Ken's Fake Thunder Kick Mix-ups!

You can’t do a kara FTK.

Just delay it slightly.

Peace,

G.

Not sure exactly how useful this might be since it does require the opponent to stand on wake-up (which is why I would only really consider it after hitting them with an overhead or if I know they will be standing), but after hitting them with TTK > F.SRK (works a lot since people seem to love hitting buttons after TTK) I will do an immediate Nj.MK or Nj.MP (Character dependent, if this is actually worth while I will compile a complete list). You can delay hitting the MK to make it safer/more ambiguous and the spacing after landing leaves at just the right distance to hit them with a max distance Kara Throw.

so it would be something like this F.SRK > TTK > F.SRK > Nj.Mk/Nj.MP > Kara Throw (Maybe Kara SRK, not sure if this is possible) or F.SRK > Nj.MP/MK > Kara Throw. You just need to condition your opponent to stand, which should already be your goal anyway if your playing ken.

Feel free to tell me this setup is total shit lol.

It’s legit, I’ve done a similar setup before. But this is more something of your own style and swag, not a setup/safejump or anything like that. Just mix up/pressure really if you ask me.

I love this setup and the versitility that comes with it.

Been in the lab again and learn more mix ups. These are after a fwr throw or kara throw mix with TKK and FTK

TKK-True Thunder Kick. After a fwr throw or kara throw you can back dash and take a little step back and go for the TTK.It will look like ot going to miss them but the heel of ken foot will hit them. What if the block the attack you ask?. Ken TKK is -3 on block .The distance that you hit them if they block their 3 frame attck will whiff.

FTK- Fake Thunder Kick. After a fwr throw or kara throw you can back dash and go for the FTK. Mix ups that can happen after this are pretty much the same after you do f.srk into FTK but you wont be able to land cr.lk xx cr.lp xx cr. hp cause the spacing. you can go for a meaty grab,cr. tech, late cr tech to bait reversal, f.srk or if you got balls a cr. hk. Hopes this help people in their gameplay

Thunder Kick is always safe after hard knockdown?

why the fuuuuck wouldn’t every use this :confused: haha

-3 =/= safe in most cases.

I’m fairly certain it’s -4 on block, but it’s still pretty safe if you space it right because your too far away for most 3 frame moves to reach you…

Peace,

G.

very useful stuff G ! just wanna say to all kens reading these forums that if u haven’t learned these mixups, i highly recommend doing it :slight_smile: one of those things that are useful while trying to reach the next level

So, when AE2012 comes out, are we going to have to adjust the timing for the FTK after a h.srk? And also, what does everyone do if the opponent doesn’t quick rise after a h.srk?

I’m looking forward to answering your questions in a few days time my friend.

My basic guess as of right now is that the timing will be much less strict for an FTK into meaty cr.lk after a fierce DP.

We should (in theory) be able to do an immediate FTK into meaty cr.mp after a fierce DP now too.

This gives us some nice options to mix-up our timings into kara throws and frame traps etc and use some OS techniques behind the cr.mp that are tough to OS behind a cr.lk.

The main concern for Ken players will be making the FTK and TTK timing look as close to being identical as possible. Which should be easy as they are 24 and 21 frames respectively. A 3 frame difference is going to be fairly hard to spot and by the time your opponent makes their guess, you’ll be one step ahead.

It should also mean that we can threaten our opponent with an FTK into meaty cr.lk after an EX DP which we currently cannot do because the FTK is slightly too slow.

Peace,

G.

I’ve seen tokido OS shoryuken after cr.MP whiff, but I personally have never OS’ed after MP. I can OS after cr. LK easily, but how would you OS after MP, would it be the same method (backdash: cr. MP, LP+HK)?

Love this thread i use all these setups lol.also mp osu2 is your friend

Option selecting U2 is very easy behind cr.mp because you’re not using the chain/cancel/OS priority mechanic.

Rather, you’re using the same OS basics as you do behind a standard jump in OS.

Perform a cr.mp and then quickly input the motion and button press for U2.

Because Ken has no special move that uses d, df, f +k, there is no need to worry about an accidental cancel AND cr.mp has a lot of active frames so you have a good chunk of time to get the motion done.

Practice it, it’s VERY useful for catching back dashers and teleporters…

Full inputs would be:

cr.mp, 2xqcf+kkk, cr.lp, cr.mk xx fireball (or however you want to continue pressure after a blocked/hit cr.mp…)

Peace,

G.

Ok, after a full day of playing around solely with the FTK and TTK follow-ups, I’ve decided to put my findings into words. So here goes.

I’d first like to remind everyone to have a good read of the first post before reading my AE’12 update, even just to get acquainted with the concepts of the set-up first.

I’ll also be pasting these new findings into the first post for ease of reference:

Arcade Edition 2012 update:

Fake Thunder Kick duration reduced to 24 frames (was 27 frames).

This reduction in duration now makes all the previous FTK set-ups more leniant. When following up a fierce DP with an FTK into meaty cr.lk, there is no longer a need to do the FTK frame perfect upon landing. This makes it much easier. It also makes it look more like a True Thunder Kick attempt (21 frame start up) which required a minute delay after landing from the DP to land meaty on the opponent.

Result = high low mix-up has become stronger and easier.

Now, because we have 3 extra frames to perform an attack (due to the reduction in length from 27 to 24 frames), we can now use any move with 6 frames or less start up with the old immediate FTK timings.

If you follow up your fierce DP with an immediate FTK, you can now land an immediate cr.mk, cr.mp, or cr.fp as your follow-up.

Currently, I believe using the immediate FTK into immediate cr.mp to be a VERY useful mix-up when combined with the FTK into cr.lk and TTK follow ups.

If you do the FTK immediately and the cr.mp immediately, it hits meaty on it’s second or third active frame, giving you +2 or +3 on block and +5 or +6 on hit.

From here, you can continue a combo, use the varied timing to get a kara throw, OS U2 etc, etc. In the corner, you can follow up the cr.mp with cr.mk xx fireball, FADC, cr.fp xx tatsu/DP for a dizzy on most of the cast (depending on what led to your fierce DP knockdown).

Moving on to the EX DP follow up:

We can now follow up an EX DP knockdown with an immediate FTK into an immediate cr.lk on all the cast. It is EXTREMELY tight, as was the old FTK mix-up before after the regular fierce DP. The timing is probably the hardest part to get used to as Ken lands from the EX DP slightly differently than the fierce DP, so practicing the 2 will be necessary if you want to use both.

This is all I have so far, so have a good read through this and let me know what you think…

Peace,

G.

First post updated with the new info too…

Peace,

G.

Not quite sure what you mean by immediately after a dragon punch. You mean as soon as you land from the dp you immediately press ftk and lp?
A video would be nice to see.

When I say “immediate FTK”, I mean performing it on the first possible frame after recovering from the DP animation (be it the fierce DP or the EX DP).

I don’t really have the media options for creating tutorial vids I’m afraid…

Peace,

G.

Just a little thing I found out yesterday against Akuma.

If you score a fierce DP knockdown, then do the immediate FTK into cr.mp and OS U2, the timing it gives you allows the U2 to autocorrect!!

I don’t know if it was a fluke or not, but I’ll put the vid up for you to have a look at…

Peace,

G.

but its really hard to do on the first frame. ive tried since ae2012 and i get uppercutted every time :frowning: