Ken Q&A: Ask simple questions here?

thanks for the help on those guys!

Aww man i just noticed last night that i find it almost impossible while on the Left side of the screen, to pull off an Ultra… it ALWAYS does an EX DP… super annoying…

Anyone else finding this?? Mind you i’m using a Hori Real Arcade Pro 3.

I can pull them off everytime on the Right side of the screen… coz the aim is to be able to do them as quickly as possible… otherwise pulling off moves like f.DP > FADC > Ultra is almost impossible… which i still can’t do btw…

Any hints/tips on how you guys hold ur stick? lol… seriously…

Cheers,
kenz_

I think the best advice is to make sure you are ending the movement of the stick in the correct direction. For example, if you are doing a shoryuken, make sure to end at DF. If you are doing a hadoken, make sure to end at F. Same with ultra, two QCF’s ending on F. If you end on DF, a shoryuken will most likely come out, and that is probably why you are getting that EX DP. Another thing is that you can think of it like moving from D to F quickly, and just jiggle the stick twice between D and F, especially if the stick has a square gate, since it can be easy to get stuck in the DF spot.

Another thing I just thought of is that when I first started, for example, I would try to do everything extremely fast. It took me a while to figure out that it isn’t about the speed of your execution, but about the precision and timing. I really had to get comfortable with EX focus cancel timing for a while before I could put it together. c.mk, hado fadc is a good one to practice with, or hp srk, fadc, mp srk is another good one. But yeah, timing and precision.

Start your motion in a down-back like position as opposed to straight down, since often your arm overcompensates and you end up starting in a diagonal df position with the motion.

How do you combo Shoryureppa into S-Ultra mid screen? I’ve managed to do it in the corner but someone mentioned that its doable mid screen. I couldnt get it to work. can anyone shed some light?

cancel a light or hard punch SRK into lp.super and in most cases you can juggle the ultra… but you won’t get all the hits from the super.

Chances are you are hitting PPP before letting your stick go to F. I run into this problem a lot with Rufus when I try juggling into the Ultra from Galactic Tornado. Ive lost count of how many times Ive done Ex Snake Strike instead >_>;

I have been using the training mode to analyze my executions flaws (proper jab/short links, counter SRK, etc). As ClxJames mentioned, not getting to F when pressing 3P was my problem also.
So the tip - use Training Mode’s input display to better your game.

What options do I have when faced with a jump-in other than mDP and FA and dash out or release the focus?

Trying to FA counter a jump by a shoto is the most risky thing you can do. Priority from spamming DP will usually end up with you eating a SHITLOAD OF DAMAGE.
Trying to FA counter a jump in by Blanka is risky. His jumps are very quick.

If you can DP.mp - then do it. If it trades… follow-up with another DP.mp. Practice doing the short-cut motion of “df, d, df”. It’s a quicker motion and it lets you launch from a crouched position.

The other thing you could do is… block

One certain thing that’s come up for me many times before is doing a hit confirm combo c. lk > s. lp > c.mk… What I’m wondering is, why is it that sometimes the s. lp will whiff when other times it’ll hit? It really messes me up when I’m going for a full combo. Does anyone know if it’s character specific and only some characters can get hit with a s. lp if they are crouched, or is there some kind of technicality to this, such as the c. lk needing to be hit when the opponent is standing?

Well- there are two versions of s.lp

  1. close elbow
  2. far punch

Most of the time your opponent is in a crouching position. Standing attacks can whiff sometimes depending on the following variables.

  1. distance - If you start your cr.lk from a non-point blank range… they will get pushed back even further. Adding to the problem
  2. character hit-boxes. Some characters are smaller in scale and their crouched positions make them harder to hit.

Add these two variables together with the fact that you are standing to try and hit a crouched opponent… it makes sense that it can sometimes whiff.

Versus chun for example. You might want to keep your string to a crouching one. s.lp gives you more frame advantage than a cr.lp. But… both are fine for doing a string. You have plenty of time to hit the opponent after a cr.lp… atleast you know it won’t whiff.

if someone’s jumping in on you, c fierce is very good too, just be careful not to c fierce then try and juggle with a dp, but you can use it for a reset with a kara throw

mp dp is still your best bet though

Earlier tonight in training mode I was able to dash though Sagat for a ground cross up on wake up. What are some setups for the ground cross up and who can Ken cross up this way?

My friend told me you can neutral throw sagat/honda then lk tatsu then dash through them. I never tried it though.

Since you brought it up, Chaos…
how about you go test it out and report back the results :smiley:

I’m going to bed soon :slight_smile:

It works

Just tried it on sagat and honda. You gotta be fast with Sagat to do it, honda gives you alot more time to do it though. Time to test the other characters.

Honda- you can dash through him without throwing him. As long as his legs are facing you, you can dash through him, even if he does a quick stand. To time it, you dash through him right before his hands hit the ground when he does his kickup. When you the throw setup, you dash pretty far away from him and the only thing you can do is a cr mk or a hp shoryu if you’re feeling lucky

If you got him in the corner and get a knockdown (not doing a throw), you can dash to the corner and atleast get a cr mk xx hadou/ex tatsu, or a shoryu.

Sagat- The timing is defintally stricter. You gotta be fast, and if you do it, watch the fuck out for tiger uppercut cause it will follow you when he does a reversal. Same deal here, legs toward you, and I think you have to time it when he’s about to do the kick up. Cept he does it way too fast for me to time easily. But if you manage to do it and Sagat hasn’t done a reversal move, you’re much closer up than you are compared to Honda. Meaning you can do cr mk xx hadou/ex tatsu/shoryu. Corner you can do the same stuff.

Vega- Works on Vega too. Corner works a little differently, you have to wait a bit before you dash. You can wait before you tatsu or wait before you dash. The timing is really open with vega, you have a lot of time to dash through him, even more than honda

Some fun stuff you can do. After a throw, empty jump over them asap and dash through. Doesn’t work with Sagat. You can get it pretty much every time. But the tatsu dash causes more confusion

Is Ken’s Cr. Mk xx Ex Hadoken FADC Ultra possible to do midscreen? I haven’t been able to do it, but I wonder if anyone has?

Thats good news. Also another thing to do againt sagat is throw then immediately fierce shoryu, it looks like it will land behind them but lands in front. Got that from Sanford.

Any chance you guys can do a vid on that? Would be pretty cool :smile: Don’t have my ps3 on weekdays and I can’t play till next tuesday night because I’m studying for finals :sad:

Ok did a search couldn’t find much info. I understand the difference between links and combos. Why use one and not the other? I read that link combos are for “advanced” players, because it requires more precise timing? Also, what are the link combos that ed ma uses? I see s.lp, c.lpx2, c.mk, hurrican kick? not sure but couldn’t find it listed out anywhere. Why does he use that over a normal combo, more dmg? Is that sort of link combo viable online? It seems it’s hard enough getting out a combo without being SRK mashed.