i wont b on much so it would b best if u sent me a freind request that way ill notice it when i do sign on
“looking to help the ken army level up, if u play ken and want to spar,add me up.ill add people till my list is full”
im down man so add me me if you want
Does Seth and Chunli’s headstomp stuff SRKs? I tried MP and HP but at most we trade, mind you online.
/–/--/
Dunno about Chun’s but Seth’s will. You have to SRK before he’s on top of you (when he jumps basically) but if you don’t SRK him early enough the headstomp can beat your SRK.
Also if Seth headstomps you midscreen on hit or block you can shoryuken him when he jumps off the other side of you. I don’t think it always works but most of the time it does.
What do you do after a combo that ends with a tatsu?
Hi Doc.
This question was posted before and the answer was said to be in Gunslinger’s old Ken thread. The options he laid out after a tatsu, although good, were not as comprehensive as I wanted them to be (he did mention that he still had testing to do).
So, what do you do after a combo that with a tatsu? I noticed that for taller characters like Sagat and Zangief, an instant overhead jump back + HP seems to catch them off guard.
Cheers.
After tatsu
I usually hold down+back and hit lp+lk. If you do it on the first frame possible after the tatsu, you should get a c.lk, and you get to continue with some pressure. If you were a little off, and they try to throw you, you’ll get a tech, which sucks, since it resets your, basically, but it’s better than getting thrown.
Shoryu- If I have 2 bars, I like to shoryu FADC. Against most characters, just go with FP shoryu. If you are going against a Ryu or Sagat who like to SRK (or if they have two bars to safe SRK), go with MP shoryu, since it beats their uppers (aside from their EX uppers).
Backdash- I don’t do this much, but it gets you out of some sticky situations. I know you can backdash uppers, but I think the timing is pretty strict to try and backdash Gief bullshit (played around in training mode with it, and I just got lucky from time to time).
Throw- If they just like to block, start going for the throw. This trains them to throw, so you can get counterhit Shoryu FADCs.
Jump back instant fierce- I use this occasionally against Gief, but I do my best to avoid hitting him with a tatsu. Just being that close to him is never really in your favor…
I’m sure there’s other stuff. Like walk back then kara throw, and stuff like that.
something to always remember on gief is be careful when you do RH tatsu in combos agaisnt him. It leaves you at -1 and gief’s ultra and super are 1 frame grabs so its free for them off of RH tatsu. (same with akuma’s super) (also f.dp fadc forward leaves you at -1 so thats unsafe if the gief is sharp or mashing ultra)
always use ex tatsu if gief has ultra, ex tatus leaves you at +1 and gives you all your mixup options that Mr.Basara explained.
Also being up clsoe agasint gief gives you good, though scary, mixup options.
this is because with throw and f.dp you can beat all his options except block os. tech
throw > lariat, and green hands
f.dp > backdash, lariat and c.grabs
ps - throw and f.dp, plus jump back instance overhead fierce works great on gief’s wakeup and makes giefs sweat for a change
goodluck on your mindgames / mixups !
wondering if you could still do a write up on the akuma matchup dr cha0s ?
- use that step kick to get inside especially to go under his air fireballs
- on knockdown, test him and see if he is a wakeup anti air shoryuken guy or a wakeup teleport guy.
2a. if he shoryukens then do an early empty jump, bait and block his shoryuken then maximum punish that shit. do not do this if he has ultra or super
2b. if he teleports then “safe jump” option select ex tatsu that shit - when he knocks you down, dont tech the getup. most likely he will try to get free chip damage with his fireball. stay down to ruin his flow.
- dont focus his regular and special attacks. only focus his fireballs.
- dont be careless rushing in. be very smart, patient, and disciplined to get on the inside.
those are a few things i could think of at the top of my head
Another thing with akuma… when you have him cornered… make it count… Cause once he gets a full screen to work with, getting in is near impossible if he knows what he`s doing… So try to keep the action close to the corners…
I need some anti-Abel and Blanka strats. It’s late in the SFIV life cycle but this could help in Super.
With Abel, as stupid as it sounds against a grappler, I rush him down. He has way too many mix-ups and attacks that are hard to react to from mid or long range.
If he likes to roll, keep an eye out for them and throw them on reaction, or if you’re really good with the timing, use a meaty low short just as his roll is ending and string into fireball or tatsu if you caught him standing.
Wheel kicks aren’t punishable on block, but you get a fairly decent mixup on him afterwards if you play it right. After I block a wheel kick, sometimes, I’ll just take a quick step forward and kara throw him. The next time I block one, I’ll step kick afterwards. The step kick isn’t a guaranteed hit, but you’d be surprised how many times they won’t block it, and even if they do, you have yet another mixup afterwards with either a throw or low forward.
You also have really good options after a successful tatsu combo. If they love to use command throw, neutral jump after your tatsu, and land with neutral strong, low forward, tatsu again. One or two of these, and you’ll begin to see a lot less command throws after your tatsus. That opens up your throws, and even low short into another tatsu string.
These mixups are all good on Abel because he doesn’t have a lot of immediate response attacks that have high priority and lead to tons of extra damage (like Ryu’s shoryu FADC Ultra). As long as you don’t let your offense go stagnant, you should be able to stay aggressive and avoid letting him get you into his mixups.
So… any tips for SSF 4 Guile? As if vanilla Guile wasn’t a hard enough match up for Ken, Capcom showed Guile some extra love, and in turn made it even harder for Ken to win. Any tips?
I could use some help against T.Hawk.
I’ve easily beaten thawk scrubs, but the ones that are decent at interrupting my links give me trouble. First of all, his condor air attack thing, you can’t punish it! I tried lp srk and mp srk and both of them traded. I tried blocking but a lot of times he gets pushed back far enough to make it safe. The only thing I can do is f.mk him sometimes, which is not a good punisher. So how should I play against one? You can’t treat him like a zangief with fb zoning because he’s got good answers against fb. You can’t cross up and link into B&B srk combos unless your execution is perfect, because expect a throw or worse, an ult onto you. So what should I do? I guess I can play a footsie game and just poke at him a lot, but I was hoping there were better answers.
Anyone know a good counter to his condor thing, for instance? How do you guys deal with /good/ thawk players?
If el fuerte can school him so should Ken. Check distance of condor dive. If you see it’s for an intentional whiff a neutral jump sets up a combo.
Condor spire is useless due to fireball.
Stick with simple combos so you don’t get caught with a mash command grab. Simple easy SAFE damage is better then risky stuff that is neutralized by one command grab.
I’ve baited command grabs off the following: block dive, f+mk, neutral jump. Kens step kick should be fast enough. Keep an eye on on how high on Ken you blocked the dive.
Shouldn’t ex hurricane kick catch him on the way down to put him in the corner?
I don’t know if anyone has encountered this, but it appears Cody has a perfectly working AA normal.
I was using ken, against someone online(could be part of the reason), and no matter what I jumped in with he kept doing this quick standing punch normal that beat every air normal ken had. A few trades among mostly losses.
:-/
ur gona have to f.mk it if u have no meter, u can Ultra 2 punish it, and i havnt test
ur gona have to f.mk it if u have no meter, u can Ultra 2 punish it, and i havnt tested it but u can try ex tatsu after n see if that works too, f.mk might not be a good punisher but u only lose chip on block, he actually takes damage, basically ur dealing more damage than him.
Deejay is annoying me, particularly his slide, how can I punish it after blocking?
So, how are we looking at jab>ultra 2?
This one has to be buffered? Or can we just do it the easy way and quick input it?
Hi,
Can anyone give me some tips against guile? He seems like the toughest matchup for me.
thanks