Ken is at present, my fav character, but I seem to have noticed what seemed to be a flaw. Unlike other shotos, Ken’s senpukyaku doesn’t knock down the opponent (obviously). And at that, I found that the opponent recovers like a split second before Ken, leaving him vulnerable to imediate attack :bluu:. And this makes since because, otherwise, if Ken were to recover first, his senpukyaku would end up being an endless combo by itself if done repeatedly. I found myself being punished with supers by friends after preforming the move, which made it pretty much useless against a standing opponent. This almost totally changed my game, as I were forced to use the move against my opponent only when at least one of us is in the air. So I started to compramise with a few other versions of the move.
Using the usual to catch my opponent as they are landing
d db b ub u+k which is a quick retreat to the back of the screen
The usual air senpukyaku for extended distance on a normal or super jump if done early, otherwise it will be somewhat of the opposite effect, shortening the jump with a kick
And the last one is to roll back, 270 degrees into a vertical senpukyaku (d db b ub u uf f+k) (like the one seen at the end of his Jinrakyaku). It really catches them off guard at times as they jump into you. I haven’t really seen many do this move. This though, is the most difficult one, as you must preform it very quickly before the jumping animation starts. Otherwise you’ll screw it up. But with practice it wont be that difficult to pull off once u get the hang of it.
The only time i use the hurricane kick is when the opponent isn’t against the wall and i never do the roundhouse button version, since as the original poster pointed out, if you do then you will be left open even on hit. I also tend to not do it if i’m right next to them just as a general rule so i don’t leave myself in that situation. If you use the other versions besides the roundhouse you leave a little bit of room as long as you aren’t against a wall. You are still open, but there seems to be less risk with it as you seem to recover faster. Don’t know how valid that is though
Blast, I’ve noticed this too Twenty Arm. At first when you told me I was, whats the big deal you still hit the guy. Then those super combos at the end of the senpukiyaku really woke me up, damn you Shin Akuma. So is there any real solution?
Unless you’re using A-Groove Ken, I’m afraid there seems to be no use for the standing senpukyaku against good players (Unless of course you’re opponent is in the air when u do it).
Combo into the Senpukyaku, but only the short and Fwd. versions. Mix it up or your fucked. You can also jump in using the hurricane kick. It looks funny but you can combo on after it. J. Hurricane kicks are always good for air-to-air confrontation. Straight up Hurricane kicks aren’t that great because the lag in the air kills you. They ain’t doing much unless your consistently and successfully Anti-Air’ing using the maneuver.
ken’s hurricane kick is should be used against characters like like zangeif and raiden. and it’s good for mind games and crossing up. it also is a good AA
i just went into training mode to see if i could make anything out of it…you can kind of crossup MK or LK Senpu, and since it make him stunned for a longer time, I was able to get him with a standing fierce for a tiny combo. If you can hit with a s. FP, who knows what else you can hit him with…i’m not that good with crossups…just started them…someone else try and see what yoiu can make of it.
Ive used Ken for a long time and agree his tornado isnt as good as ryus or akumas. It is however really quick and great for mind games. I utilise the weak tornado kick and the medium tornado quick. The weak one if used at the correct distance lands you right in from of ur opponent and open to flip them or pull a dragon punch. 50/50 chance to do nice damage. I usually do the flip as perfect timing seems to leave the opponent with no options. After a few tornado flips i pull a medium tornado kick which puts ken on the other side of the opponent leaving the opponent momentarily looking the other way (open to take damage). Its not always fullproof but a hell of alot more useful then pulling a strong tornado kick and being left completly open.
thats my 2 cents
peace
btw the fact that his senpukyaku doesnt knock down only makes him better for grooves like snk and a because they all have the timer on their super, you dont want a lot of moves that knockdown as that takes time away from your extra % damage, or custom combo time, and stuff… if you time it right in air, it takes him a full length across the screen during his jump, and of course you can always use the senpukyaku to go through those fireballs in grooves like s,n,k,a, as mentioned before where youre trying to get near your opponent to make use of that special extra damage or whatever, but theyre keeping away with fireballs, it passes through during the actual kicking so you have to get it right on time as hes vulnerable during the rising and falling of the move.
also if someone throws a slow fireball, but you misstimed it for a fast one, and jumped too early, you DONT have to take that block damage coming down on it, or…if youre not in c groove and dont have air block, you can do this…
Just before the peak of your jump straight up, if you use the senpukyaku, hell sort of hover up there for about a full second longer, if you do it after or during the peak, hell just use it on his way down, which is useless, just so you know if youre doing it right… youll know if you did it right because hell move slightly forward and upward diagnally during the kicking.