Nope, I was gone for like 2 hours or so =P Invite me again when you get on or something
Is cl.RH -> SRK/Tatsu the best punishment combo there is for all situations, or is it too slow of a start up for certain whiffed combos?
cl.rH tatsu gets more damage than srk, unless its the ex srk for flashiness at the end of a round or something
Well it does have more range, then Cr. Rb/heavy which a lot do as well, then followed up by a tatsu or shoryuken. It also does the most damage out of the other punishers that are used.
Rh tatsu has more range [It can be harder to pull off though]. Although sometimes for a quick quick one, I use, down B/medium kick, to Rt tatsu, or ex tatsu. Cause its quick.
But I don’t know.
And good matches Slimztheguy, we had like 30 sets of 5 rounds or something lol. Good Ken. 1 Bar connection though, sometimes I threw but no tech, sometimes I shoryukened, but it was to late due to frame lag. But you had the same, awesome ken =D
I really gotta try more links, I know a few, but I feel they are to dangerous to try lol. I guess safest is something with jab jab.
Haha, well, that wasn’t exactly my question What I mean is, it’s obvious that a whiffed fierce SRK will leave an opponent wide open with plenty of time to do this combo. However, there are some moves that are safe on the block, I was wondering if there were any combos in between this that aren’t safe on block but recover faster than a cl.RH. For example, you can’t punish a cr.mk with a cr.rh.
you should always start that punisher if you’re sure the RH will hit. if it hits yes its the best punisher.
back at you bryan a pretty safe way to start your links is with c.lk bcuz of speed and the fact that alot of fighters. just dont block low on the first hit of a combo/ block string and yeah next time we shouldnt have son much lag. im learnin how to use my fight stick better now fadc whiffed a couple times[i’ll blame that on the lag] Lol :lame:
but jab jab is a good foundation for a link. i was trying to get you with c.lk c.lp s.lp c.mk tatsu i think i got it once or twice.
but yeah great matches tho we’re dealin with 2 good kens lets just build on it :china:
bryan you have got to use a more standardized way of refering to the moves my man, reading your posts is fairly confusing.
either use original names: jab, strong and fierce for punches. short, forward and roundhouse for kicks or with the new system of lp, mp, hp, lk, mk, hk.
i think it would clear up a lot of confusion.
Yea I will I guess. I am just used to the buttons used, since I’m confused by all the shortcuts people do. Some people say Fierce in 3 different ways lol.
But yea I will next time I guess. Lp mp hp ex is good =D
-sigh- You’re bad at this I understand the IF part of it hitting, I’ll try and make it more blunt. Which BNB combos of other characters will cl.RH->Tatsu not hit due to the recovery time of the combo? Or does this move come out fast enough that it can punish any save those that are safe on block from everything?
it works on everyone, just make sure it’s the close version of RH. now that being said do NOT use it against gief or any character with a fast command grab because hk tatsu puts you at enough of a disadvantage to give them a free ultra.
Thank you ^^
u gotta kinda judge it bro on distance and timing. u don’t wanna be too far away other wise the shoryu might be outta range. yeah no hk tatsu’s ona angry gief. ultra will be a big painful problem.
So like Damn, I had trouble with linking right. My linking always failed, but its because I kinda mash the buttons. So I went to training mode. The thing was obviously just, not mashing the buttons, but literally pressing X for example (lp) letting go, then literally just pressing A (Lk) etc etc. And it always seems to link =D
So its good for me to keep in mind, to not out of nervousness repeatedly press the buttons, but kinda lift my finger and calmly press button for button over and over, and it seems to work pretty well =D The small time for lifting helps me with calmly pressing the buttons effectivly instead of spamming the shit out of it and failing lol.
Pretty logical, but it might help people keep that in mind : D I can easily link Lk, Lp, St. Lpx2 shoryukens now which is nice. and of course down B to tatsu with that., I’m afraid to use combo’s that involve standing hits frequently, cause they always crouch and block though yet lol
I use a freaking controller though, and tbh I play twice as good when im right then left. Because its kinda annoying tabbing forward for dashes, or something when im left with the analog.
i just got a fight stick bro. oct restrictors its gonna take some getting used to thats why im not online. im stuck in training mode getting timing, and a feel for the stick just right
Yea I heard sticks take a while to get used to. I might actually buy one soon since im playing the game better and better. Heard it takes a damn while to get used to, but its worth it in the end of course. I can do jab jab Srk now frequently !! lol.
Hope you get used to the stick soon =D
Sorry to bring this back up, but as a quick point, isn’t the mk Tatsu supposed to put you at a 4 frame advantage? Wouldn’t that give you enough time to jab, throw, or neutral jump a command throw in the case of Gief, Abel, Seth?
never sure which is the right thread to post questions in…the info is scattered all over
anyway, i’ve been messin with ken some lately and i’m wondering about the air kara tatsu. I don’t really get what its uses are. Even after watching this vid ([media=youtube]lL0SV60RVUk[/media]) I don’t really get it. For the most part, I can’t even tell if i’m doing it, except when i hover across the screen with the EX, but again I dont really get the use.
edit: also, I dont even understand how the move technically works. isnt the idea of a kara to cancel one move’s startup animation into another? And i guess kens j HK puts him forward a bit? but you input the HK~MK after the qcb in the air to do the kara tatsu, afaik. why wouldnt just the HK tatsu come out? or is that whats happening, and you’re canceling HK tatsu into MK tatsu rather than, as i thought it worked, j. HK into MK tatsu?
that’s exactly what i’m trying to say, i wouldn’t try to jab or throw though cause then you eat the throw of theirs. it’s best to dash back or jump out of there (neutral jump on gief can get you a headbutt to the face though if they read it right)
as for larg0’s question, kara-tatsu is primarily used to escape the corner as it can put a LOT of distance on the map for you. however it can be used to trick people into into whiffing an AA as they are prolly used to the normal tatsu angle’s, i have floated over seth’s ultra this way, also sim’s super. oh and something i just found last night at a 925 session… but kara-tatsu done high enough can actually stuff gief lariet O.o (i think it’s because you don’t fall as fast so they go to use it for AA and due to your slow rate of fall hit it early… idk exactly how it worked only that it worked lol.)
Btw quick question, what is Jump fierce use for? The hard punch of Ken. I mean I never really used it before tbh. Is it a good move to use in the air? I preffer RT. I saw chaos use it when he came down on an enemy a few times I think. [straight up jump, to come down]
Well I used it a few times from really close range, to jump in, Hp, Crouch fierce punch, to tatsu I Guess.
What are its main uses?
Also I need more mixups yo > : I recently started crossing up more but, eh. I can’t do the kara throw with my controller so Idk what to mix up. I guess I just gotta start using <- Mk more.