If Ken has blonde hair, shouldn’t his eyebrows not be a dark shade of brown? Kinda reminds me of brunettes who go blonde.
Yea dude like… it’s really unnerving to look at ken’s Blond ass head, with his midnight eyebrows poking through his bangs in typical anime style. I mean, half the time I think he’s being eaten by caterpillars until I remember, no those are just his eyebrows.
Welcome to the Ken Army:razzy:
safe jumping
Does anybody know the frame data for regular and teched knockdowns?
I’m looking for a reliable way to safejump with ken – for many chars you’ve only got one frame to hit the jump, and it seems nearly impossible to time it by waiting the exact number of frames. I’ve heard that with Ryu, you can just sweep then hold the stick up-towards while in recovery and if you jump on your first available frame, you get a safe jump. Brainless. Is there something like that for ken?
I’ve been searching for days on this and can’t find anything.
jus go to the training room throw them take a step bak then jump wit hp or hk the put it on playback then make sagat cammy or any 1 besides ryu ken n akuma do a reversal.if it hits u then it wasnt a safe jump thats how i lernd it
efarng
I forget who made this guide (credit to whoever did) and I don’t recall the original link, but it should give you some insight into safe jumps. I don’t recall the specific frames on rise and quick-rise, but in general I will only attempt a safe jump after an untechable knockdown. Generally, if a reversal comes out in 3 frames you can’t safe jump it. If a reversal comes out in 4 or 5 frames, you generally can (moresoe with 5). There are exceptions of course.
Safe Jump-in Guide
You can time a jump-in meaty enough so that it will force the opponent to block if they don’t reverse, but if they do reverse, you can land quickly enough to block their reversal. This works because there are very few moves in ST that hit on the first frame.
Safe jumps are much more practical against moves that do not have hitting frames at the very beginning. For example, it’s very easy to do safe jumps against Boxer’s Buffalo Charge, because the quickest version (Jab) has a window of 11 non-hitting frames in the beginning, which gives you plenty of time to land. Safe jumps are extremely hard (or impossible) against moves that have very few (or zero) frames of start-up.
http://shoryuken.com/wiki/index.php/...ighter_2_Turbo
Glossary
A: The reversal absorbs the jump-in (armor)
B: The reversal is blocked
H: The reversal successfully hits the jump-in
L: The reversal loses to the jump-in
T: The reversal trades hits with the jump-in
V: The reversal avoids the jump-in
W: The reversal whiffs
Abel
Change of Direction: L
Change of Direction (EX): A, B
Wheel Kick: L
Marseilles Roll: L
Marseilles Roll (EX): V
Falling Sky: L
Falling Sky (EX): W
Tornado Throw: L
Tornado Throw (EX): H
Heartles: B
Soulless: B
Akuma
Gou Hadoken: L
Shakunetsu Hadoken (HCB + P): L
Hyakki Shuu (DP + K): L
Tatsumaki: L
Shoryuken: H
Ashura Senkuu: V
Shun Goku Satsu: L ( )
Shun Goku Satsu (Ultra): H
Balrog
Dash Straight: L
Dash Straight (EX): A, B
Dash Low Straight: L
Dash Low Straight (EX): A, B
Dash Low Smash: L
Dash Low Smash (EX)*: A, B
Buffalo Headbutt: B
Turn Punch: B
Crazy Buffalo: B
Violent Buffalo: B
Blanka
Rolling Attack: L
Backstep Roll: L
Backstep Roll (EX): B
Vertical Roll: L
Vertical Roll (EX): B
Electric Thunder: B
Ground Shave Roll: B
Lightning Cannonball: B
Cammy
Spiral Arrow/Cannon Drill: L
Cannon Spike: B
Spinning Backfist (LP): B
Spinning Backfist (MP, HP, EX): W
Hooligan Combination: L
Spin Drive Smasher: B
Gyro Drive Smasher: B
Chun Li
Lightning Legs: L
Kikoken: L
Hazanshu (HCB + K): L
Hazanshu (EX): B
Spinning Bird Kick: L
Spinning Bird Kick (EX): B
Senretsukyuaku: H
Hokyokusen: B
Crimson Viper
Thunder Knuckle (LP, MP, EX): L
Thunder Knuckle (HP): B
Burning Kick: L
Burning Kick (EX): B
Seismic Hammer: L
Seismic Hammer (EX): B
Emergency Combination: B
Burst Time:B
Dan
Gadouken: L
Koryuken: B
Dankukyaku: L
Hissho Buraiken: B
Legendary Taunt: B
Shisso Buraiken: B
Dhalsim
Yoga Fire: L
Yoga Flame: L
Yoga Blast: L
Yoga Blast (EX): W
Yoga Teleport: V
Yoga Inferno: B
Yoga Catastrophe: T
E. Honda
Hundred Hand Slap: L
Sumo Headbutt (LP, EX): B
Sumo Headbutt (MP, HP): L
Sumo Smash (LP): W, B
Sumo Smash (MP, HP, EX): W
Oicho Throw: L
Super Killer Head Ram: B
Ultimate Killer Head Ram: B
El Fuerte
Habanero Dash: L
Habanero Dash (EX): A
Quesadilla Bomb: L
Guacomole Leg Throw: W
El Fuerte Dynamite: B
El Fuerte Flying Giga Buster: B
Fei Long
Rekkaken: L
Flame Kick: B
Flying Kick (LK): B
Flying Kick (MK,HK,EX): W
Tenshin: L
Rekka Shin Ken: B
Rekka Shin Geki: B
Gen
Hyakurenko (P x n): L
Gekiro (DP + K): B
Rolling Attack: L
Oga (D,U + K): L
Oga (EX): W
Zan’ei: B
Zetsuei: B
Jyakoha: B
Ryukoha: B
Gouken
Gohadoken: L
Senkugoshoha (DP + P): L
Tatsumaki (LK, MK, RH) : L
Tastumaki (EX): B
High Parry: H
Low Parry: L
Hyakki Shu (DP + K): L
Hyakki Shu (EX): W
Forbidden Shoryuken: B
Shin Shoryuken: B
Guile
Sonic Boom: L
Flash Kick: B
Double Flash: B
Flash Explosion: B
Ken
Shoryuken (LP, MP, EX): B
Shoryuken (HP): H
Hadoken: L
Tatsumaki: L
Shoryureppa: H
Shinryuken: B
M. Bison
Psycho Crusher: L
Psycho Crusher (EX): B
Double Knee Press: L
Double Knee Press (EX): B
Head Press: L
Head Press (EX): W
Devil Reverse: L
Devil Reverse (EX): W
Bison Warp: V
Knee Press Nightmare: B
Nightmare Booster: B
Rose
Soul Spark: L
Soul Spiral: L
Soul Spiral (EX): B
Soul Reflect: L
Soul Throw: L
Soul Throw (EX): W
Aura Soul Spark: B
Illusion Spark: B
Rufus
Messiah Kick: L
Messiah Kick (EX): B
Galactic Tornado: L
Snake Strike: L
Snake Strike (EX): W
Spectacle Romance: B
Space Opera Symphony: B
Ryu
Shoryuken: H
Hadoken: L
Tatsumaki: L
Shinku Hadoken: B
Metsu Hadoken: B
Sagat
Tiger Uppercut: B
Tiger Knee: B
Tiger Shot (High and Low): L
Tiger Genocide: B
Tiger Destruction: S
Sakura
Hadoken: L
Sakura Ken: L
Sakura Ken (EX): B
Shunpuukyaku (HCB + K): L
Sakura Otoshi: L
Karu Ichiban: B
Haru Ranman: B
Seth
Sonic Boom: L
Shoryuken (LP): L
Shoryuken (MP, HP, EX): B
Hyakuretsukyaku (QCB + K): L
Hyakuretsukyaku (EX): B
Tandem Engine: L
Teleport: V
Spinning Pile Driver: L
Spinning Pile Driver (EX): H
Tandem Storm (LP): B
Tandem Storm (MP, HP): B**
Tandem Stream: B
Vega
Rolling Crystal Flash: L
Scarlet Terror: L
Sky High Claw: L
Flying Barcelona Attack: L
Flying Barcelona Special: L
Bloody High Claw: L
PPP Back Flip: V
KKK Back Flip: V
Zangief
Spinning Pile Driver: L
Spinning Pile Driver (EX): H
Flying Power Bomb: L
Flying Power Bomb (EX): A, H
Banishing Flat: L
Banishing Flat (EX): B
Double Lariat (PPP): B
Quick Double Lariat: L
Final Atomic Buster: W***
Ultimate Atomic Buster: W***
Notes: If the list doesn’t specify a special move (LP, MP, etc.), then it applies to all of them. All of these tests were done using Ryu’s j. RH. Balrog’s TAP was tested up to 4.
*If Balrog reversals with an EX Punch, you’ll have enough time to get in another hit before his attack comes out.
**Seth is vulnerable after the first hit of the MP & HP Tandem Storm (on block), so it could lead to a free combo. I was able to get a c. RH in every time.
*** If Zangief reversals with his super/ultra you’ll still be in the air.
lilsic: Thanks for the reply, but its not a really good way to practice it. I mean, you’ve got exactly one or two frames to safe jump, and its like hitting a one frame link (that you can’t plink or double tap). Having to swtich to to record and playback every time is just a slow way to practice it. I was hoping there was some combination of moves that gives you the right frame count… but to figure it out you need to know how many frames are in a knockdown.
Xaaz: thanks for the link, but I found that already and it doesn’t actually teach you the timing on a safe jump. All it really says is which moves on which chars are (or are not) safe jump-able. (To be honest, you only really need to know each chars FASTEST reversal move to know if you can safe jump them).
Its easy enough to practice to get your one frame links down, but figuring out the timing on safe jump is pretty hard. i was looking for a fool-proof way to do it (like Ryu).
ya i get u, similiar to chun’s forward throw? or ken’s ambiguous crossup from 3s?
atm i havent heard anything regarding ken, but i’ll try to hunt down the full jump and the full wakeup frame data. it should only be math from there (assuming one such setup exists) considering the window it would almost be a miracle for something like, mash abutten after throw and then holdup to work.
Alright. I want to start picking up Ken. What would be a good suggestion as to where to start? (He plays very different from Cammy >.>) When I play online, I just feel so noob. I can’t really rush down with Ken. His Hadokens are so slow. He doesn’t knock down. Whatever I do I usually get hit. Basically, I feel like I’m lacking basics.
Any suggestions as to where to start? And what combos to abuse. Or normals? Thanks
the way i told u is the only way to do it if ur looking for a shortcut to safe jump with ken there is nun
Im sure you could make one though…I just dont know how many frames it takes to stand after a knockdown. Do something like forward throw + whiffed s.mp + jump
Start here: http://www.shoryuken.com/showthread.php?t=178927 and read the first post which basically tells you all of Ken’s bnbs and what to use. From there as your game starts in increase learn matchups and Ken’s option selects.
Is turtling defensively the best strategy against Cammy? Before, I kept trying to rush that shit like I always do with Ken, and I was getting my ass kicked. Then, I tried just chilling and throwing low strongs to counter her spiral arrows, and I did loads better. Am I playing it right?
better than me lol. I suck at the cammy match so I might start doing what you are
I completely blow against cammys as well. Cannon spike just destroys me. I have no idea how to punish it. Can you dash forward + c.mk > ex.tatsu? I normally just slam on f+hk and hope it lands.
Also, I’m on brobox now if anybody wants to play. tag = prorook
Yeah, her cannon spike is frustrating because it is almost safe on recovery – safe enough that it’s not that easy to punish.
I’ve found that the really offensive ones can leave a few holes you have to punish. Just keep doing block/option select throw a lot to prevent her tick throws and eventually she’ll leave an opening.
A few few cammy tips I’ve read elsewhere…
- Spiral Arrow (Cannon Drill) is punishable if her spacing isn’t right. Sometimes I’ll do cr.FP into SRK, but its safer to do cr. LP, cr. LP, SRK hit confirm.
- Canon spike – only needs a little walk foward, then cr.mk into tatsu.
- Dive kick can be blocked high, so dont’ get all flustered about blocking high/low. Just OST when she does it.
- She’ll be looking to hooligan combo from full range, so don’t throw fireballs when she’s that far away.
- If you block her ultra low, she’ll cross-up to the other side and you can reversal ultra pretty easily.
- If you block her super, punish just like the cannon spike.
doing a ost while cammy is doing a dive kick will get u combod, u want to do a os mp or srk it or jab it or os jab it,never ost a dive kick,and i use the walk foward c,mk ex tatsu or walk foward sweep on blockd cannon spikes, if im lazy ill step kick lol,also if u are fighting cammys that are throwing out random supers and ultras let them win lol,playn bad players is never a good thing
and like i said b4 the only way to find the perfect safe jump distance and timing is to practice it, watch wao in his vids after a throw he walks back then jumps,so if the japs do it then thats the way to do it, also it can b an ambiguous crossup wit tatsu ex tatsu crossup feirce punch also,
For Ken, if you’re knocked down, and you see Cammy do a High Cannon Strike you can Ultra (counterhit) and possibly end the match (due to Cammy’s low health). Just a thought (and only use if the occasion arises, usually when they’re trying to go for an ambiguous Cannon Strike for that last damage).
hey just a quick Q, does anyone have a good stable strategy for getting around Sagat, i have trouble getting in when he starts turtling and was wondering what the best option is when Sagat goes all defensive, any help is appreciated!