If you’re opponent is uppercutting you, you need to switch to just doing the FTK and block. Then punish their DP when they land.
Like I said earlier, the set-up after a fierce DP is MUCH more leniant now. There is no need to do it on the first possible frame to beat them to the cr.lk. Only the EX DP follow up requires the immediate FTK now…
DP’s will always beat this set-up so you need to condition your opponent appropriately.
FTK into block, delayed crouch tech.
FTK into cr.lk.
TTK.
FTK into DP.
FTK into throw
The list goes on…
This set-up doesn’t miraculously beat everything, it just adds the threat of an overhead into every wake up mix-up. Ken’s overhead does a crap load of damage (120 damage, 150 stun and it’s always completely unscaled). It shouldn’t be slept on.
lucky for me, i haven’t had access to solid internet to play since AE dropped… didn’t really get the plink down properly for st lp > sweep
this thunderkick business seems good to me… is super a viable option to keep stocked for a ch thunder kick? i’m getting 700 dmg (!) off of ch thunder>super>ultra in corner
I read this thread for 30 minutes prior to leaving for a tournament.
In casuals, I decided to implement these tactics on the fly…
I got the flow of it within 5-6 casual matches.
Later, 5 v 5 teams happened. My team got dominated 0 - 4…
My usual risky offense wasn’t going to work… so I thought of G77 and this tactic…
It lead to the mind melting of my opponents, a near reverse OCV… 4 - 4.
Step into the mind of one Curaga Ken Player…
Oh no, its Chris Austin… one of the hardest hitting Balrogs in the league!
It’s alright though, I’mma put the team on my back …
You can’t stop me… Cross the plane; TOUCH DOWN.
Then I got EX-headbutt into Ultra and lost.
HOWEVER. It was working amazing on pretty much everyone else.
Cheers, good sirs.
( PS: I might have missed it, but its important to note that TTK is at least +3 on Counter Hit. So if you see COUNTER HIT, as you connect… please Mash DP and get that extra free damage… especially if its your 200 dmg EX DP. :D)
TTK only has 2 active frames so it’s very tough to land it on it’s second active frame consistently, but you land counterhits with it quite often which gives you +3.
Although cr.lp can’t be plinked, if you’re seeing the counterhit sign and then going for the light attack, you may as well cancel into DP, so it doesn’t matter if you use lk or lp really.
It’s because lp has the lowest priority out of all the buttons. This means that if you push any other button at the same time as lp, the other input will always override it.
You can still plink cr.lp~cr.lk. This will give you cr.lp if you hit it on the right frame and cr.lk if you went 1 frame early. Kinda gets you the effect of a plink (covering 2 consecutive input frames) but you won’t get the cr.lp on frame 2.
The only other way I know to plink lp is to utilize a technique called blinking. Essentially you plink select and lp, since select is technically the lowest priority button on the controller. However, without making special modifications to your stick, this technique is awkward and not really applicable.
I think there was a video about it somewhere, but I cannot find it anymore.
Has anyone played around with FTK > Sweep? I have been doing it and switching between releasing the kick, it seems to get people all the time. Not sure how it would work in a more competitive match though.
Thank you muchly for the info, been incorporating this into my Ken game and its working really well, was struggling for options off the f.dp other than cross-up light tatsu but this gives so much more. Thanks again dude and keep up the good work!