Ken Q&A: Ask simple questions here?

i havn’t seen this happen before, in my experience ost spammed can’t be punished with a throw… as that’s what it defends. so since some people were asking ost is when your in block stun using lp + lk while holding a crouch block. this input gives you the following possibilities:

  1. block string is continued and nothing comes out at all.
  2. player stops block string and comes in for a throw, but you tech it (since you can tech a throw while crouching)
  3. player stops block string but waits to come in for a throw, a c. short will come out from your ost and push him back before he can get into throw distance. (short comes out cause you can’t actually throw while crouching, so lk gets prioritized)

but like i said earlier, if they figure out that your spamming this expect to eat some counter punishment in the form of a nasty ex move into combo.

much like a kara throw motion
is kara shoryuken any good? This extends his range on contact with shoryuken, is this worth attempting…will extending the range allow the shoryuken to beat your opponent’s attack that might normally beat you; but because of that little extra distance…it allows a counter hit instead?

^^ I’ve been trying to work with that but got nothing useful yet

So just to be on the same level of discussion as everyone, there is no way to get the full Ultra when you FADC a DP right?

I saw a Ken and Honda match where he did it.
I tried looking for the timing but it used too much of my practice time.

Does anybody have any good inputs?
[media=youtube]Frhm-QPUp_Y[/media]
2:11 of this match.

Edit: I just read somewhere that DP has to be CH for Full Ultra to connect. Just have to keep an eye on it.

NeoRussell

I think this post (in the link below) pretty much sums the mechanics of ULTRA the best. It isn’t a perfect theory… but there isn’t any other ones around.
http://forums.shoryuken.com/showpost.php?p=6565656&postcount=24

At 2.11 - it was a CH DP.fp xxFADC, FU
This is why it is a good move to delay after a few jabs and then DP (only if you have stock to cancel with)
Further information on match-ups and tactics. If you have noticed: People have a tendency to throw a FB (shoto), headbutt (honda), dashpunch (rog) or roll (blanka) when you “jump back” - especially 3/4 screen. They believe it will be safe and free chip damage. Ask yourself: “don’t you aswel when the opponent jumps back 3/4 screen away”?
Why this matters… honda and blanka’s specials (headbut/roll) guarantee a FU on “DP.fp xxFADC, FU”. So bait it out if you have stock.

Check out 0.40mins of that youtube link.
Ken shoulder throws Honda to the ground > TATSU.lk (cross-under) and he ends back up on the side that he started the TATSU on. At first I thought - he just done the dash-through glitch you can do on Honda on wake-up. But it isn’t… there is no dash. Honda just wakes up Oichi.ex and Ken does a neutral jump.
Reasons why it is not ‘dash-through’

  1. There’s no dash
  2. Why would you neutral jump if you think you just confused the opponents block… defeats the whole purpose of the move.
  3. Posted in January - I doubt anyone had knowledge of the dash-through back then.
    Why this matters… possible strategic use in the future.

I don’t think I read everything here but I have been wondering, how do you do the kara focus? o.O

Same idea as the kara throw, just hit f+mk, then slightly after hit mp. It just takes some practice.

In the event he doesn’t know how to k-throw… he might miss interpret your instructions.
So just in case:
K-focus: Press f+mp+mk … except mk is pressed slightly before mp. To understand the rhythm - hold up your index and middle finger up in the air and hit the table in one downward strike. You are aiming to create two-quick taps on the table (1 tap for each finger) in one single motion of the strike.
That’s the rhythm of the k moves. Two moves (taps) in one single motion.

One thing that helps you practice is going into training mode, turning the input display on, then practicing the motion. If you are doing it right, the input will read:

mp+mk
mk
forward
(since they go from bottom to top)

If you aren’t getting it right, it will look like:

mp+mk
forward
(too fast)
or
mp
mk
forward
(too slow)

I’m really making this thread to use(not really). This is A REALLY SILLY question. I’m doing j.forward -> c.short -> c.jabx2 -> fierce dp? but instead of fierce dp I end up doing super. How should I execute the stick without ending up doing the super? For instance, what I do is after the c.jabx2 I do the dp movement and I sometimes end up doing the fierce dp and sometimes I end up doing the super.

I wonder if this makes any sense.

Also, about his FADC -> ultra. How do you land the full ultra o.O? Earlier, I was doing fierce dp -> FADC -> ultra and the full gets in. Now, I’m doing it and he only gets the shinyuken now.

vietxmikey

  1. You’re probably being a bit sloppy with your dp execution. Make sure the last direction you input for the dp is d/f, and not f. Usually in a match you’ll be using ex moves so you can get away with it, but don’t rely on that. Just do it properly.

  2. The fierce dp needs to hit on counter hit to get a full ultra. Every other time it’s the other one.

It seems like a problem of Chains & Links. If the last c.lp is not a link (and is a chain) then you will have to then link the DP+hp. During that time when you input the DP+hp it will not come out as the c.lp is still recovering. So you’ve instead been buffering SUPER. Add that to the possibility of Negative Edge (http://forums.shoryuken.com/showpost.php?p=6959906&postcount=144)… well - it’s pretty easy to do SUPER if you haven’t linked the last c.lp.

Explanation of Chains, Links and Cancelling found in the
Spoiler: BACK TO BASICS
http://forums.shoryuken.com/showthread.php?t=177866

http://forums.shoryuken.com/showpost.php?p=6565656&postcount=24

Thanks guys for the help guys! I will return to this tomorrow. I’ve been in the training for hours trying to connect his links, chains, etc. :[ About the FADC -> Ultra, you were right spus, it has to be on counter hit. I remember that I set the setting to counter hit “on” during training so that’s why. Thanks for the links as well guys.

For your post Gunslinger, I will return to. My mind is kind of twisting around so I’ll read it when my mind is fresh to actually process the info. I do get what chains, links, and cancels are though.

Also, maybe I didn’t explain my situation so thoroughly but I’ll get to it tomorrow as well! xD

I need some help figuring out the timing with linking some basic punches and kicks in certain combos. I have no issues transitioning into specials, supers or even ultras.

In advance sorry if this has been posted before. Got my stick recently so I’m trying to practice lp. shoryu -> fadc -> s-ultra. I’ve been having trouble getting the ultra out or out in time after I dash because my wrist doesn’t want to to qcf x2 after a dash motion fast enough. Are there any shortcuts for this instead of doing the full

forward forward -> qcf qcf 3p ?

I’m pretty sure d,f,d,f works the same as d,df,f,d,df,f.

This is what I do: after you do your DP, hold forward and press MK+MP, then release forward and press forward again. This way you do not have to do forward x2 (faster for me at least). Then release all inputs and go into the qcfx2 + PPP, or like mentioned, d,f,d,f + PPP.

only advice i can give is that your trying to start your linked attack immediatly after the first attack has finished recovering.

Guys I have a question about Kens f.dp>fadc>ultra using a square gate. Should I ask here or in the tech forum?

What is your question?