Ken Q&A: Ask simple questions here?

I thought I’d let someone who could answer these questions better answer you, but since no one seems to be forthcoming…

  1. Damage depends on the number of hits. M.DP does 80, 80 damage, and H.DP does 70, 40, 30. M.DP’s gotta be deep to get both hits, whereas H.DP is easy to get 2 hits with, which gives you more damage than just a one-hit M.DP. You also only get one hit out of M.DP when you FADC it, so that might matter to some people (though it would be interesting to see the difference in the damage that comes after the FADC due to damage scaling…) Other than that, M.DP and H.DP have different ranges, so you use them for different things.

  2. It’s not a combo unless the f+mk is a counter hit. Many people will do c.mk after f+mk, but it’s not a combo.

  3. If you’ve ever done an ex tatsu and accidentally flown WAY further than you normally do, that’s a kara tatsu. You do it by kara-ing a regular air tatsu into an ex tatsu, giving you the floaty-ness of a reg. air tatsu with the power of an ex - although I think its number one use is just for when you want to get way the hell across the screen.

yeah…btw–lk air–tatsu is also a good get away option. Usually your only running away from Gief, and he’s usually too slow to catch you afterwards. You don’t always have to kara tatsu to get away…

MP. Shoryu is Ken’s best anti-air-you can juggle it with another MP, or an EX shoryu!!

Still having trouble against elf–man I hate this guy…

Damage Scaling

I don’t understand it and don’t really care to study it, but I’ve been watching videos of top players and they never juggle Ken’s lp. DP>fp. DP I always see them perform the mp. DP. Does this do more damage?

yea more damage, it trades hit less, and it has a more range than lp DP and is easier to juggle…

besides that, if you want max damage you can still EX DP too…

Counter Hit

This is more for the general forum, but I do have a specific question for Ken and Counter Hits.

First, what exactly is a counter hit. I know general what it is as but it would help to know the specific definition.

Second, how does this benefit Ken? I read on of edma’s post and he gave me the impression that I can combo with a FP.DP/super/ultra after a counter hit dp.

Thanks!

Counter hit is a hit that connects while your opponent is doing an attack.
This matters to Ken because if your FP SRK hits a jump in attack, it is considered a Counter which in turn will allow you to FADC to a FULL Ultra. The same combo done but to a none Counter jump in will result in a AA Ultra (the weak lame version).

So it only matters with Ken concerning his Ultra? Not other types of juggles or combos?

Hmmm… I be happy just to connect a FADC -> Ultra. I’ve been practicing for a month now and can’t do it fast enough. =|

Thanks

When you FADC make sure your dash motion and Ultra motion is one. Meaning that the second forward on your dash should be the first forward of your QCF (x2). And remember that your dash cancel should occur immediately after your press mp/fk. You are basically applying the stick moves ahead of the actual screen animation.

I think I understand what you mean but could you diagram this please? Thanks!

basically FA and dashing should be the same motion, your basically pressing FA and dashing at the same time, you’ll be under your opponent quick, and then there’s plenty of time to do any ultra, or whatever you wanna do…

I’m not exactly sure what’s easiest…but I use a controller, assigned FA to one button, and when I cancel I’m tapping dash in the same motion as my FA button. I’m under my opponent for like 2 seconds;)

What I do to make the FADC quicker is I use the last input of the DP or FB as the first forward of my dash.

As in: :qcf::hp::mp::mk::r:

I had to train myself to not return to center after finishing the motion, but it was worth it because now I just need to tap forward once to dash. Works with a DP, too, although I’m not sure if that’s because :df: counts as a “forward” for the dash, or because I go all the way to forward when I DP anyway.

It whiffs because you are to far away for it to connect. the combo you are using now is a better for that reason anyway.

This looks really helpful, I’ve been having some trouble with the FADC Ultra so I’ll try this when I get a chance, thanks.

hi all i had a question about shalloq cross ups

First of all what is a shallow cross up? is this the “meaty” attack? Another queston i had is about claw and his barcelona drop, i hear all you need to do is c. hp. Is this true and if so what kind of timing is needed? thanks

lets say someone whiffs srk on you. Whats the best possible punishing combo that does the most damage or stun without meter and with meter. Right now i do crouching h.p tatsu without meter and i do cl.rh ex srk with meter. i think my punishes do pretty good damage but i was wondering if there was a better one. And do any of you use super into your combo? i’ve been saving my meter alot lately because i realize that the super takes a lot of damage especially if you can combo ultra into it.

Ultra (no FA) will result around 560 unmodified damage
cl.rh + EX SRK will do around 370 unmodified damage + kd (1 EX meter)
cl.fp + EX Tatsu will do around 320 unmodified damage (1 EX meter) BUT with +1 frame advantage. This can lead to throw or combo that is not scaled from previous damage (like another 250 from EX Tatsu or 330 from SRK combo). c.fp + EX tatsu is 330.

cl.rh + f.srk (no EX) around 270
cl.rh + Tatsu (no EX) around 370 assuming you get all 5 hits from Tatsu. Around 270 if you get only 4.

Between SRK and Tatsu? It depends on the situation - character, my health, their health, knockdown needed, etc.

Super? Ken’s Super does decent damage and can be combo’d to (fp + SRK xx Super is my preference) but most of the time it is not worth saving your EX bar for it. EX SRK, Tatsu and FADC to Ultra is just too good to NOT use because of Super. I notice I end up using Supers against players I dominate and never for tough fights. This is especially true for Shoto characters where I might need to throw EX Hado once in a while.

(edit - added non EX combo)
.02

i would go a step further and say to not use your super unless your sure it’s gonna end the fight. or if the other guy is just no comp. otherwise your ex has soooooo many better uses than super

Yeah EX tatsu on ground an in air is one of Ken’s best moves…

Ken’s Character Flag (icon).

Why does Ken’s character flag look like a vertically inverted flag of Germany?

My best guess is that yellow, red and black are Ken’s standard colours (hair, suit, belt) in order from above to below. Optional question: are there any other characters who have a different flag from the flag of the country they hail from?

OK, I crumple my opponent, what deals more damage? Due to damage scaling?

Dash out > SRK > FADC > Ultra
or
Dash out > Ultra?