G77
1021
I really like that ^^
Can you pause it or frame advance it from the link? I only had a quick look from my work PC, so I couldn’t tell.
I’m really looking forward to this now…
Peace,
G.
What’s the timing on that?
Looked like walking back and immediately j.rh?
Joutai
1023
Can Ken safe jump Blanka, Guile, or DeeJay?
Can he safe jump Adon in AE?
G77
1024
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For some reason, I never struggle to safe-jump Blanka. I have no explanation for it. I honestly thought it was a 6 frame start up, but that’s his Hori Ball not the Vert ball (which has 4 frame start up). I think that most Blanka players just tend to fall for empty jumps more than other characters do perhaps? I’ve got a feeling that as long as you get hit in your grounded state, Ken can punish Blanka on hit as well as on block after a Vertical Ball anyway.
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It can be done, but it’s tricky. Regardless, you should have no problems jumping in on Guile anyway because his Flash Kick is horrendous at auto correcting. Use jp.lk and cross-up lk tatsu and Guile will quickly learn that he can’t reversal you without eating a nasty combo during his recovery!!
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I went into training yesterday just to work out how to effectively punish Deejay on wake-up (his up kicks are SOOO annoying) and here is what I’ve found out about this match-up.
If Ken tries to use ANY jump in attack on Deejay’s wake-up, Deejay can punish it. Whether it be a cross-up, normal jump etc, upkicks can eat them up for free.
But…
If you approach Deejay from the ground with a cr.lk, all his wake-up options are ruined!!!
All variants of upkicks whiff and are punishable
All variants of dread kicks are too slow and Ken can return to block before it hits and then punish with a reversal fierce DP.
EX machine gun upper is too slow and Ken can return to block before it hits and punish it with a reversal U2 during it’s recovery.
You can also play a sub-mind game by doing an immediate cross-over lk tatsu if you get the throw knockdown. Then from there, go for the cr.lk. This gets rid of his horizontal charge and thus removes his dread kick options completely. From there his options are:
Upkicks - These whiff and are punishable obviously
EX Machine Gun Upper - Ken recovers to block in time and can punish with a full U2.
Back dash - Can be option selected with a sweep or a fierce DP
FAD - Risky, but possibly Deejay’s second safest option
Block - Deejay’s safest wakeup option if you don’t jump in!!
I have no idea about Adon in AE. I’ll get back to you in June 2011!!!
Peace,
G.
As far a theory fighting goes, G77 is God Tier:woot:
I heard Adon wakeup got changed to be more in line with the rest of the cast, so it should be more feasible to safe jump him or possibly have a workaround like Deejay, I’ll report anything I hear, but I won’t get to play AE till it hits consoles more than likely:shake:
Damn g77 I feel. Bad that ur just discovering this I think I’m gona share more cus I thought stuff like that was already known so I didn’t bother to say anything but also short is good for the upkiks but jab stuffs the sobat kiks so mix ur meetys with jab os and short os.everyone should take the cast to the training room and learn how to aply meety pressure with an os behind it so u can always have the odss n ur favor.and ur right about dj I never try to cross him up.ur ftk setup wurks wonders on him tho
six can you OS on pad? I need some help until I get a chance to get a stick. Characters with good backdashes are starting to really get on my nerves.
G77
1028
Don’t feel bad sicx!!
I’ve only ever played Deejay a few times in my entire life so I thought I should go into training and test out his moves…
@Omni.
OS sweep and OS EX tatsu are fairly easy on a pad, so is OS fierce DP from a jump in. But OS’ing fierce DP from a cr.lk and OS kara throw are pretty hard. It gets difficult to OS on pad when you need to press lots of buttons at once. I’d definitely recommend mapping a button to KKK as it helps make OS sweep much easier.
Well there ya go and I by the time I learnd os I was already on a stick.os aren’t hard to me they are really fun.the hard part is finishing your combos or your blockstring if they don’t backdash lol.but I’m sure os sweep and os steo kick are practical on pad and oses from a jumpin are ez.jus take the time in the training room its well wurth it.meaty c.mp os u2 is godlike
How does the c.mp to u2 wrks?
G77
1031
cr.mp with an OS U2 means that if the opponent blocks the cr.mp, the U2 doesn’t come out. If they back dash or perform an invincible move, the U2 activates as the cr.mp whiffs and recovers.
A simple example of the inputs would be as follows:
Meaty cr.mp, qcfx2 KKK, cr.lp, cr.mk xx fireball
The idea being that you complete the motion for the U2 during the block stun of the cr.mp. If the cr.mp whiffs completely (as when they backdash on wake-up), it recovers quicker and thus you aren’t stuck in block stun and the U2 comes out.
It’s the exact same concept as a jump in OS, but just using a cr.mp instead of a jumping fierce punch.
Hope this helps,
G.
icrossj
1032
antiaring
so i need help with ways of anti airing with ken.
MP dp is one. but what about if they’re like one tile space away from you Neutral jumping?
and any other anti airs?
I find it pretty hard to do this…
Joutai
1033
A well timed Jab DP, cr.Fierce, or any normal that looks like it’ll hit could be used as an anti-air for a neutral jump.
I personally use f.s.Short, s.Jab, s.Fierce, s.Strong, cr.Strong, as an anti-airs if my opponent jumps at angles where I’m not sure if my Strong DP will hit.
Against Rufus’s dive kick around 3/4th the screen, I tend to use f.s.Forward.
Dannkk
1034
It’s difficult, but you can also use a kara hp srk to AA an empty jump like that, depending on what attack they’re using. Some stuff will trade because you can’t do a crouching kara dp.
beesuit
1035
I normally just ex.dp when i know a mp.dp won’t reach. Thing has insanely stupid range, just gotta watch out cause it’s got a massive arc though lol
While we’re on the topic of AA’s, what should you do against attacks that come directly down on your head? EG: Dic’s headstomp, Honda’s buttslam and Claw’s vertical walldive.
I get blown up by scrub tactics that abuse said attacks way too much… :sad:
i kno we’re all bros in here. so if anyone can gimme some insight on what approach to take against Fei Long. it’d be greatly appreciate it 
You can kara dp from crouching I do it everyday
Mayho
1038
Well I’m not sure about directly overhead specials, generally I try to block/focus and punish those.
For normals right above your head I like cl.st.forward.
If they bright on top of ur head jus do mp dp. Crouching hp. Or maby even jumback rh or fp on reaction.but mp dp should get the job done
Dannkk
1040
You can start it from a crouch, but you will still raise your hitbox before you’re invulnerable, right? That’s what I meant.