When Akuma teleports you can ex hurricane kick on reaction. When he does his demon flip into the divekick you can it him out of it with mp shoryu. Though if he does it early you will just have to block.
I guess you can sometimes go over the runaway ex air fbs with a kara air ex tatsu and pop him a couple of times. sometimes you can juggle a dp off that if your close for bonus damage. Consider yourself lucky he is not doing repeated crossup demon flip/tatsu into sweep then repeat. That shit is a mother fucker to get out of for me.
Alright so i’m a Ken player as well and kinda new to Street Fighter, SF4 being the only SF i’ve played. The thing is i’m getting tired of losing all the time online, I always manage to put up a good fight but at the end I lose. And i’m always facing the same characters, it’s either Ryu Akuma or Ken idk if it’s just me. I spend most of time on practice mode since I haven’t mastered Ken yet, I can’t even do the standard Crouch LK LP LP Shoryuken as stupid as it sounds, the few combos I land online are Cross Up Tastumaki into Shoryuken or a kick combo into Tastsumaki. I’m sure if I knew how to use the FADC as a parry it would help me a lot, but the thing is you also take a risk while doing this especially if you don’t know how to use it, so yeah I was facing a Ryu today, he kept jumping at me I couldn’t even Shoryu to punish him because the Shoryu of Ken is too slow or am I to slow? Would a FADC work?
Edit : And also the Kara throw is hard for me to do on the standard controller, maybe I should change the configuration or something
You are too slow. mp shoryu should work as an anti-air. Though if ryu knocks you down and jumps on you and you mp shoryu and it is blocked it is because he is doing a safe jump in. and for the cr. lk cr. lp cr. lp fp shoryu just slow it down. You should eventually get it.
I feel yer pain bud…best I can say is practice, practice, practice.
It won’t all sink in the fist time, nor even by yer thousandth, loss. It takes time to learn patterns in various playstyles. It takes time to get precision down. And that’s the thing with Ken, you need to be very precise. A lot of it is muscle memory. Try this in training, record Ryu jumping at ken and practice countering him with your dp. Get it to a point where you can juggle Ryu with 2 dragon punches. Try hitting him with various levels of dp. Practice doing this from standing and crouching positions and from the left and right side as well. Perhaps 10 sets of each.
Then, go play some people, or the cpu if you prefer. Don’t worry about losing, your problem isn’t the other player, nor the characters strengths really. Focus on recognizing opportunities and hitting your anti-air dp. You’ll be absorbing other info, like playstyles and such naturally, so for now just focus on your precision. And try to relax.
Once you have confidence in your ability to dp keep practicing. Revisit the training screen and do exactly what’s above…only try to FADC --> Ultra. Be sure to practice landing the ultra as the AA all by itself too, which for some reason can be a bit tricky. Eventually, you wanna be fast enough to punish a whiffed short dp from Ryu. Recording Ryu doing chain short dp combos may be effective.
Focus attacks and FADC are a must to master and understand. The trails can be helpful, tho not too much. Try recording sagat or ryu spamming fireballs and practice working your way up the tide without jumping. Practice the Kara Focus while you are at it. Others can and have explained kara focus better than I can ever hope to. Be mindful that you can cancel normal attacks as well…tho frankly I have yet to figure out a situation in which that works well with ken, hopefully someone can point us both in the right direction.
That all said, understand that Ken isn’t an easy character to master. A lot of his deadlier combos can only be done with precise linking, as such any mistake and you leave an opening. An opening most players have learned to wait for…this can be both good and bad. Take for example that cr.lk combo. If I understand frame data right, you have 1 frame in which to hit the opponent with a link, if you hit sooner, you’ll chain the jab and what’ll happen is the dp won’t come out because there’s already been a canceled move. More than likely you’ll wiff and get punished and that’s the bad. However if your timing is flawless it you can bait mistakes out of your opponent and keep them guessing and off guard whenever they see you.
Ken isn’t actually worse than Ryu, he just has different strengths and weaknesses. I mean, you can’t expect to use the exact same tactics, or even combos with both Ryu and Ken and expect to do better with Ryu is all I’m saying. Diff’rent strokes and such. Which brings me to my last cent…if you are having trouble beating a certain character, spend some time playing with that character. Try to get a feel for it’s speed and weaknesses. Guaranteed the 1st thing you will miss of Ken’s if you play with Ryu is the step-kick. Well that’s what I missed, especially vs. Akuma
Thanks for the reply, I did exactly as you said, I recorded Ryu jumping at me with either a MP HP HK MK and I succeeded to Shoryuken. It’s because Ryu is a faster character, a character like Zangief who jump at me it’s easier to punish him.
I’ve practiced the FADC a lot. I mainly use this when the opponent blocks and then I throw, it works well against my bro. The only way I can connect it into a Ultra is if I do Heavy Shoryu into Medium Shoryu into Ultra, because I have plenty of time to cancel into Ultra.
I can use Focus Attacks on fireballs, I also do it when my bro is using Bison and is jumping at me, works well. I think yes I need to practice more and learn more about the game if I want to win some more battles online. Yes Ken is just different than Ryu, tho I wish he had more recovery on his fireballs, and faster mouvements.
Glad it helps some. Yer right that some characters float more than others. Others have more hitpoints others get dazed faster. Seems like you could use a look at the frame data…there’s some good info in the Wiki link at the top of this page. The frame data…speaks for itself tho at first you might not be able to understand it’s language. It’ll explain why you want to start the combo with c.lk instead of standing or even c.lp. Use the frame data to learn what you can punish and when. The frame data will layout which moves can be linked and how much time you’ll have to perform the combo. And don’t just look at it once…it’ll never sink in the first time. You really wanna revisit the frame data every so often to review. To close gaps in your offense/defense. Unfortunately it doesn’t show hit boxes.
If anyone can point me towards hit-box overlays or the like I’d truly appreciate it.
GL bud, if you are on 360 and wanna spar, look me up =)
Thanks I will check this out for sure if it can help with my game. About the 3 hits combo into Shoryu, I couldn’t do CLPx2 into Shoryu and still can’t but with standing jabs it’s no problem. The thing is I see all the time Damdai doing that crossup combo MK CLK CLP CLP into Shoryu, it doesn’t do a whole lot of damage it would be better to do MP HP into Shoryu no?
Yeah mp does more damage but the horizontal range on it is smaller so the chance of it whiffing the 2nd hit (the one that launches the opponent) is pretty high.
This will leave you wide open for any punish that the opponent wants to do. Also the window to link into mp.shoryu is 1 frame smaller than fp.shoryu as mp version is 4 frame startup and fp is 3 frame.
Some kens’ like to kara-fp.shoryu to make sure they get all 3 hits which is a tough link as well since kara-ing adds frames to the startup of the shoryu.
Yo, I’m a tekken player crossing over into SF4 and looking to learn d Ken, the non scrub way. Just curious to know what are his block strings, crossover options, and anything else that i need to know. Also, can kara throws be done on a pad?
hit confirm combo (on hit) - c.lk>c.lp>c.lp>fierce shoryu (can eventually shave the second c.lp once you get better at hit confirming)
hit confirm combo (on block) - c.lk>c.lp>c.lp>kara-throw
punish combo - cl.HK>rh.tatsu
crossups = c.mk and c.lk. Use c.lk if you’re expecting a wakeup reversal, it has a wonky hitbox and stuffs a lot of things,otherwise use c.mk
Regarding the pad…ew…people say they can do it fine, but I have a hard time believing them. Kara-throwing (and kara-focus IMO) is essential to ken’s game…gotta find a way to make it work.
Oh, one last important thing…strong shoryu is the anti-air, fierce shoryu is the combo ender. I had those mixed around for like a good 3 months when I was really bad at the game .Well…that should get you started, just check out some of the stickied threads and whatnot for more info.
Well…it depends on the other player. Its not a magical attack or anything, its just from my personal experience that I’ve noticed the hitboxes are better for dealing with reversal srks,sbks,cannon spikes…etc.
Its not a big deal, though…probably not one of the first things you want to incorporate into your game.