my only advice vs fei is to keep your distance and try and zone with normals, for me MP (kens standard badass normal) helps a lot. Bait reversals (empty cross-up style jump) and other random moves and punish him hard, keeping your distance after attacks… the odd random neutral jump with MP on the way down can help punish the ones that like to attack lots…
i need help against Gen and Vega . they annoy me . what are my favorable os ? and what is punishible on block … cos some times i can punish wall dives with an srk on block and sometimes they can block it . sounds weird but the time of punishment is really strict … what stategies are helpful against those two ? and how can i get gen off me when he is a cross up happy type ?
Gen really shouldnt be much of an issue for you. Gen really has no approach and is pretty much forced to jump in since he has no mk into hands consistency anymore. Just anti air him with cr hp, mp shoryuken and ultra I and you should be ok. Pressure him with the usual step approach and just frustrate him. Giving Gen time to think opens up his window of opportunity.
Vega-Vegas lose to pressure. All they do is poke you from far or do jumping crap at you if they dont. If you’re far away on screen and they do the jump to grab/slash downward cross up game a retreating HK should knock him down. Focusing his moves is also really nice too followed by a dash. Half of his moves pretty much can be Focused. Mix in your grabs, overheads, Fake HK to kara throw, EX hurricane kicks, (MK if you dont have meter because its safer on block and hit more so than lk or HK version) ETC. If hes getting away from you with his back flip junk step kick or lp hadouken punishes that nicely (as long as hes not in the corner the lp hadouken should work.)
I also like to lp shoryuken after i get a knockdown sometimes to help build EX meter. Thats just a general preference though. All in all, be smart and just stay close to vega at all times and frustrate him. Kens all about that pressure.
i have been playing recently against a good El Fuerte player (maybe only too good for me ). And the main issue is my wake ups. Its anoying if u jump he can grab you, can smash into the ground the wakeup shoryus, for what i have test one option is standing block? im not sure. I havent tryed the FA+backdash cancel…
Wake up Focus Attack is a good choice against Elf since that takes out at least two options he has on your wake up. He cant press and he cant slide. But be aware of his throw as you said. I’ve also had a lot of problems with elf so I look forward to a reply from someone with more experience.
its been a while since i’ve been on srk i figured i’ll lend a helping hand about ElFs mind game scenarios. What your looking for in this match is an anti air game, elf has a lot of ways to counter any type of air related move. The best thing to do is try and mix up as well as possible but first will start out with a knockdown. when the match begins your gonna start out lame just try a few cr.mk or st.mp and maybe a few FA because they work great against his slide and his slam but remember not too many. when elf is about a screen distance away throw maybe a lp fireball to bait a wall jump this is where opportunity knocks by this time you should have buffed a mp srk to anti air him. After the knock down you can do a early neutral jump mp to bait out his anti air, or bait a throw by walking in and out. This is much like a balrog match when you get him into the corner this is where you go on the offence, elfs main game revolves around offence but when you are the one putting on the offensive pressure you will see the holes inside his game. Once you start mixing up links and karas after that first knockdown the match gets easier. If you let elf reset just try to keep a good distance and bait out a slide or a slam with a focus or even buffer you mp srk when crouched.
Anyway sorry for any grammer errors but hope this helps everyone out, just read and bait and hopefully it will go the way you want (and yeah it is a very uphill battle). I’ll post a video of this match when i get the chance.
yeahh i know everyone is watching evo… but i never realized that you can kara throw with kens hk, sorry if someone already stated this but i didn’t know.
Dear Doctor or khayri whoever can respond first. Having problems with Ultra motion specifically FADC>ULTRA from the one player side. Can either of you provide tips or training shortcuts? Thanks Blip.
Yesterday I tested if akuma’s U2 punishes Ken tatsus/u2 OS/punish against teleport… and it does lol. Wasn’t Ken given U2 to specificlally for situation like that? To try to even out some of not so favorable match-ups? Akuma can still be as evasive as ever. But it does open up for some mind games I suppose because of the fact that Akuma can still teleport forward, and also, found that if you delay the tatsu (not sure about u2, I think it’ll just be blocked and easily punished), Akuma will no longer be able to cancel into U2–ken won’t punish the back teleport but at least you’ll be closer in his face to potentially do damage. Or I could be just talking out of my ass with the mindgames part because I tried this in training using playback and it’s not necessarily the best way to test these things all the time.
Against solid zoning guile: I heard Chris Hu talking about how there is a sweet spot you can be at with Balrog where if Guile throws a sonic boom, you can jump in and punish or at least trade most if not all of the time. But it has to be at that sweet spot. Anyone know if this exists with all characters, more specifically Ken? I saw Dr. Chaos or Damdai have a really hard time penetrating Dieminion’s guile (no homo…).
Sim is a really tough match for any of the shoto’s. The entire match is more or less a guessing game. I still cannot handle any decent Sim’s and its annoying. By watching evo, one thing I did pick up is to watch to make sure you are not throwing fireballs in this c.fierce range. Try to dance back n forth from that range, but try to never fireball in that range because Sim’s will be more than happy to trade c.fierce for a hado every single time. Besides for that… try to bait those limbs and and guess counter hits on those limbs with light srk. But, since you cannot react to limbs, it really is just a guessing game. You eat a c.fierce every time you miss.
The only other thing I can suggest is that if they are trying to yoga sniper and you see that they are very trigger happy with those, you can guess counter on those sniper limbs with a U1… but again its just another guess.
Thanks for the response man but yeah i totally agree with you, i find the match up is very much a guessing game, which i guess might mean im not playing it right? I dont know, i might try looking for some decent sims on XBL to practice agaisnt untill something clicks and i can play it a lot better than i am atm
Anywhere within his st.fierce range you can EX tatsu on reaction to sim’s fb. That is one of the best ways to get in on sim however a good sim is careful when you have meter.
If they are st.fierce happy you can FA within fierce range, lvl.2 can crumple the st.fierce (full screen) and then dash up and sweep/punish
FocusAttack Dash through a limb is a good way to gauge your opponent. If the sim presses a lot of buttons then next time you FADash through you can do reversal DP to CH a limb. If the opponent is more calculated then that’s okay b/c now your closer to the sim, always keep pushing a sim to the corner.
Empty Jumps can help you avoid some of sim’s AA normals and cover some ground, though back.RH has a good hit box. Add some air.ex tatsu in as well to mix up the Sim’s normal AA timing.
Basically always be pushing a sim into the corner because that is where ken wins. When ever sim is knockdown in the corner never cross him up because he will teleport out, just use j.fierce to stay infront of sim and keep him cornered (only crossup the sim as a last ditch mixup once you established a pattern in the corner).