I use U2 for certain reasons.

http://shoryuken.com/f259/new-ken-match-ups-thread-updated-08-07-a-201584/index9.html#post10040504

But hey, if you know how that specific balrog player plays, and you know U1 will help you win then just go for it.

Sorry. Not really new to Ken, but I never knew how to exactly do cross up fierce. That, and what are Ken’s safe jumps?

I know they both are after a fthrow, just hoping someone can spoon feed me how to do them. Or direct me to a video or something. Thanks!

Why crossup when you can make it UNBLOCKABLE? Here is the main thread by G77: http://shoryuken.com/f259/updated-again-kens-unblockable-jump-fp-mk-videos-both-244023/

2nd and 3rd set of characters that unblockable works on: http://shoryuken.com/f259/updated-again-kens-unblockable-jump-fp-mk-videos-both-244023/index4.html#post9929992
A video by Saunic on that thread showing safejump+unblockable j.hp on chun.

Cross-up j.hp on cammy/character specific safe-jump: [media=youtube]n1nHc5H1ZHQ[/media]

Also, I have made some safe jump videos against ryu on my alternate channel:[media=youtube]Dqy1XJYzXRk]YouTube - Safe jump after kara throw. and [Automatic safejumps:-

Adon: Forward throw > dash > nj.mp. Gado made the video: http://shoryuken.com/f259/cant-handle-heat-then-put-down-flowchart-scrub-ken-video-thread-182155/index66.html#post10136843](http://www.youtube.com/watch?v=uMY1A0F5tFg[/media)

Viper/honda: Forward throw > backdash > J.hk. You cannot insert an option select in this safe jump because there isn’t enough time for shoryuken to come out.
Chun-li: Forward throw > step kick > nj.mp. Can OS cr.mk to punish her backdash. ( I still prefer manual true safe jump though )

True safe jump after forward throw:
This is a universal setup, works on all the cast with 4-frame dps or more. You just have to walk back and time your meaty j.hk to be safe. There is no way to make it automatic.

True safe jump after back throw:
Whiff cr.mp ( not in first frames ) > j.hk. Works on everyone, still needs a BIT of timing against cammy/sagat cuz of their slow wake up.

Idk what else, maybe abel. But abel is so easy to safe jump.

Oh and crossup J.hp spacing and timing varies, and it’s manual just like the true safe jump. You just have to figure out how many steps to walk back, and when to jump.
hope this helps.

So I’ve been reading your plinking FTW thread and watching videos of some top players with the inputs on, I stumbled across (gameinn) playing ken and since I wanted to learn how to double plink (or double tap, whatever it’s called) I figured this would be a great way for me to learn. Correct if I’m mistaken, but I think you had mentioned double plinking in your thread also, but anyways- so what I wanted to learn was a damaging combo. cr.lp,cr.lp,cr.hp xx f.dp I started with cr.lp,cr.hp but used cr.lp+cr.mp as my lower priority inputs. cr.lp,cr.hp~cr.lp+cr.mp It worked a number of times but it felt so awkward doing it. Just to get the cr.lp,cr.hp to hit AND THEN try to link a shoryu (dp). well when I checked my inputs, it matched what “gameinn” was doing with ken.

:lp::mp::hp:
:hp:
:lp:
:d:

I landed it more often in training mode with autoblock on and counterhit off.

Also, update on my progress online, I’m landing the bnb much more often now, but yesterday i saw someone do kens target combo, hadoken FADC ultra 2 . Man, was it pretty.

yeah but the scaling really eats up the damage of the ultra plus losing two bars. cr.mk xx fireball fadc > u2 or st.jab > u2 are much more worth it imo. One nets better damage the other doesn’t require meter.

I never tried that, I’ll see if I can pull it off today.

i played endless with a bison today who did nothing but walk back or sit on charge. i have never played someone so defensive, yet at any given time so skillful in pressing the right buttons. his far RH Anti Air was deadly. i was at a loss. i didnt even win a round the 5 games we had. can anyone offer any tips on how to defeat these charge characters who are content to defend all game? to show u just what a turtle he was, he won like 4 rounds on time out( it was soooo boring). i actually thought he was trolling but then remembered its a valid playstyle. tips anyone? it also seems bisons normals kills kens. he got so many counter hits(not frame traps)

Throw fireballs until he comes to you and punish his advancing special move.

Yea, only real way to beat a turtling charge character, is to turtle yourself. If you can get a life lead, they’ll usually go on the offensive.

Only with a counterhit jump in. Otherwise, your best bets are:

j.HP/HK, cl.HK xx EX FB, FADC, cl.HK xx LP SRK, EX SRK

or

j.HP/HK, cl.HK xx EX FB, FADC, cl.HK xx EX tatsu

They do like 450+ damage but only around 750+ stun, not quite 800

Can anyone that knows quickly tell me the frame startup on Ken’s crouch fierce kick?
I know Ryu’s is 5, Akuma’s is 6, and Ken’s is 8…but I’m talking AE.

We know he can connect it in AE…but what is the frame startup…if anyone knows.

7, It’s 7 frame startup. It was posted in eventhubs and am 100% sure.

jab-strong-fierce
short-forward-roundhouse

Get the lingo straight buddy :). It’s 7 in AE, meaning comboing from stand jab, far stand strong and close stand forward is possible now.

yeah, what GTF said

Hey guys, I’m new to Ken. I’m sure these have probably been answered before, but it’s not that easy to find info here in the Ken forum. Couple questions:

  1. I can get the kara throw. But how do you kara SRK or kara FB? What’s the exact motion? I tried to get these in training but it didn’t seem to be as simple as fwd+MK and then do special really fast.

  2. Similar question. I’ve hear st.LP link U2 works. But that didn’t seem intuitive either. Do I just need to be faster? Does it only work on counter hit? Is there some special motion to use?

  3. What’s the best punish on something whiffed with 1 meter? I’ve heard st.HK xx EX Shoryu and st.HK xx EX Hurricane. I realize I could check the damage in training mode, but I ask because I’m more curious about how much pushing people into the corner matters with Ken vs getting hard knockdowns, etc. So, my question revolves more around what Ken wants to do more than what does more damage.

  4. In general, which Ultra is preferred? U1 seems nice because you can FADC into it. What’s the upside of U2? Is it preferred for some reason? Is it better in some matches and if so, which?

You are totally right, I swear me and other members have answered the exact same questions before. Just searched for about 10 minutes for the old posts, and never found them, Hahaha.

Anyways, kara FB motion is qcf MK~lp/mp/hp ( You basically Kara cancel, aka P-link, Mk with a punch button ). It’s also the same for kara srk, just the regular SRK motion, and plink mk with a punch.

St.lp > U2 is a legit link, no counterhit required. It’s a one frame link, but remember you can plink the KKK button with HP if you like, but don’t worry about that. I found that most people don’t see it practical because of the motion. You don’t have to do it too fast, just be on point, it needs practice. I personally think of it like this: cr.lk > cr.lp> st.lp qcf > qcf KKK. I know this might not make any sense to you, but it helped me alot with this combo.

Most damage and stun is st.hk > ex tatsu. Ex SRK leaves you at a very bad position, you can’t do a safe fake thunder kick afterward, but you can go for a true thunder kick, but they can still wake up with a shoryuken or something. Still, I prefer heavy SRK over EX srk as a combo ender.

Here are some post-ex.tatsu mixups. Cr.lk on first frame > cr.lp+cr.hk OS> combo, this will stuff their grabs and any normal they attmept, since you are at +1 frame advantage after the ex tatsu, backdash gets blown up by the OS sweep ( You can look in joon’s thread to see which option select works on who: http://shoryuken.com/f259/ssf4-ae-ken-improvement-thread-210528/ ). You can also go for late cr.tech, if they grab you tech it, if they DP you block it, if they backdash then your late cr.tech ( aka cr.lk ) stuffs some of the character’s backdashes ( ryu/ken/viper comes to my mind ). You can DP straight after the ex tatsu for chip damage or if you expect them to dp, your mp.dp beats most of the dps in the game ( except ryu’s ex ).

In general, I see most ken’s go with U1 in tourneys. I personally use U2 as my default ultra, and U1 for specific characters or for online matches, Lol. Keep in mind that U2 can be combo’ed from an FADC combo too, which is cr.mk>hadoken FADC U2. U2 has more combo-ability but it depends if you can land it or not. U1 is still the most damaging though. I use U1 for Rufus, Blanka, Chun-li and E.honda.

  1. http://shoryuken.com/f259/kens-kara-moves-245776/

  2. Stand jab into U2 is a 1 frame link and doesn’t need to be counter-hit. It’s all about timing and practice.

  3. It’s mostly about preference and match-ups. If they have a not so good wake-up game, I’d recommend ending with an SRK. If they’re character’s that are hard to get into, I’d recommend Ex-Tatsu.

  4. It’s mostly preference and match-ups.

Personally, I use U2 to punish FB’s, teleports, blocked wake-up moves that I wouldn’t with U1(FK, SBK, ect), blocked EX-Greenhands, reaction punish EX dash punchs, blocked EX MGB and character specific backdashes. U2 also has some pretty neat combos from a FB, Jab, close stand MK.

Let me just say this, I can’t live without Ken’s U1. It’s super sexy and does gi-normous damage. You can use it to punish a blocked Blanka U1 and react to specific jump-ins and attacks. I love using F DP frame traps and F DP AAs FADC into full U1, it does mondo damage, makes me feel like a complete bad-ass and makes the opponent weary. It’s got character specific FB FADC combos, and a counter-hit close stand MK combo. I love this ultra so much I had to use made up adjectives.

What are some of y’all ways of catching happy fire ball users with U2. Do y’all react to there timing or there pattern? Also how long does an input last for in SSF4?

Get right outside of sweep range and buffer the ultra and don’t press 3K until they throw a projectile. Try listening to sound because they can bait you with their normals.

The input should look like this as you’re buffering:
:d::df::d::df:
When they throw a projectile, press:
:f::3k:

Can he connect crouch fierce kick off a standing light punch in ssf4?
I swear I’ve connected it once or twice. Maybe only on certain characters?

So he’s at 8 frames now, and that’s near impossible…if at all possible?
So he gets a 1 frame buff? :confused:

urgh, I’m gratefull…but Ryu has 5, and Akuma is 6. Ryu’s and Akuma’s aren’t the easiest to connect, but Ken’s is going to be even harder :frowning:

I just had to confirm what I DID indeed read on eventhubs myself. Thanks.

It’s Roundhouse kick and no he can’t in non AE without a counter hit or meaty.