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

Yeah it always beats it. It might just be because you’re playing online. I find it a bit hard to do consistently as sometimes I do it as soon as I see the EX SBK because I panic.

Okay, so I just won two matches and made top 16 in the newegg wanfest tournament, but I’m still fucking irritated. Both of those matches were against good Balrog players, and that is the most frustrating shit ever. Am I the only one, here? Even though I ended up winning the matches, it was because I threw out some gimmicks, some of them hit, and I turtled out the rest of the match. I feel like if the two players had been more aggressive, I would have easily been beaten. Ken is supposed to be an offensive-style character, and yet I’m running away from balrog constantly because he destroys my footsies, and his jab kills any kara throw mix ups I might attempt if I can even manage to get in without getting swept or anti-aired, or randomly jabbed into an ultra.

When I play online, I pretty much just turn on fight request in arcade mode and take on anyone who has 3 bars or more. If I see Sagat, I’m confident. Ryu? Free. Akuma? No problem. When I see Balrog, it’s like pulling teeth. Even the ones with just barely above 15k GP. Anyone have any insight on what I’m doing wrong here, or is the match just that damn annoying?

eh…if balrog is just slamming on jab then throw a c.MP in the block string and it should hit. Can also punish them with a counter-hit srk into full ultra. I just make them scared of spamming jab and then the fight is in my hands…granted, its never too easy, but having them shut down your mixup game just by spamming jab can’t happen. Otherwise you have to play passive, which still works to some degree, but its no fun :wink:

Yea balrog is definitely a Beast. Hes extremely solid and got a lot of shi- to shut you down. His pokes have good range are fast, his Ex punches got Armor, get caught in a simple combo and your life goes down.

Balrog’s that keep Cr.Fping are hard as well. You gotta get in, throw him on the ground and let the mix-up start from then. Cr.Mk beats his wake up Headbutt and think mostly gives you counterhit. Jumping Lk Crossup Resets his headbutt as well, so you gott him there. Hard to kara if they keep spamming jabs though.

You can also safe jump in on Balrog with jp. fp. and punish those wake up headbutts. Also you can crossup and go for jabs then walk back and cr. mk. which beats outs Balrog’s jabs.

For the EX SBK, I’ve actually stuffed it on numerous occasions with jumping roundhouse. Any advice on this? I mostly did it to get to block into a grab, but she SX SBK instead and I still got the hit. Was kind of confused afterwards, and she got a grab on me, so yeah.

basically my understanding of that move is that it has no active hit-box directly in the middle of the spin so any attack that lands right there perfectly will stuff it, i tend to prefer j.lk for it because of the hitbox of the lk.

Something weird just happened to me with this situation, I took your advice and went with the sure-fire safe j.lk, and well, you know how you can just walk out of Ryu’s ex tatsu? that’s kinda what happened, I was in the middle of her attack, just standing there and didn’t take any damage. I was once again incredibly baffled and just hit crouching fierce, backed off and everything kind of reset. I guess there literally is NO hitbox outside (or inside) the legs?

if u utral jump and mp u hit her right out of it,her ex sbk suks

This right here is the biz :bgrin:

Dear doctor

I met an Abel online who, in plain words, kicked my buttocks. The only time he let me land on the ground was when I got stunned and then it just continued with the juggling. Ive had a very difficult time against all Abels but this was it. Please, if you have any advice I would be forever thankful.

SHORYUKEN THROUGH BLOCK STRINGS
seriously though.

Also, standing jab seems to work really really well against abel thanks to his forward leaning chest hitbox. It also hits him when hes crouching. Hes also not too great at doing anything about neutral jumps, I think…

Against good Abels shoryuken through block strings isn’t the greatest thing because the only time you can is when they go for a step kick and because of that they can bait that out. Try back dashing which IMO is a better choice. Though don’t forget when he rolls you can throw him out of it even on ex. So you can bait it out by jumping in a little bit early and throwing if you think they are going to roll and when you get that ex tatsu on him neutral jump if he has ex and you think he is going for command throw and when he has no ex, abel is helpless. Also remember that you can punish with shoryuken when you block is change of direction, so you dont need to guess on which way to block. Just don’t get too predictable and shoruken on his block strings is only sometimes a good thing.

option selects own able, kara throw-safe jump option select,thats the way to beet him safly, if u thin hes gne roll then os a throw if u think hes gna bakdash or comand throw then option select a jab srk, if he bloks u go into a string and mix n kara throws if he blocks the rong way cuz its ambiguous then u jus gt urself a combo,

That’s only if she does reversal sbk. If she waits til you’re lower to sbk your neutral jump mp gets beaten.
BTW how do you option select a kara throw?

Heres a compiled list of some great vegas to fight against…let them know u added them from VEGAS LIST
http://www.shoryuken.com/showthread.php?t=220046

hi im new to the forums :3

what should i keep in mind when fighting a zangief, im a decent player so can do mostly everything

Eh, I havent really played too many good giefs, but I try to stick to the air.Neutral j.fp beats lariat clean from close range and neutral j.mk beats it from long range. Can also punish hard if they green hand while you’re in the air. When you’re on the ground, just keep the mp.srk ready for their jumpins. Watch the range, though…dont get baited by an empty jump because half of your health will be gone. I save my meter for ex.srk just because of this…can punish their jumpins hard and theres no chance of whiffing.Oh, and the couple of times Ive tried it…a crossup lk has beaten a wakeup lariat, but I dont know if you can combo that because gief is so tall, so dont think its worth eating an ultra, but its something to mix it up I guess

Walking towards a downed gief, then immediately jumping back with fierce will beat wake up lariat and spd, though, if they don’t do anything, I think they can EX green hand you. Also, most Gief’s don’t expect you to throw them, so kara throw from time to time. I think you can kara throw from outside of their spd range. If you’re gonna wake up Shoryu, you will most likely want to use MP shoryu.

Keep in mind that your RH Tatsu ON HIT is a free super or ultra for him. If you’re going to Tatsu, I suggest EX… However I think that meter is better used to EX shoryu his bad jump ins or for shoryu FADC when he gets in on you.
Don’t get predictable with the step kick, c.mk. You can be spd’d out of that shit. Also, don’t step kick when too close.

Mix up your slow fireball. That fireball screws with their lariat timing. You can sometimes walk behind it and step kick their lariat recovery. Just watch out for the fast lariat.

When Zangief has no meter - his best pokes (s.strong, c.jab, s.short, s.forward) all get beat by ken’s crouching strong. Once he has ex, he can almost ex-greenhand random pokes on reaction, you have to be more careful.

You obviously want to be out of SPD range, but you want to be as close as possible to him without being IN that range, so that he can’t get free empty jumps. Most good zangiefs love to empty jump at you to bait shoryus and punish. You have to be in range, and have to know how to crouch-strong shoryu. If you do the full F-D-DF, you’re going to get nailed by jumping forward most of the time, especially online.

Be careful and make absolutely certain you are going to hit with your low forward or step kick when using it to punish his whiffed lariats: He can SPD your leg if you’re not fast enough.
This also applies to his empty jumps from half screen or more. I used to always try to meet him when he landed with a step kick>c.forward>fireball to push him away, but he’ll swallow up your forward an spd if you telegraph this or abuse it too much. He will also follow up an empty jump with EX-greenhand to punish your follow-up.

If you’ve been really, really good at keeping him out and frustrated and he finally scores a knockdown: Don’t do the quick wake up. A lot of the time (especially when they’ve been frustrated), they get that knockdown and their eyes get all big and they immediately jump over for the cross up, trying to keep you from getting away again. If you don’t do the quick wake up, the cross up will be too early and they’ll try to jump over you again to cross up. Except now they are going to be slightly late. Fire a wake-up strong shoryu in the direction they had jumped from the second time, and it will auto-correct and hit them every single time.

Once they have meter, you don’t want to be sticking out random pokes as I mentioned above, and sometimes you’ll want to allow them to gain space on you while moving back. Now you’ve got them thinking they are gaining on you and can advance freely because you’re scared. Walk away about two steps, then immediately reverse direction with the step kick. This shit is almost free. I land this about 4-5 times a match against good zangiefs. If they get wise and start blocking this, you’re in their head and they’ve lost their aggressiveness, which is what you wanted to begin with. Even better, do the empty step F+Roundhouse then kara-throw.

Last but not least - Chances are you don’t use fireballs much at all in this match unless they are full screen distance. If you have the meter, randomly throw out an ex-hadoken from half screen distance. They aren’t used to seeing the fireballs, and will try to counter on reaction, but the ex-hado is too fast. This hits more often than not.