i had to go into training mode to see what you were talking about. inside crescent (fireball motion with kick) is the only one useful. the one that looks like a back spin hook kick (half-circle forward with kick) might combo but less likely for less damage. the outer crescent kick (zangief’s banishing hand motion) doesn’t combo at all.
one thing that i did notice though is that each whiff brings you closer to your opponent at different ranges. so in theory, this could really screw with a blocking opponent. you have the three different ranges ending in an overhead, giving you three different ways to bait and retaliate if your overhead doesn’t connect. i’m going to try this out eventually…
No my friend, with due respect, that combo with that motion is ST, now i use these exact combos as part of my arsenal and it’s 100% ST C.strong c.circle forward kick.
I haven’t seen any posts regarding this, but here’s positive proof that Ken’s reversal Tatsu can escape tick throws, same as Ryu:
I had not tried it myself cuz I wasn’t sure it would work, until I watched that vid. Unlike Ryu who has invincibility, Ken’s reversal Tatsu can escape tick SPDs due to being airborne right from the 1st frame:
Born2SPD told me that when he captured the hitboxes. I believe I have fixed the wiki as I had written in some places that Ken needed a SRK, and that he was at risk of eating cross-up combos with tatsus, which is not true.
Youtube’s crap frame rate screws the “proof”: we can not tell for sure if the SPD was timed perfectly. First frame aside, it is not certain whether there will be more throw attempts, as they are only triggered on button presses and releases, which the player may decide not to do. The only move that has constant grab boxes is RBG, when it goes active.
BTW, I guess one can notice it is dangerous to use this move against Gief: If he punishes it with a lariat or hand, you have to deal with his fearful cross-up. I wonder why he used a tatsu there. Perhaps, it is easy to use it after a SRK that does not work due to another tick. Any ideas?
Edit: there are still things to fix. The tatsu section itself is not accurate.
Edit2: I fixed what I have seen. The Hadou text was also weird, I tried to improve it somehow.
I wouldn’t say it’s definitive proof, but if somebody captured a frame-by-frame tick SPD vs Ken’s reversal Tatsu, I would bet good money that Ken wouldn’t be thrown.
Multiple throw frames (like RGB) don’t have anything to do with anything as Ken is airborne for the whole duration of the Tatsu, so not even a perfectly timed tick RGB could throw a reversal Tatsu. But I would definitely like to see a frame-perfect capture of this.
Not saying it’s as useful as Ryu’s reversal Tatsu, but it can help in certain situations, as a defensive mixup, esp if you can get the Short Tatsu reversal everytime as it’s the hardest to punish.
There’s no reason to bet, man, it is guaranteed that he can not be thrown from the ground. What I meant was Gief’s SPD is not a move that has constant grab frames, which is contrary to popular belief, that’s all. If the Gief player mistimed his SPD and held the button, Ken could have simply jumped out.
I think it can work better than Ryu’s tatsu against normal throws, as it hits on the second frame, while Ryu’s only really evades dictator’s normals that happen due to failed throw attempts, I believe.
Ken’s strategy against most the cast seems to be on the offense and sort of random. Besides Honda, who should he not rush down? Well, as much as he can, I mean: some characters like Fei are able to get their stuff going, but still I see top Ken players walking forward.
Edit: I’ve realized there was no data at all for the super, in the Wiki, for Born2SPD’s pics. Some data was missing for the hold version of the crazy kicks, too. I’ve added this stuff, so it is complete, now.
In essence to minimize the amount of drama and random crap that goes on in this section. A bit of a desperate ploy in my opinion. Because this place was a joke to begin with and the only reason more people came here to participate in it was because of that drama. When they (mods and SRS BSNS ST players) try and force people to take it seriously, people get bored and lose interest very quickly. So at the end of the day, you’ll pretty much have the same 5 - 10 people talking about the same nonsense over and over and over again. Yeah, boring isn’t it?
I still don’t get you, I’m pretty sure I didn’t put words in your mouth only asked simple questions and made a statement.
If I was putting words in your mouth it would go like this, Moocus said this and that and this and that.
OG posters all know, but still it does not hurt to recall these epic matches: Daigo vs Aniken!
[media=youtube]yKdfsnvg7Pw[/media]
[media=youtube]u5IvsKt7s9Q[/media]
[media=youtube]iCXxcCjW04k[/media]
[media=youtube]gq5n3RODppg[/media]
There are more: just doing a “Daigo vs Aniken” search should return them.
i recently discovered this vide on youtube:
Buhilaro(aniken) vs that honda player HDR mode
[media=youtube]bMrrHxY4pxc[/media]
You can see aniken doing the safe jump forward m.k into jab dp, if honda blocks, honda will recieve the chip damage from the dp and ken will be safe for any attack(even stored ochio of course), and ken can go and attack again with a fireball, another dp or even a tatsu cross up.
Aniken landed the dp the 3 times he attempted the move in: 0:13, 1:17, 1:34, my question is, can be this considered an Option Select?, damn if that is considered an O.S, damn it’s good.