Ken: What you should know

I agree, but it really comes down to practice. You have to recognize when Ken’s recovery ends and time your inputs so that your pianoing once his foot reaches the ground.

It’s better to either dash back or walk back so they miss the tech attemp. Punish with either low foward xx jab dp or super. This works on other characters as well.

It depends. Do you get the super to come out at all? If so, you are doing it too late.

If the super doesn’t come out at all, you are doing it way too early. Try to visualize drumming or the piano input as a window.

-------------(______)----------------

The parenthesis represent the window when you can input the buttons to combo as a VALID link.

If you drummed too early, it will look like this. The Xs represent button inputs. There are six total since you are drumming.

----X X X X X X–(______)--------------- so no super comes out

If you do it too late, it will look like this

--------------------(______)-X X X X X X-- so your will super will be blocked

The advantage of drumming is that you don’t have to be perfectly precise…so it should look like this…

---------------X X-(X X X X)----------- or -------X-(X X X )-X X-------------

Once you hit the character with the overhead, study the animation of the training dummy. Once you know the animation, drum. I would recommend drum slightly EARLY so that you get more Xs before the ( ) runs out. This way, when you drumming, you’ll get more Xs in the window.

Also note that characters like Ibuki, Elena, Chun Li takes one hit on Ken’s b+mk. Once you get this link consistent, practice hit confirming the overhead into super. Simply put the dummy in random block while the character is crouching. By the way, I find one hit overhead xx super easier.

Dash back is probably better than just walking back. You might not be able to walk out of throw range in time. You could also try jumping back, or jump back round house. If you’re feeling particularly confident, you can shoryu.

^ actually walking back is a lot better. you will always walk back in time if you’re doing it right. it’s a lot more convincing too.

also if you have meter, s.mp also may be a good option, because most people down parry after throw whiffs, so if you’re a 1/2 second off you’ll get parried.

walking back or going for a counter hit are superior options to dashing back.

I lost track of what character we were talking about. But if it’s Ken, close strong and far strong can only be parried high. Also, I’ve never been able to walk back out of throw. I guess I’m just unlucky.

i actually like dash back after c.lk’s sometimes. not from point blank though. the reason is because a lot of people stick that low forward out and i get hit if i walk back. if you meant walk back just out of throw range then block low, then yeah it’s better to walk back that way but you can lose momentum that way. all about preference, but there is a reason to use dash back too. you can easily counter poke on reaction from it

marvel baby!

You talk a lot of shit for someone of your experience. If you don’t want to help people stfu and get lost.

gold reaver doesn’t know how bad epsilon is.

lololol

I said experience, not skill.

I’m slowly getting back into 3S here and using Ken with SA1, even though I know that SA3 is a better choice.

What are a few good linkers for the super in general?

I find myself using MP>HP>HP Shoryu>SA1.

eps has been winning against some of the best comp on the east coast. where you stay at? i like eps over you, freeee!

by name could you refer me to the “best comp” on the east coast?

There’s a difference between cancels and links. You just listed a cancel. A link would be something like b + mk into super. Try mp, hp, SAI. That should scale better in terms of damage. Short short super is always good. Hp, mp srk, super. Cr. mk, mp srk, super.

crouching strong -> super is MY favorite by far.

you get an entire round to hit confirm.

Im not sure if you added it but… c.MK xx L. Tatsumaki Sempuu Kyaku xx SA3

was the last 4 posts about links or cancels? you lost me, cancels are easy in general, shoryuken cancels into all supers, doesnt matter if you do cl.fierce xx upper, cr.fwd xx upper, or cr.strong xx upper, is the upper that gets canceled, so you could list everything that cancels into upper, and that combo will end up in super.

as for links, I know, st. strong, cr. strong, overhead b-fwd, meaty UOH and max distance UHO.

I don’t want to make a long post so I’ll say this. Every other attack ken has cancels. Half of the ones that don’t, link. Unless of course it knocks down (cr. RH). I think the only ones that don’t cancel or link at all are far roundhouse, cr roundhouse, standing short, far jab(I dunno, maybe?), and toward forward. I think.