Akumaken looks fun, the prob with the rh hurricane kick is that it travels faster before in ST Ken couldn’t do that combo. In SSF2 it was possible to combo fierce dp after rh hurricane kick on Dhalsim/Zangief but that’s only because the impact boxes on Dhal/Gief were bigger and in ST they were a little smaller(Even for Old versions) that combo working on Ryu is pure sickness.
I wish they’d throw a full beta instead of a Ryu/Ken only version, I wouldn’t mind one with old graphics just to find broken combos and bugs.
And btw Ryu’s fake FB need just -2 frames lesser recovery than a normal fb, the thing is soo fast now.
You can combo after HK in super turbo as well. but is very character specific and situational, iirc. The problem is not the speed, its the distance traveled combined with the good recovery off the final hit if it connects.
But another problem that arises from this HK combo, is if what if sirlin DOES reduce the speed? then the DP could land easier. getting an extra frame or so to land it
Yeah you can combo after it ST the same goes for a hadoken, but I was talking about the specific combo shown in the video.
I’m very sure Sirlin fixed that issue already the combo is so simple, unless Desk was real good to actually find the perfect set of moves that position you for a 100% fierce DP follow-up.
LOL. your idea was to reduce the HK to ST status completely! Which I don’t mind!
DICK!!!
/me runs
brian: hmm dunno, i think that would be pretty significant chage to ken. But at the same time, it doesn’t seem like a bad idea. Only on the rh hk tho, I would think, could be OK
If it was Ken -1 and Ken successfully did roundhouse hurricane kick, he’d get punished by mirror match Ken with free fierce dragon punch, by Gief and Hawk (and maybe Honda, depending on range) with free command grab, and by Blanka with free fierce ball, right? That’s all fine with me, by the way, just throwing it out there.
Edit: It’s kinda hard to tell how far away Ken lands after successful roundhouse hurricane in the combo video, does he land close enough so that he’s even in some characters’ normal throw ranges?
Overall it seems like a lot of the balancing features are starting to backfire. Or at least people are initially backfiring against them and figuring they will do more harm than good. Will be interesting to see what people find towards the final release.
Sure it’s possible, just think of ST Blanka’s horizontal ball with its million frames of frame disadvantage even on hit. Just has to do with the number of recovery frames and the number of frames of hit/block stun the move does.
Yeah, I think I’d prefer Ken to be at a frame disadvantage even if the roundhouse hurricane hits. That way nobody will use roundhouse hurricane kick in combos in anything other than kill situations (not unreasonable since combos into it do so much damage), and we’ll be able to get away without dealing with the problems caused by this combo at all. It’ll be like Ken’s hurricane kick in ST, which was foolish to try to combo, but at the same time it’ll have the desirable super fast movement up to the opponent’s face and won’t have to knock down, which I feel would change Ken’s gameplay pretty seriously in some matchups.
I ask because it would be really counter-productive if Ken was given RH HK to get close to keep away characters but they can just knock Ken away again on hit. A knockdown at the end of RH HK is starting to sound like the best idea.
i dunno, i just played against some decent players and i was unable to land the HK combo once. Admittedly, I was getting it a lot on scrubs, since I could set whatever i wanted up, in anyway. So I’m still wondering if it will be an issue. Guess we will find out towards the end of the test heh.
fierce dp, i land that a lo, definitely needs to go
Well hearing that the HK combo is situational may keep it from being nuts. Except some top tier players may find a sweet spot to get that shit like everytime.
I’m personally wondering how much this game is going to get asked to get toned down before it just simply becomes ST with HD graphics. I’d like to see that the game has changed and that it’s truly trying to be the different game that the developers have intended it to be. It’s a real fine line between toning things down for the sake of balance and just stripping the game down to the point where it’s basically ST again.
Basically…except Ken’s tatsu obviously doesn’t juggle the person in the air. He just simply has enough frame advantage to hit the opponent with a DP once his feet touch the ground.
Everytime I get hit the rh HK I dp them before they land 90% of the time. I think having the last knock down is a good idea, like sabre said only on the rh versions last hit.
im not sure if i am reading your post right, but you cant dp the person hurricane kicking you, if the very last hit connects or is blocked. Ken has frame advantage. If the last hit completely wiffs, which can happen often, then yeah, free dp.