makoto vs. ken

somebody help!

whats the best thing to do against ken? She cant dash in and he tends to rush down makoto for free…

Ive watched vids but the only thing ive really pulled aside from her basic game is f+fp which I assume goes over and thru alot of his kicks and pokes. I read on here that c.mp stops alot of his kicks, but it just dosent have the range that his c.forward has, and imo, is just a little too slow in the first place…

Is there anything that is reltaviley constitant when trying to take down ken?

hmm never really thought about this… but i guess the way to really get him in trouble is get on karakusa in… or perhaps ex chop when u know c.forward is coming out…?

Well, ken has a jab dp which pretty much makes getting a karakusa on him damn near impossible when he is in the hands of a skilled player.

Havent thought about ex chopping his limbs strait off, thing is, c.forward sitll comes out pretty quick considering. i dont know if i have the reaction time to chop him.

from what ive gathered:

good kens ive seen try to avoid jumping, unless they want to cross u over. they know spacing, and will continue to pressure u w/ ups and down, especially w/ his mk overhead. do not abuse c.mk. its easy to see and parry and good players will expect it and, and then u will eat shippu.

do not try to punish a standing mk when blocked. they can parry after, its a common trap

its risky to punish ken dp’s because of how fast he recovers from them, however not everyone has the timing. watch out for super after dp. if u time it correctly u can get a fierce EX Hayate reset after a missed dp.

ur advantage is your dash and hayate. any time u see a roundhouse, and your at least mid screen away. can punish him w/ a hayate. with the exception of his c.mp. you can take advantage of his recovery by dashing in and throwing, or if you’re quick enough, dash in with a c.lk x SA1(thats the super i use).

fukiage is useless unless he jumps alot. ken’s moves dont overlap you so EX Fukiage won’t work in many cases.

master a short jump EX axe kick for throw happy kens. i believe it can hit them crouching as well.

a ken that tries to combo the super are very easy to parry, because anytime u are close to them they will start w/ strong, then fierce. if u parry the first two hits the fireball wont come out. however, they can learn and throw out the super straight up, and then you will be punished.

kens that link SA3 off c.mk are harder to deal w/ IMO. learn spacing well, and force them to throw out c.mk’s because they become happy about it. if they wiff it u can punish them. if u wanna be risky about it. dash within ken’s low kick range, and then go for low parry. i believe the recovery is quick enough to allow you to do that.

for some anti-foot poke shoto goodness:

ever notice that when shoto pokes u w/ low hits, theyll go for more than one, along the lines of c.lk, c.mk try and catch that pattern, cause it happens alot. if your quick enough to notice the first hit, then parry the second one, it takes time to learn, but im starting to get the hang of it, and it only works well for shoto, because of how easy it is to see.

yea… good luck vs. ken, hes a bitch.

makoto vs ken?
well, first you lose, then you lose some more.
then you lose to chun’s.
have fun!

I <3 Makoto!

i find chun li easier to rush down than ken.

thongboy? rockefeller?

CHEMERRU?

;_;

quotes,

i used to think that too, but its too risky. blocked hayates lead to supers in the face. and like i said, good luck dashing in on a bad ass ken. c. forward and c. strong will be your death!

again, i am looking for -solid- shit against ken…

trsut me, ive tried some CRAAAAAAAAZY shit to try to take him out, but none of it is really that reliable.

ps: i need to learn how to condense posts.

besides the risky stuff ive posted, the only safe stuff ive come by to beating ken is to just keep resetting him w/ stuff like crouching fierce, ex Hayate, and ex Oroshi. and then pressuring them, forcing missed shoryukens out of them.

i still think poke happy kens can be parried if u practice well enough. c.strong is a forward and a low parry. thats all else i think makoto can do

ken w/ meter > chun w/ meter, because chun cant pressure.

yea… i hope my stuff is making sense, im still learning myself.

ive just viewed spellmaster J vs Izu again of SBO… i actually found out when makoto knocks him down, he dashes up to him… ken does a srk but makoto jumps straight up and only needs to parry one hit… thats a free combo right there… :slight_smile:

the best kens ive played will only shoryuken on two, maybe 3 occasions

  1. when its guaranteed
  2. when your jumping at them
  3. when there panicking

u gotta work ur ass off to get the 3rd result

cptn. obvious is done :lol:

Here’s some lessons I’ve learned:

Blocked sweeps = free Hayate, MAYBE a free throw if you’re fast. Free throws are good. Very good. If you have an SA1 ready, then the Hayate’s a better choice.

Whiffed C.Forwards = Free Hayate.

Being crossed up by Ken = BAD. Block, get the fuck out, if you get thrown, then quickrise and get away so you can take back momentum.

C.Forwards are good, but do NOT use them to fight Ken’s C.Forward! He can punish your C.Forward on reaction with his own for a free SA3.

During certain situations, DASHING BACK may prove to be a viable option. This includes Karakusa -> Fierce -> Strong Hayate. If you dash back and see them whiff the C.Forward, that’s a free Hayate, remember?

didnt i say most of this :lol: j/k

well, in terms of dashing back, u gotta know ur spacing good. on wakeup, u’ll see throw, or dp. dp will come out and u didnt space well enough then u just ate dp. if u do dash back, its safer to poke w/ a c.mk or c.lk

to punish a c.mk w/ hayate seems risky, i’d rather c.fp and sweep that shit. ken on ground always better.

remember shoto’s changes makotos hayate mixup game. because they can dp after any other move you make. it might be best to EX Hayate and reset him.

Well, at least we get to see repetition of elements, which means we’re getting closer to the heart of this.

Seriously, Hayate vs. C.Forward fucking rocks my socks. It really isn’t risky, especially with a super handy. Even without the super, you FORCE Ken to do something, and the Hayate is often so unexpected that it’s a free grab because they’re recovering from the shock of the punishment.

what if they cancel into super?

How can they cancel it if it whiffs?

magic.

You are so right on this. I have been playing makoto a bit more latley since I got the PS2 (been playing too much naruto on gamecube latley :confused: ) and started using this. Kens are so used to just running around and doing whatever the hell they feel like, when you get them with that hayate they are shocked, and yes, usally a free grab.

Do you know of any other characters moves you can punish in the same manner?

Also, that fwd + roundhouse to avoid throws is killer. Finally got used to using that, and characters w/o a dragon or someone who loves throwing, this eats them up.

Great advice. :tup:

i do it on wakeup… just rarely on anything else