be teched, like a throw for instance.

To be clear, you can’t safe jump-in against 3 frame srks. (i.e. Ryu’s srks, Akuma’s srks, or Ken’s fierce srk).

to be clear, yes you can. it just requires a knockdown that can’t be teched and very tight timing. you might be thinking it’s impossible because if your timing is even slightly off, bam you eat it. but don’t mistake this as them just doing something right, realize that you did something wrong and work on your setups. you CAN safe jump both in front and crossing up on your opponent, just be sure to not go on auto-pilot and stick out an attack when you land on the ground.

What’s the difference with Ryu and Ken, combo wise?

Cause for the first time I tried Ryu, and all the combo’s I use as ken work as Ryu, but are like twice as easy for some reason…

So I was wondering what the big difference is… Cause I thought ken had more, and more mixup (I guess because of Kara)

Else I might as well try ryu. But what are ken’s advantages combo wise, or does he have any different ones?

I know in cvs2 out of hit/block stun does not mean you are throwable. I haven’t seen the frame data about that for this game but I think its fairly safe to assume the same system exists here (although the window of out of hit/block stun & unthrowable seems much shorter). If the opponent does a move however I’m pretty sure that instantly ends their unthrowable state. If anyone has any references to confirm or deny this for sf4 please link them.