(OLD) "Dear Doctor!" Ken Match-up and Insight: Ask a question, get an answer!

Dear Dr Chaos, Magman

I’m having a lot of trouble with Chun in general. Can you please give me some guidelines on how I should approach this match up. I will try to post a video of a match between me and another Chun sometime in the next couple days.

Thanks ahead of time!

RXS

i wouldn’t use a 3rd stock of ex to land a very watered down ultra unless it’s going to end the game and not just the round. on top of that if you combo’d into the dp there isn’t really a good reason to fadc unless again it’s gonna end the game for you.

edit: i would leave cr.lp > cr. hp links as a lead in to tatsu’s for crouching opponents otherwise i just don’t feel it’s worth the risk of breaking your combo on such a tight link for a tiny bit of extra damage.

Here goes me vs Lud from Aug. Lud and MagMan are the best chuns I know.

http://www.justin.tv/s/mBCAZcw/clip/397d88b879ab3b19

Just keep good spacing and don’t get poked to death :karate:

I agree. I save c.hp for jump ins and post ex tatsu combos. Unless I’m really feeling myself that day and go for it lol.

Off topic but if i can confirm they are standing I try to do c.short s.jab ex srk. Does a nice bit of damage providing all the hits land. The distance varies from character to character though.

does, c.mk make bisons head stomp wiff?

ive ben plinking all my links since i lernd the method and it makes this link ez, it addes decent damage and great stun so if u can react to lk lp srk u can react to lk lp then plink c.hp to ex srk or tatsu the ex srk combo does like 308 damage andat least 400 stun,if u can consitantly hit it, it will make ur ken thst much deadier, but as i stated ive ben plinking my ass off and wuldnt risk it without the method

Basic notes

Staples = low forward + jump. You can low forward all her pokes, hitting her extended hit box. Her pokes may have range, but if she whiffs she’s in trouble since she is overextending. If the Chun is really good at spacing, you have to watch when they get in range for their poke, while having a rhythm. So if they let the poke out in range, you jump over it, if not…then you close inside and poke them.

Small notes :

  • Jump in short/fierce : Used at different angles, short is better if they try to walk under or low strong/forward under. Fierce is better at that poke jump timing.

  • cr.strong : Good to hit her far roundhouse with. She will use that poke if you try to walk, since Ken is a slower walker and step kick still gets hit on the way in.

  • st.strong : Will beat out a lot of her standing pokes, and this is pretty hard to whiff punish. Notable poke.

  • low forward xx fireball (or no fireball) : Same as the staple, but with the fireball to take out some of her focus usage. If she tries to counter or has the threat of a counter, feel it out with naked low forwards first.

  • crouch shoryu anti air into full ultra : You win if you land this lol.

  • (kara)focus : Not so great, but deserves a mention due to its reward. Don’t use this on a good Chun much. It’s better to stick to your fundamentals and staples, but focus will keep them honest…so do use it on occasion.

Last thing to remember is to avoid the corner. Kara EX tatsu out, do something. She has an unblockable in the corner, and when she pins with kikoken mix ups it can end games.

thanks Magman.

BTW i was dood that fell asleep at SBIV from Davero/Nagata Locks group… You prolly dont’ remember me since you guys was soooooooo high lol…

However i do remember…

SOOOOOOOOOOOOOOO FFFFFFFRRRRRRRRRAAAAAAAAAAYYY

Thnx bro!

Can someone please help me deal with spammy sagats?

I play this one guy all the time who i can beat with a whole bunch of other chars, but I just can’t figure out a way to get in with ken.

He just bullies me with fireballs keeping me out of range and does that fucking s.rh all day. I can kick his ass when I get in with crossup and mixup, but I just can’t get around that fucking s.rh.

Is step kick a viable solution?

Poor “Random Bison.” Didn’t have to do him dirty like that, Doc. :stuck_out_tongue:

I dunno so much about the Sagat deal.

Neutral Jump over low shots. Duck under or c.mk under high shots (c.mk cuz when you try and crouch block right under shots too soon, you take chip damage, even though you’re blocking low).

Try and walk in slowly. Blocking is alright. Don’t get jumpy. His standing Rh will kill your step kick. But you can bait the standing RH and THEN step kick or walk forward a bit and c.mk.

I’ve gotten to the point where I don’t have much trouble with Sagat. Just the fact that I get hit too much overall. Had a few drinks… I’ll edit this to make sense in the morning. Sorry, Ken Army…

the key to the sagat match-up before getting in is inching into distance and utilizing cr.mk. the move does really well at going under st.rh and thus let’s you space sagat out at footsie range well. also it can be used to make tiger knee whiff and that gives you a free combo and it does the hardest thing in the match for you and that’s closing distance.

For Sagat, try to time your j. HK well enough to stuff his S. HK. The best way to do that is to have patience, do neutral jumps over low shots, walk in take your time. Once you’re close enough, if he’s still being spammy, wait for him to be recovering from a Tiger Shot, then do your j.HK meaty enough to prevent his s.HK from even coming out fast enough, then proceed to mix-ups.

Using c.MK will be good poke too once you’ve gotten in close enough, but dont overdo it you can get T.U’d pretty badly if you’re not careful and too predictable. Also, don’t forget to use ex-tatsu because it gives an extra hit i believe on Sagat (esp if he’s doing focus attacks), and allows for even better cross-up mix-ups.

Sagat fights are about patience, trust me, i had to learn the hard way. the sagat’s that still beat me are the ones that kara-Tiger Knee me all day and put tons of pressure with j.mp that weird move that they can use to keep pressure along with tiger knees. Only way i get out of that is by working on my execution for punishment if they dont recover fast enough from TK, then they tend to fall back a bit.

Funny thing is, even though Sagat is a 6:4 match up against Ken, he’s pretty even if the person you play isn’t a really good Sagat, (which most Sagat players aren’t, lol)

what is the best way to train and perfect moves? i mean the training conditions…

I didn’t know if I should put this question here or in the q&a thread because I felt this needed to be answered by someone who is very experienced.

What do you think of the effectiveness of ken’s kara fireball? Have you ever thought about using it? Do you ever use his kara shoryu’s or find use for the extra range?

IMO I think the kara fireball is useful in some cases but definitely can not be overused because if you do it at the wrong distance it is a free jump in for your opponent. The kara shoryu is good when you need that extra distance to hit them for jumping in on you.

Just recently got out of a tourney where I was ROCKED by a fuerte player. Any tips against him? I just could not guess what he was going to do next, my best guess was to get meter, and try and catch him in the air. And when I finally started get him, he would do anti air. It was me guessing whether he would attack the air or land. And because of that, all of his sweeps were free on me.

Halp?

I need help against a good Zangief player. How do I get in and do some damage? When I try to hit him on the noggin it always ends up a trade.

Not quite sure I understand this one. Just go into training mode and practice your stuff. I usually start off by doing c.lk, c.lp, shoryu several times. Then I move to c.lk, c.lp, st.lp, c.mk, tatsu. Then, c.lk, c.lp, c.mk, tatsu. Then, c.lk, c.lp, c.hp, tatsu. Toss in some cross up j.mks to make sure you can do it well on both sides and after a cross up. Then, I usually go to the edge of the screen and kara throw until I reach the opponent. If I fuck up, I go back to the edge. Do that on both sides. Then I mess around with cross up j.hp, which I’m still working on. Then work on kara techniques. I don’t use the kara specials as much as I probably should.

I really only use the kara fireball from full screen, if at all. I use kara mp shoryu to get the extra push, since it doesn’t arc as much as I’d like. Other than that, I haven’t used it much.

Until he gets meter for the Guacamole Anti Air Grab, jump back HK pretty much beats his throw and splash (at least it gets you out of his guessing game). When he has meter, he can run, stop, then AA grab you though. I don’t think it beats slide, but I assume it would if he didn’t do it meaty.

Make sure you OST after the slide, since a lot of Fuerte’s like to grab afterward. If you have 2 bars, I’d probably just mash shoryu… But you see my avatar. :stuck_out_tongue:

If you see they like to run back a lot, then you can EX Tatsu occasionally. It kills his EX back run, but it usually doesn’t get many hits in, so the damage is hardly worth the bar.

It takes a lot of practice to perfectly hit his head during the lariat. I know neutral j.mk is good for it. You wanna do it a little early and let the hit box drop down to his head. If you try and time it where you hit the kick at head level, you’ll probably get hit.

I like to stay around just outside of c.mk space, so I can go in, hit it, then come back out. Occasionally, slow fireball, wait for the lariat, then step kick. Sometimes you get lucky and the slow fireball throws off their timing.

When they have ex bars, I like to jab a lot inside of ex green hand range to bait it. But once they have bar, besides coming in with a c.mk, I don’t really fuck around with Gief.

When you do knock him down, walk against his downed body. This usually makes them wanna wake up with a grab or lariat. Then, immediately jump back fierce. If you do it right, it’ll beat both options. Same thing goes for post tatsu (but of course, only use EX or MK tatsu against Gief if you use tatsu at all).

Try and save two bars in case he gets in… Cuz you don’t want any of that homo love all over your pimp suit. It just makes life easier. I would say, if you have two bars, block the cross up, then mash DP. If you’re good and can hit confirm with the two shoryu hits before the FADC, then dash forward and combo or backdash appropriately. If not, just back dash for safety’s sake.

If you get hit by a running bear grab, you gotta drop the controller and lol.

Occasionally meet him in the air with air tatsus. I know there have been times when I met him in the air with a j.HK or something, then when we landed, I got Ultra’d… :frowning: Any time he empty jumps on you, you pretty much wanna jump back fierce. I can’t really think of anything else though.

After MagMan posted about Chun’s unblockable in the corner I searched to see what it looked like because I’ve never seen it before. I’m posting it here for anyone who hasn’t seen it: [media=youtube]LqlMBitsh40[/media]

mhm

in the video he just show reversal DP and reversal ex.DP

what about autocorrect DP?it whiffs?(the timing is different,it could be not a reversal)

Reversal DP is pretty much the same thing as auto-correct. The direction you go in all depends on when you press punch and from the sound (assuming it was in sync with the video) he was hitting punch after Chun crossed him over. That should result in the DP going in the proper direction.

I wanted to try it myself. I doubt I have the timing to pull off the unblockable though but I might give it a shot tonight.