N Ken Thread

Since Ken talk goes here, I thought I’d answer in this thread.

I opened kawaks and made a short short super macro

~d,d4,~d,d4,d,df,f,d,df,f4,1 (turbo 0, I couldn’t get the 2 cr. shorts to combo at the other speeds)

While I’m no expert and I’m sure there’s other ways to write that macro, it does work.
Now, I tried replacing f4 with df4 (open kawaks’ faqs.txt if you don’t know what f4, 1, etc mean), adding another frame before the super motion and some other stuff, but I always got 3 cr.shorts and no super.
I wouldn’t consider that a reliable test to be honest, take it as a starting point if you want.

I am not sure how you use kawaks that but can you try the 236523 +lp+wk? I guess then end would be d,df41.

Thanks, for checking for me!

How do you use the Kawaks? Can you help me with that?


OK, So I did to sets of 100 both ways.

In game play I do it and it comes out. However, I learned that my LS-32 is more sensitive than I thought.

I don’t have Kawaks, but I really tried to focus on the exact motion. It is not perfect but it is a start.

In training mode:

I ended the sequence with 2365236+lp+lk, I hit 9/10 for 7 hit combo.

When I ended the sequence with 236523 I go the following (average):

4/10 cr.short x 3

4/10 cr.shortx2 > super: Did not combo for 7 hits, it was 2hits and five for the combo.

2/10 cr.shortx2 > super: 7 hits.

Anyway, I know human input is not perfect, but the results leave me with one conclusion. Ending in the foraward position, greatly increases my chances to complete the combo.

So this leads me to my LS-32, there is ver little “free play” between forward and d/f. Meaning it is very easy for me to hit the foward postion. So, even though it feels like I am hitting d/f my controller, it easily passes into the foarward postion when whipping out the motion.

Thanks! Good post brotha! + rep! :party:

I would have answered earlier but it was 1 am last where I am.
Macros are pretty easy to use in kawaks, download the emulator from here http://cps2shock.retrogames.com/download.html,
launch the game once, close the emulator, go to ini folder and open ssf2t.ini. Scroll down until you find

[Macros]

; Macros for player 1
Macro1A=14+

replace 14+ with whatever you want. Default macro 1 key should be ‘Q’.
If you modify the macro, and your emulator is still running, you need to restart it, not just the game, but the whole emulator.

Are there any videos explaining the juice kick?

Thank you kind SIR!!! :pray:

Thanks, I never knew how easy it was! Mame never worked for some reason; now I can play online again :smiley:

I’d like some games with you kind sir !!!

Digging this one up from a couple pages back, as I don’t see that anyone ever clarified this. NKI has documented this (video on his site, I believe). You can do that kick indefinitely (in theory) after end of match, and yes can finish it by either not doing it again or with the axe kick (possibly other finishes…? this is strictly from my experience). You have to kill with the kick, and can then continue inputting the command just before the animation ends, on each successive kick. I believe it is the properties of only a handful of moves and the game engine, that allows for this. You will see during normal gameplay that it is possible to do two of these kicks (probably more…) in very rapid succession. Having seen it with the naked eye a handful of times, it appears one cancels, by a few frames, into the next. If anyone has any more specific documentation of how this works, please share.

While there are other characters that can sneak a move or two in after their opponent’s death (chun wall jump/head stomp if she kills with a head stomp), I am not aware of any that can do it indefinitely.

No specific documentation, but I frequently (often accidentally) cancel outside crescent to inside crescent via f, df, d + K (hold), df, f, negative edge K. I hesitate to say ‘hold’, because it’s more of a tap with a hasty continuous motion to df, f… any real holding down of the button will start the overhead kick.

Here’s a video of Ken’s crazy kicks being linked, and performed after a win. It’s easier if you piano the kicks.

[media=youtube]iDBgOjZ9ot0[/media]

How does the red Ken have crazy kicks?

There’s also a glitch in which you can do moves after all the multi-hit grabs, like kneebash and headbutts, I know you can do jumping attacks even after the multi-hit grabs kill the opponent…

Excellent Question that I would like to know the answer too as well. :confused:

if you’re referring to the video, these kicks are part of his special move set… :confused:

The context of the question specifically is how is it that Super Turbo Ken is wearing Original Ken colors?

the jab button…?

:rofl: This is getting so circular it hurts.

Here’s another one! Is that *really *Turbo 1?

Jab button selects White Ken in ST. Red Ken = Jab was Super.

There is a bug in arcade ST that lets you get O. colors with N. characters. Pick the O. character, then lose vs. CPU. On the loss portrait screen, have 2P come in as a new challenger; this takes 2P to the character select screen while Continue? is still displaying for 1P. Hit 1P start, and 1P will light up with the O. character color. Let it time out without pressing any 1P buttons, and the N. character will be selected with the O. color.

The bug activates (apparently) when a previously-O.-character player continues while the character select screen is already active. Any other method of getting this to happen should work.

Yeah, that is Turbo 1, sort of. It’s the JP ROM at default settings on MAME OS X; the emulated speed is way off.

This is on-topic for this off-topic conversation, though off-topic for the thread in general, but can anyone explain this?

I found the original here: http://bbs.kofunion.net/read.php?tid=115384

It says it is Super Street Fighter II X, and the file is in 384 x 224 arcade resolution. Both N. characters are in O. colors.

Couldn’t you just double up on the glitch?

Wow! What an answer!:wow: