Ken Q&A: Ask simple questions here?

Ok i see what you are saying.
Does anyone know all the good combos that can link into a tatsu that thread below only has a couple and i dont think some of them works.

c.lk, s.lp, c.mk, RH/EX tatsu
or you can add extra c.lp’s or s.lp’s in there, if you want more time to hit-confirm.

Other than that, all the tatsu combos are pretty much the same, except for c.lk, c.lp, c.hp, RH/EX tatsu, which is useful if you manage to catch crouching characters with your shorts or jabs. It’s c.lp to c.hp is a one-frame link, though.

what is the best way to get better at execution?

you gotta grind it man. Training mode is the way to go. it really helps to know exactly why some things link as well. if you do a little research on frame data it becomes alot more clear and things will start to click.

whats the inputs 4 a plinkd l.k?

c.lk … c.lk+c.lp

Its really beastly for using after ex.tatsus if you’re gonna go that route

yeah i plink cr.lk all the time after my ex tatsu especially on boxer since it stuffs a lot of his options.
just to clear things up, you meant cr.lk~cr.lp not cr.lk+cr.lp

I have a question about one of the method’s on how to set up his ultra. I can do it all other ways except for the Hp. Shoryu, FADC, Hp. Shoryu, FADC, Ultra. On the second shoryu, I’m already in the air, so I can’t FADC out of it. Am I doing it too early? Or can I only do this when I crumple stun the opponent?

yeah, my bad

Well first off, that particular combo has absolutely no value because it does less damage than just f.srk>fadc>ultra. Also, it wont land under general circumstances. I think if the first hit is a counter-hit then you’ll have more luck. I think doing it normally is possible, but you have to time the second shoryu so that the first hit of it as actually the 2nd hit of the srk iirc. If you’re going for flashiness then f.srk>fadc>air tatsu>ultra is pretty godlike.

I’m suprised you read me so easily, XD. Flashiness is something that I’m going for, but I wanted to make sure damage was possible as well.

I was thinking that I could combo into the first f.srk, FADC, f.srk(to juggle in air), FADC, into full ultra to do maximum damage. I was afraid that by the time I second f.srk, that the damage would start scaling, so at least I know that is of no use now. Oh how could I forget about the air tatsu combo, is it possible to do full ultra with it? and how much damage does it usually do?

thx for the tip. i mean, i can pull specials and ultras at will and know some combos. links and chains and FADC cancelling are my hard parts. Frame data is a whole new field that I’m trying to get.

Im still having problems with my execution right now and im using training mode (and playing the game alot more) to improve it but i’ve been told quite a few times to use plinking to improve my success rate with my combos. The only problem is i’ve never had plinking explained to me properly so i dont know what moves of kens i should plink and when it combos its supposed to be used so could anyone explain this whole plinking thing to me and how its best used with ken.

I’ve never needed to use plinking to Ken. The links are pretty easy.

video on how to plink…
[media=youtube]4rAr5veOVQI[/media]
these are a few scenarios where you should plink.
this symbol right here “~” means plink

this is the most important plink imo
cr.lk> cr.lp> cr.mk~cr.lk> hadouken or tatsu/ex tatsu
practice up on this one for sure because its going to come in bigtime handy when ssfiv comes out because supposedly ken can tie in his Ultra 2 off of this one.

this one gives you two cr.lk inputs after your ex tatsu just to make sure your timing is good. seems to have raised my percentage.
ex tatsu> cr.lk~cr.lp (on landing)> cr.lp> cr.lp> st.lp> cr.mk> ex tatsu

another scenario to plink is
cr.lk> cr.lp> cr.hp~cr.mp> fp.srk/ex srk or tatsu/ex tatsu
but i personally dont use this combo since cl.hk hits crouching opponents and does more damage with less scaling

if anyone has any other scenarios, please share!

Thanks ImagineVC, thats exactly what i was looking for. Very well explained, i get it properly now.

I pretty much plink everything thats possible to plink. Sucks that c.lp cant be plinked because I’d probably use that more than anything…oh well.
Most people just use it for comboing stuff, but its also good for doing an attack at the first possible frame out of hit/block stun. ImagineVC has an example of it after an ex-tatsu which is pretty amazing (no more getting grabbed after ex-tatsus!), but it can be used to clean up your game in general. Every frame counts :]

c.lp can b plinkd with c.lk only crouching tho

I dont think so mang…c.lk has priority over c.lp so c.lp~c.lk’s inputs would show
Frame 1:c.lp
Frame 2:c.lp + c.lk
So if you hit the link on frame 1 then its a c.lp, and if you hit it on frame 2 then its a c.lk

if u hit c.lp and plink it with c.lk u will get a c.lp if they try to throw u get a tech, now during combos i dnt thing u can do it but during blok strings and for ur 1st atak u can def,do it,good balrogs and sagats do this so if u try to kara throw them u get jabd, theyre nt mashing jab they r plinking throw with c,lp as the 1st input

jus testd it n the training room and u can plink lp in any combo, i did c.lp x 3 then srk but the c.lp i plinkd them with c,lk evry time. i also did c,mp plink c.lp c.mk ex tatsu, seems to wurk to me