Ken Q&A: Ask simple questions here?

I recently picked up the habit of countering Random Metsu Hadokens with a Flying giga Buster. Saw my cousin do it once, and then I practiced it for a while, but I haven’t been able to get the timing yet at virtually point blank, but nevertheless I have been able to execute an ultra as soon as possible after his ultra freeze.

I sound like a far fetched douchebag for trying really impractical things, Has anyone tried to execute a Shinryuken right after Metsu Hadokens Ultra Freeze? If not imma try this this next week.

Countering Random Ultras after the freeze is simple and works most of the time.

Like here [media=youtube]RS8CJ_GqN4Q"[/media]

dont watch the rest. Its back when i was really scrub with Chun :confused:

This has worked for me online. The ultra goes right through metsu at close range. Just keep buffering the input during Ryu’s ultra freeze and pray for dear life it hits. Not that impractical really, just situational. Desperation ultras are cool like that sometimes.

Been lurking for a long time but couldn’t find any answer to this question so here I go! My first post!

I recently watched SSF4 Ken Trials on youtube and saw a trial I wanted to try out, it’s #17 in SSF4:

j.hk -> c.lp -> c.lp -> c.lp -> c.lp -> EX-Tatsu

I just can’t seem to get that EX-Tatsu off. I concider myself a decent player and have completed all Ken’s trials in SF4 but this one is really giving me trouble. It’s trial #17 so it’s not even suppose to be that hard.

Question: Why is it so much harder to pull off EX-Tatsu in a combo like this when it’s after a bunch of jabs? Why is it so much easier after just one jab? I think I’ve managed to pull it off like one time, why is it giving me so much trouble?

Thanks in advance for any reply.

In SF4’s game engine you cant special/super cancel jabs or shorts that are chained together(i.e mashed out) so you have you time the cr.jabs so they link together and are not chained because you can special/super cancel linked jabs. This is why you can do it after just one jab because you aren’t chaining the the jab in this situation. Hope this helps.

I see, so basicly I want to do the jabs “slower”. Thanks for explaining the engine for me, this really confused me. I’ll try this, thanks again!

You just need to do that final jab slower (linked instead of chained) which will allow you to cancel it into the tatsu. You can mash out all the others…

but it’s a good habit to not mash anyway, it’s messed up my timing for other poke normals for a long time.

Is the first available moment to use your ultra right when he say DUU in Haduuuuuken? I hit the attack buttons at that time and was wondering if anyone has done it earlier.

If your playing as Ken, you can just mash fireball motion and triple punch throughout the entire ultra freeze!!! Works every time…

So reading all 26 pages of this thread has helped me understand some of the more unique stuff that ken can do, i kinda just wanna thank the main contributors to answering every silly question.

Now on to my question. Is there any reason to train fa lvl 3->uf jump->hp shoryuken->full ultra
or is that just some useless youtube combo. I have it 1 out of 5 times right now and wondering if any real reason to learn this…

Flash. You can just stand there and wait for them to fall on their knees and get the same effect. Or taunt.

It isn’t worth wasting the two bars. It does do more damage though.

Ryu the boss here,

This is really the combo you need to know!

here it is: [media=youtube]2ofBbB_zsww&feature=channel[/media]

I have a question about frame data:

From my understanding
Ken’s clk, clp, clp > fierce shoryu is a 2 frame link. clp gives +5 frame advantage, and the startup for the fierce shoryu is 3.
Ken’s clk, clp, clp > ex shoryu seems to be a 0 frame link, but it works. +5 frame advantage, and ex startup in vanilla is 5. I’m pretty sure this is considered a 1 frame link.

Can anyone explain how that works?
Thanks

Does anyone feel a change in the timing of cancelling from a cr.mk (or even a crouching short, really). It seems like a lot of the time my special doesn’t come out, which never really happened in vanilla. I find that I have to do the cancel slightly slower now. It might be a placebo effect, though.

The way frame data is written is that when they say fp shoryu is a 3 frame startup it actually starts hitting on the third frame. so when linking it from a c.lp with a +5 frame advantage it’s actually a 3 frame link (shoryu can hit on the 3rd,4th or 5th frame of frame advantage).

So ex shoryu which has a 5 frame startup in vanilla still works, but it’s a 1 frame link using c.lp or a 3 frame link using st.lp (+7).

On a side note, does anyone else feel like they’ve changed the startups of shoryus in super? i find it a lot easier to do the bnb into ex shoryu now.

Ahhh, thanks noobert. That makes perfect sense.

couple of questions i kinda need help with
kara throwing is just step kick then instantly grabbing after right?
are there any tips for 2 cr.jab 2 s.jab sweep?

I just ran into an M. Bison, and all he did was the head stomp over and over again. I couldn’t find a move to counter it, and I couldnt get near him.

Any tips?