Well it gets a chun’s FA feint backdash on wakeup if you wait for the reversal frames to go away. (I think)
-
How can I work overheads into my game to use against charge heavy/turtle characters? All I usually can throw out is something like jMK(could be x-up) xx cLK xx back+MK, cMK/cLK etc etc or jMK xx back+MK xx cLK etc. Are f+HK and b+MK Ken’s only overheads? Where does f+HK fit into Ken’s game in terms of usefulness?
-
I’m getting a stick this week sometime, what sort of learning curve is there going to be with Ken? What is likely to give me difficultly to re-learn?
-
After I finally have said stick, how much easier will it be to do shory xx FADC xx ultra (as of now, I’ve done it for a trial but I NEVER attempt it for a match, I’ve only hit it once or twice)? How useful/deadly is this to add to Ken’s game? Will it make that large of a difference?
-
Which is my best punishment option (lets say, a missed fDP by another Ken as the opportunity)…target combo xx fDP, sHK xx fDP, cMK xx HK tatsu, sHK xx HK tatsu? In which of these combos would it be worth using a bar to do an EX tatsu/EX SRK?
- Ultra, rh + EX SRK, rh + EX Tatsu - in that order in regards to damage. I did not include Super as it is generally regarded a waste for Ken. Also, min that Tatsu combos can lead to more damage at the end because of the frame advantage. So if you get to throw your opponent at the end or do another combo, you obviously will do more damage than EX SRK combo.
Plus, there is no point in doing SRK FADC Ultra in this scenario - the damage scaling leads to a wasted 2 EX bar. Just go straight to Ultra. Use the SRK FADC Ultra for Counter and jump-in punishments.
For me, the only time I’m using F-HK is when I get my opponent to think I’m going to do a F+MK. It gives the impression that I’m going to do a step kick.(They are usually in a crouched block position)
Exactly right.
f+mk, f+rh and [fake]f+rh have the same start-up animation.
One thing I like to do in the rare times I remember…
After a knock-down:
Early FB.lp so as it hits meaty on the opponents wake-up. And immediate follow-up with f+rh (overhead). Works well if you’ve thrown a FB on wake-up before and followed with a f+mk
Fireballs on an opponent’s wake up can be dangerous when they have Super / Ultra.
depends on who your fighting and how far away they are. obviously chun, vega and abel are completly out for pressuring this way, who else can punish a FB with their ultra?
if they can’t go through a fb with their ultra then you just need to get more distance before throwing the meaty fb.
Also if they are within range of a ex attack that can go through FB’s and has invincibility eg. Gief’s ex hand
The idea is - (even if they have a ex.bar or ULTRA and can go through a FB)- to let go of a FB.lp early so as to recover before or as the same time they wake-up.
They cannot punish you.
It is a situational tactic. Meaning it only becomes valid when the situation is safe and opportunistic. If you are unsure on when the opponent will wake-up… don’t do it. If you are not at the right distance to get a f+hk… don’t do it.
If they have a super, in range for an ex attack, ultra - which can punish you… don’t do it.
Hey,
Does anyone know if it is possible to Kara cancel into Ultra? This might be useful as a clutch counter poke for BIG damage. I know this would be useless in most cases. Can anyone enlighten me?
RXS
just tried it and it doesn’t seem to work, either i don’t get the kara and just the ultra or kara focus happens.
Thanks, i’ll have to try it again when i get home, I was at work at the time.
I find it possible to kara into BEAST MODE or being GODLIKE…honk, honk…ahonk…ahonk…
Quick question, does Ken’s EX fireball leave you with enough frame advantage on hit to get anything free depending on distance? A la Dan’s EX Gadouken into Ultra?
Also, how deep do you need to be to get Ken’s cross up j.MK into free Ultra?
I have seen a combo that went like this: cr.mk, ex hado, FADC, ultra.
So you have to use 3 bars of meter but it does work, you just have to FADC out of the hado for the stun to last long enough to land the ultra.
I have a question regarding the thing where you can block and tech throws at the same time. That’s called option select throw right?
Are you supposed to mash it or time each hit?
ideal practice you should time it. however online i just find myself mashing it.
anyways if your mashing it offline your opponent prolly wont take long to figure it out and he will put you in a world of hurt for it.
Option select throw? I havent heard of this term to be honest. I’m assuming it has to do with being able to break throws while someone has you in block stun?
You can’t get thrown in block stun. You have to be in neutral.
Option select throw is when you crouch block and press short and jab. I don’t really understand the specifics, but basically it gives you multiple outs for one input.
I just spam it, but I guess I should start timing it haha
You can’t spam it, or else you’ll be grabbed during the startup of c.LK, assuming they did a proper tick throw setup.
yeah it depends on who your playing. if you have good distance you can punish akuma’s super/ultra with an fb.
know your enemy.