Ken Q&A: Ask simple questions here?

If only we had a kara uppercut like Sagat’s :smile: I don’t really like Ken’s kara SRK. I usually just use EX to punish neutral jumps and sometimes empty jumpins if you do it early because it goes so far horizontally. I get baited occasionally with empty jumps but I’m slow on the SRK so usually I don’t end up doing one AA unless I’m walking forward already.

I’m going to start kara fireballing. How do you do it again?

yeah i live in concord, but no i havn’t been able to do tournies since i moved up here. been broke as a joke lately cause of the holidays but i’m trying to get back out there, however idk if i’ll rock ken when i do cause i feel like right now i’m a bit hotter with cammy than ken. but yeah i’m still in norcal. oh yeah and you allready took my ken out remember, i had to counterpick your ass with honda lol.

really easy just QCF mk~fp or lp or qcf hk~mp, it’s a good way to inch forward into a fireball war, sometimes you can sneak yourself into jump-in range, other times just inch forward enough for a kara-focus to get you the rest of the way in.

as for kara ultra it’s qcfx2 mk~3p but… i don’t really see a use in it because even as a trick bait your opponent would have to have GODLIKE reactions to respond to the 2 frames of kara movement for you to catch them with ultra

lots of false info hear sorry brotha, kara fierce srk is usefull ass hell, punish jumpins, after step kick kara srk is great, and when u combo into the srk and the 1st hit hits then the rest whiff-if u use kara it will combo after c.lp and s.lp and u will get all 3 hits

Nice clarification bro I’ll try it out. But heres the thing if u do c lp s lp and they all hit, wouldn’t be it better if you just follow with c. mk and do ex tatsu? The advantage I see using kara srk after c lp and s.lp over doing c.mk then ex tatsu is you can cancel srk on block but even so you use 2 bars… correct me if im wrong guys.

safe jumping fierce punch?

Im going to throw my thoughts out on waht I think it might be (to maybe save you all some explaining): Is it where you jump in and throw a fierce out early enough to where it doesn’t hit the opponent with a meaty wakeup leaving you with the ability to block any reversal and the such?

I looked around a lil and used the search bar but nothing exact came up.

im talkn bout when u do more hits then that like u can c.lp akuma 4 times then kara upercut or say u crossup wit mk then do 3 jabs if u srk it will miss but kara will hit 3 times

I havent really tested it but wouldn’t that be a 1 frame link?? I thought kara-ing adds 2-3 frames to your special, which means that kara-srk would be 5 frames, and c.lp gives +5 frame advantage. I think I’d rather just c.mk to tatsu.
And kara-ing a f.srk for AA is shitty. Adding a kara to it doesn’t change the hitboxes, you’re still going to get stuffed 90% of the time unless you have godlike timing.
Also, doing a kara-srk after a step kick is fine, but you know that if its a meaty or you get a counter-hit then you could combo it with a regular f.srk…

I’d have to see a video of somebody successfully implementing it into their game to change my mind. The theory behind it is fine, but in practice its pretty impractical…especially for a lot of the newer ken players that come to this forum.

First off kara f.srk when used in a c.jab combo is meant to be used off of 3 jabs (normally when someone does 3 jabs on hit and adds f.srk it results in 1 hit of the srk grazing the opponent and the rest whiffing. So the idea is you do 3jabs into kara f.srk and you will land the whole combo.)

As for your step kick explanation for the kara f.srk, the point of it is when you step kick from that mid range distance. Of course a meaty step kick or CH will let you connect a f.srk BUT the whole idea is when you step kick and you need that half step kara to get within the f.srk distance plus to the opponent you appear to be at a non threatening range.

Either way i’ve been incorporating the kara f.srk into my game and its helpnig me with closing some gaps that people think are safe nuetral gaps.

im nt sure if its a 1 frame link but 1fl arent a problem for me at this level.kara f.srk is good to clip enemies and cancel off the 1st hit and get full ultra and the point of karaing after the step kik isnt to combo its a counter hit setup because after a step kik meaty or not the enemy likes to press butns,and karaing it garantees the range needed to land full ultra offa fadc and garentees u get all 3 hits if u chose not to cancel,now what u say is true it isnt practical, thats y we have footsies zoning and solid game play to wurk with, but as we all knw when ur playing as ken at high level evry mixup and trick counts. im jus telling u guys some of my triks,now if u cant execute them 100 percent of the time then dnt try it,but when u get to a certiain level this is the stuff u have to do to stay competitive with this half ass shoto we call ken, duble option select evrything, safe jump evry1 u can and kara evrything,as for the lower level kens, they might have a ruff time but at least they have something to wurk towards and if u need to see this stuff in action plz send me a invite.also if u want a solid anti air, kara ex srk 240 damage and will hit at almost half screen

also the only thing that makes this stuff practical or impractal is a persons skill level,daigo uses crazy ass combos off of foward hp with ryu wich is impractical when u could jus go for the free srk after but y settle if u knw u can get the c.fp ex tatsu n the corner into ultra,its only impractical if u cant do it,not tryna sound like a dick or anything i jus want my fellow kens to b playn at a high level and this is how u get there

ur thinkn of the wrong situation what if the enemy is crouching, then u do crousup mk lp lp lp mk ex tatsu then u wiff if u do hadoken it mite now combo , if u do fierce srk it mite nt combo but if u do kara f.srk it will combo

I don’t see the use of Crouch. jabbing 4 times though [If that even connects], its not really necessary to hit confirm. I don’t start with Cr.Lk though like some do, I just go [After a Jp/Crossup] Cr. Lp x2 Fierce, or Cr.Lp x2, st.Jabx2 Fiercesrk which should normally fully hit.

And I didn’t read everything but does 4x Jab Kara fierce connect? Cause it does give 2-3 more frames. And if its a 1frame link, I’ll watch out when to use it, but I can see the use of it

But yea I’ll try to figure out the ways to use it, I don’t have a lot of times where the shoryuken itselfs wiffs, but I can think of ways. I saw Lilsicx do a Kara Srk after a step kick, counter hitting I think (Or not) but that’s a really nice way to use it and I would then.

I havn’t really needed it so far though, but Ima practice that shizzlee

lilsicx66- I want to play you but my brobox broke. I’m not very good imo, but I’m told I’m the best ken player on pc and I have nobody to learn from. You want a free cd-key for the pc version?

ok bro i get what you’re getting at now. on top of what everyone else is contributing. Man i’ve really become outdated with ken. Gotta follow up on you guys more. step kick meaty kara fp dp baiting for CH (thats some good shiz)

im prety sure my pc wont b able to run sf4 at the correct speed,mayb when u get ur xbox fix or a new 1 or a ps3 or the next big turnney in ohio

4 jabs wurk on akuma standing or crouching i belive,i dnt do it then im jus sayn keep ur options open at all times,also if u cancel out the last jab then its nt a link its a cancel, thats the secret of landing ex srk in c.lp combos ez as hell, lp lp pause lp cancel into exsrk

is it possible at all to zone with Ken’s hadoken? (where are the safe spots you can shoot one out without getting hit… )

What exactly do you use the hadoken for? (and could anyone give info on which recovers the fastest?)

They all recover the same speed, EX might be faster, but generally his hadoukens are there to match other hadoukens. You can occasionally put some pressure down on people in corners etc. Personally I use them as meaties on their wake up to safely advance on them, mostly in my typical combos for spacing, and very, very rarely as a tool to attempt a full ultra.

People get sucked into how slow Ken recovers from his hadouken, so throwing a blatantly unsafe one then FADC’ing forward into an ultra, when spaced properly, puts you beneath their inevitable jump-in.

Primarily though, I find his hadouken works best as an anti-projectile tool. He can match Ryu’s fireballs all day since by the time the two connect you’ve both recovered (if you match it at least around mid-screen, EX may be necessary to even it).

ken’s slow hadoken is like almost yoga fire speed. People that try to neutral jump them sometimes get surprised by them.
But anyway, I hate ken’s hadouken. Throwing it out always makes me get punished for big, even if its just to end a blockstring I get LOLREVERSAL SRKED FOR 9348329 DMG. But, if I don’t throw any hadoukens then people just sit back and spam the shit out of normals to beat my step kicks.