Ken Q&A: Ask simple questions here?

Ok i have problem… I was in a match and this Sagat through out a random ultra and i decided to be showy and do mine right after he did his but even though i did mine second… his still hit mine!!! does this always happen???

It depends on where Sagat is in the animation of his ultra. If you are far enough away, you can hit him out of it with yours, but if you are right up next to each other, his will always beat yours. So really, I THINK the best solution is to block, or if it is like a hail mary kind of thing, try EX srk or fp srk. I think you might have a better chance with those because they take a little longer to come out, and part of the reason you can’t hit Sagat out of his ultra is because of the amount of invincibility he has during its startup.

I’m really not sure about any of this except the first part, but if someone else could confirm, deny, or elaborate that would definitely help.

um… if your right in his face ex srk will beat his ultra, or if you don’t have a ex and can’t survive chip then jump back mk actually stuffs his ultra if you throw it out at the right time ^^.

You can always just jump straight up or jump over him.

My question is are there any cheap inputs for f.dp>fadc>ultra?

On my square gate I am having lots of difficulty hitting this consistently and I think it’s mainly because I am missing :db: or :df:

I can dragon punch fine and cancel almost always after the second hit and dash out fast. Then I either get a m.dp because my stupid ass is holding on to the button still (sanwas are sensitive) or I get an ex shoryu.

My other question is should I consider a octo gate? I play Blanka as my main so the square helps with the charge. I think I should just man up and get good with Ken on the square.

I really want to pick up Ken and can do some of his combos but I feel like if I can’t nail this at least 90% of the time I shouldn’t even bother.

I think the easiest way is to look for the corners for DPs, and look for the sides for the QCFs. It can work like this: df, df + fp - FADC - d,f,d,f + ppp (this is probably the easiest)

i personally have no problems using a square gate for fadc’s > ultra. you just have to make the QCF’s very pronounced.

Can I get some help on how to perform Ken’s B&B combo - low jab, low jab, dp?

I can combo in low fierce, dp ; low mid, dp ; low jab, dp. But I can’t for the life of me do a combo with 2 jabs.

I’m new to arcade sticks as well, but I’ve been playing for the past 2 weeks with one and seem to be getting the hang of things. I can do the whole tatsu combo and FADC with no problem.

I tried various timing with the 2 cr. jabs into dp, but the dp just doesn’t seem to come out. I hold the stick in :r::df: position when I’m doing the jabs.

Are you saying that you cut the corners?

:d::r::d::r::3p: ?

only advice i can give you is to wait a bit longer after the 2nd jab. the other combos u described are cancels, the one you’re asking about requires you to link the dp not cancel into it.

no, i’m saying i take extra care to go far enough in to the corner for it to register the :db: and :df:

Looking for some answers on a few basic questions.

What is Ken’s best air-to-air attack? Seems like I get beat no matter what I use.

Do any of Ken’s neutral jumps attack low? What I mean is like say I jump straight up to avoid Chun’s EX Spinning Bird Kick. Which attack would hit her when I’m falling down? Preferably one that could lead to his Cr. MK > Hadouken

For the Kara-Throw is the throw supposed to happen after the step kick or am I doing it wrong and the step kick is not supposed to come out?

Thanks

Moves cancelling : 2 sequences for the same cancel ?

Hello, I played SF II (a lot) and 3rd Strike (a little) in the past, but just discover the “cancel into” / “cancel from” thing. Just forgot to say that I’m new on the forum, and pleased to see detailed fighting moves threads :smiley:

This is not a Ken specific question, but this is my favorite character, and I didn’t found a general place to ask for this.

English is not my initial language, so, after learning attacks notations (c.mk, j.HP and so on), I try to understand the “cancel” theme.

I believe there is always 2 ways to “cancel the A move into the B move” (or to “cancel the B move from the A move”, same thing ?).

Here is an example, to perform the “shoryuken + shoryureppa” 2-moves combo.

shoryuken : f,d,df+p
shoryureppa : d,df,f,d,df,f+p

So, to cancel this, I believe there is 2 buttons sequences :

  • making a “shoryuken + shoryureppa” successive-sequence, that’s making the shoryuken sequence, making the shoryueppa direction-buttons sequence with timing so that the whole shoryueppa sequence gets validated by pushing the hit-button when the shoryuken visual animation performs the hit : (f,d,df+p,(d,df,f,d,df,f+p))

  • making a “shoryuken + shoryureppa” melt-sequence : (d,df,(f,d,df+p),f+p)

I detailed it to make it understandable :slight_smile: So, if you understood, is that true ?

In fact, I found it trying to do a trial combo (Ken - normal - level 4 : j.hk,hk,srk,srr). I still didn’t manage this combo :

  • I manage a solid “srk,srr” with a “melt-sequence-cancel”
  • I hardly manage “srk,srr” with a “successive-sequence-cancel” (not fast enough I believe)
  • I manage a solid “j.hk,hk,srk”, by starting the “srk,srr” as a “successive-sequence-cancel”
  • I don’t manage at all “j.hk,hk,srk”, by starting the “srk,srr” as a “melt-sequence-cancel” (not fast enough)

I play with a playstation-1-style controller (rounded-direction-cross,A,B,X,Y,L1,L2,R1,R2)

Ok :slight_smile: I don’t believe this is a “simple question”, but didn’t want to open a new thread for this.

What do you think of it, what is your technique to manage it ?

^^

Hey, there is some really good info here: http://forums.shoryuken.com/showthread.php?t=177866

[Quote]
The three major categories are Canceling, Links and Chains.
Intro/basic knowledge
Every move/command/attack in SFIV share 3 characteristics: “Start-up, Active and Recover”. Which means:

  1. How long before the move begins to hit your opponent (Start-up)
  2. For how long the movement is capable of hitting the opponent (Active)
  3. And how long it takes for you to finish your movement and be able to make another move (Recover)

Canceling
Canceling means to interrupt the animation (Recover phase) of a move and go straight into another.

Link
A link is connecting another successful hit on the opponent whilst they are still stunned from the previous hit. But the difference is that you do not cancel the Recover of the previous move. Instead, you wait for the previous move to finish its animation before attacking again.

Chain
A Chain is a combo in which specific normals (usually lk and lp) cancel into one another to successively hit the opponent.

Why this all matters…
First of all people think… why not just combo all the time using Chains as oppose to Links. Chain is easier to do (no need for strict timing) and it is guaranteed to hit/combo with no gaps/holes for the opponent to counter.

The reason is…
Specials/Supers cannot cancel a Normal which already canceled another Normal. Specials/Supers can only cancel a Normal which was Linked.
They made it this way because…
So as to prevent people from mashing lp a gazillion times, see that they are hitting the opponent, and then proceed to mash out a Special. So if you want to be able to incorporate higher damaging moves such as Specials/Supers into combos - you will have to use a minimum of skill to Link your last normal before the Special.

cr.lp [cancel] cr.lp [cancel] cr.lp [cancel] DP will not work
> The DP will not come out as it is against the mechanics of the game to try and [cancel] a normal into a Special

cr.lp [cancel] cr.lp [link] cr.lp [cancel] DP will work
> The DP will cancel the cr.lp as it was a [Link] of the previous normal

cr.lp [cancel] cr.lp [cancel] cr.lp [link] DP will work
> The DP itself is used as a Link. DP will hit so long as the opponent is still in a state of stun from the previous cr.lp
[/Quote]

So the way it works is canceling the animation of the first move with the second. Your Shoryuken xxShoryureppa example would have an input like this: f,d,df +p,f,d,df,f+p. A better example though I think would be something basic like c.mk xxHadoken. You cancel the c.mk into a hadoken with the input d+mk,df,f+p.

Hope this stuff helps!

Thanks a lot for the link some good stuff there, but it didn’t have what I was looking for. Though I learned some other very useful things.

Thanks monkey, nice theory there :slight_smile:

hey cyn you played Shin akuma240 on PSN? Dude is tough! Akuma’s Fierce SRK beats everything!!!message me back some tips man lol…even when I’m up he just runs away air FB, ground FB nonsense, I don’t have the friggin patience for this nonsense…

Yeah I found that out the hard way, I’d wake up srk to fadc but I had to stop that habit because 1. He teleports 2. His fierce srk would beat mine or 3 id whiff and hed get a massive combo off me. Was beyond annoying. Its hard to play footsies as well cuz he EASILY kept me out of f.mk range with fireballs so idk i played a realllllllly good akuma the other day that I added for some player matches and boy did he wake me up.

yup…it’s another one of the hard ken matchup…But tbh, Ryu is pretty simple. Ken vs. Ryu is pretty solid, and you really have to mess-up to get hit hard by Ryu. Same thing with Gief, it’s a tough match for Ken because of Gief’s vitality, but once again you pretty much have to mess up.

But vs. Sagat/Akuma, man these are definitely Ken’s two hardest opponents. Shin is not a runaway FB akuma either. He has great demon flip mix-up, of course he has the classic lk tatsu/srk/FB punisher if you whiff something bad, and worse he can teleport out of trouble, and beat you with his HP srk.

tuff freakin match indeed!! You almost have to get him in a corner to win, and have to AA him when he starts demon flip mix-up. step kick gets underneath some of the air FB too. but yeah his HP srk will kill you!! and worse of all he can FA out of after *any * of the three hits! He literally can hit confirm with that srk–it’s madd gay! You’ll almost never punish a HP srk from a good gouki, cuz they’ll only do if they have two bars lol…

Against a really good sagat that can zone and rush??! I still don’t have a clue about it. Emblem lord constantly whoops me…

Just bought a fight stick. Ken is my main obviously. Previously i used a fight pad but i decided 2 step up my game and finally learn 2 use a fight stick. Now i struggle doin kens ultra where b4 it was a cake walk. I use the madcatz SE fightstick with uses a japanese style square gate. my question is is it easeir 2 use ken if i swap it out 4 the octogon gate? id like 2 find someone who has done this mod already and if it makes a difference. not a current fan of the square gate.