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

also.if i could add my experience to sim fights. If his games relies a lot on teleport set ups… a simple neutal jump mk will take him out or standing jab…you must hit him as he appears or you could eat big dmg, so try to not to be too random against sim. Also, if you find a sim who likes to use standing heavy and jumping heavy…if you time your focus and hit sim as he sticks out his limbs, you can get easy crumple…kara-focus helps a lot…staying on top of sim will give him a lot of trouble…he has a teleport, but you can can just as easily get back in his face. Your main goal is to stay close to sim.

edit : After watching the video above… You threw a lot of unecessary EX fireballs…most of the time you are throwing fireballs, you are throwing fireballs to match his to close the gap and you should not really throw fireballs unless in a combo or full screen distance (you will not win fireball wars against sim, period) …when he is zoning with fireball, you want to walk up as close as possible to sim before blocking the fireball. From here, if he chooses to s.hp you can jump in safely, and depending on your range, maybe pull a damaging punish… if he throws another fireball, continue to close the gap, sims will get uncomfortable if you get close enough. Sims back+RH is probably one of the best AA normals in my opnion, it has a solid startup, almost never trades…don’t jump against sim!

Agains sims first of all patience!, a lot of patience!!!, this is the main thing for me.

He will want to be far from you, but he need to make some dmg too. Normally this damage comes while you are trying to aproach, so if u minimize it sim will need to take some risks. Normally aproaching behind a flame, or teleporting.

If u see he tends to walk thowards you after a flame u can EX-Tatsu and there u have!. Also u can absorb with a FA.backdash some flames, just be carefull with this, because he can hits twice (flame+arms). i use to punish teles with crouching HP then F.MK (or light punchs). Also if u see he jumps back u can do and early tatsu that normally hits him because of the extra HIgh that gives to the move, and you are in.

Its important to space the jumps to avoid his AA normals, damm hard that knee. I thinks thats the most part for me.

bison help please, from lk scissor kick spamming to one punch srk aka (standing RH) whats my strat and what can i do to annoy the hell outta him

Bisons who can pressure with scissor kicks have lots of options, most I’ve seen keep pressure with c.lk, or backdash and scissor flip, the options are endless…the goal is to see how he likes to use his scissor kicks. if you are being hit by standing RH after, a simple block will get you far enough back to keep him away…I usually try to poke with c.mk.

I would also like to refer you to this video posted somewhere here.
[media=youtube]kSoPMh2tGlE[/media]

it helped me a lot against bison.

I searched through the thread a bit and didn’t find an answer, so I thought I’d ask.

I can’t really tell when I perform a meaty with Ken on a computer with random block. I was wondering what are some viable Ken meaties that are opponent universal. Or just any meaties in general will be a good start.

Is there a thread or post that lists good kara throw setups? Thanks in advance

thx very much, very helpful, going up against a pretty good bison this satuday, wanna be prepared

hmm, not really sure i get your question, but lemme try an answer anyway. a meaty jumping FP/ or RH is like when u jump into ur opponent to where you would land right in front of them, but at the last possible moment pressing FP/ or RH, which both have alot of hit stun so you have alot of time to follow up with BnB combo of your choice, or you if you choose perhaps ultra 1 or 2.

hope this was the answer you were looking for,

ps after you get this down, its pretty easy to start learning safe jumpins to bait srks on wakeup, all fun stuff

theres not too many setups. it’s just usually after
cr.lk> cr.lp> kara throw or
cr.lk> cr.lp> cr.lp> kara throw

this is an old video of mine that shows some kara throw setups but i think i might make a new video on kara throw setups alone…
[media=youtube]yk9gpIjkqhg&feature=channel#t=1m40s[/media]

Wassup CP. I wish I knew this when I went against your friend in the tournament. I was in Training Mode and heres what I found:

  1. If Dhalsim whiffs FS. HP, you can punish it with C. MK > FB on reaction.
  2. His instant overhead is around Ken’s Step Kick range.
  3. If he activates U2 before you land, you can’t cancel your Empty Jump into a special move.

So my game plan against Dhalsim now is stand outside of his FS. HP and punish it on reaction. If I want to get in, I would purposely Walk/Forward Dash/Forward Jump into Dhalsim’s FS. HP range, Crouch Block, and wait for his Yoga Fire to punish it with EX Tatsu on reaction.

What do you think?

I find good sims really use teleport more than anything, especially once you establish a decent defense to limb spamming (punishing it, or FA dashing through to close distance) It’s really about patience above everything IMO. I don’t think I’ve ever gotten completely beaten by a Sim unless I was frustrated and rushing to get in to score a combo. IT’s just a slow match, that seems fairly even since Sim is a sucker for dizzy as Ken.

Ken has much harder foes to worry about, without the buffs it simply would have been Akuma/Rufus as his bad matchups, but U2 has made Bison/Abel/Guile all hard matches for Ken IMO. Ken U2 just doesn’t matchup, but at least they are not too much in the other characters favor. They just have more tools and you really have to get creative with Ken to win.

whoa this is very interesting especially the FS.HP punish, I’m definitley going to try this next time I play luckyD. Goodshit getting in the lab and working this out

yea the extatsu through fb will be that much more effective once you punish the FS.HP

also thanks for that OS info you mentioned for Viper and Honda it really locks those characters down

For sure. I’m glad we can exchange useful information like this.

Hi. There are many ways to land U2, even on crouching opponents, pretty surprising. But I have a suggestion to raise your success rate on that cross-up.

Do a cross-up, and instead of doing something risky and buffering U2, hit-confirm with a low short, standing jab > U2. Yeah, you won’t have a lot of time, but it’s better than just throwing out a U2 after a cross-up.

any ideas to take on a running seth, and i mean keep away like no other, i spent all 2 matches chasing his ass across the screen, only thing i can think of is maybe switching to my vega, but i wanna be able to school that fool wiff ma ken.

He’s the same as Sim, patience is your best tool. I just got whooped by one today online out of frustration. Here’s a few tips I got from the replay.

Walk and block…Seriously just walk forward and block, opportunities sometimes present themselves.
Watch out for Over Heads, Seth is very fond of his Jump Back HP
Don’t try and kill Seth by going for huge combos and crazy damage, you only have to hit him a few times, play your footsies once he’s close and get a KD, one mix-up and the match is in your favor by a long shot.

sorry if this has been asked before, but im having trouble with facing blankas and vegas. is there a tip you guys can give me?

For Blanka:

light punch or medium punches stop all his straight blanka balls. His high blanka balls can be focus attacked. If he does his slide attack with poor spacing, you can block and punish with a c.mk into tatsu. Ultra 1 his Ultra 1 either near the beginning when he pops into the air (after blocking low), or at the end (after you blocked the full ultra). Ultra 2 blankas means = no fire balls. If he goes for a random ultra that is the regular one (the one that electrocutes the ground) jump forward on start up. Land and immediately block low. His recovery is bad enough for you to just casually walk up and ultra 1. For the Anti-Air version of his ultra… uh… idk, I’ve never really jumped in on a Blanka because Ken is so dominant on the ground… and Blanka ball hurts like hell. Other stuff: option select tech is your best friend. Don’t let him get in close and have control of the match, his ugly jumps and random cross ups will make you disoriented.

For Vega:

Trickier, I’ll wait for someone else to drop more knowledge on this.

The vega match up is really just learning his block string, finding holes in it and punishing accordingly. I fight a lot of vegas that just block string and hope I’ll misblock, do the same one over and over again and then I just throw out lp.dp. It’s not even random, it’s just very obvious. His overhead is the biggest problem, you really need to look out for it. He had a kick move that he’ll wiff and go straight for a grab, kinda like how gief will wiff green hand to SPD, instead of trying to tech his throw I’ve seen people just straight up SRK cause they know it’s coming. This is really a match where no matter what, fireball isn’t too good an option. Especially with U1.

I’m not sure if theirs any OS for wake up back flip for him, I just treat it like a teleport and OS landing tatsu just to get back into his face. He doesn’t really have too many other wake up options other then his back flips, since his DP like move can be stuffed by a lot of things.

And that’s all I really know about the vega match up.

On the blanka match ups I have a question, and a few things to mention. If he has no meter, cross up lk seems to be pretty safe since he can’t elect you and the hit box of it makes wake up anything wiff.

my question/problem is this. I have a lot of problems with blanka because, quite simply, someone can spam blanka ball all day on me and Idk what to do. I know lp and mp stuff it, but I just can’t seem to get the timing on it down and I just eat a blanka ball. I’ve tried reaction DPing as well, but I feel like once he starts his pressure my reaction time goes to all hell.

Why I can’t see any text under spoiler in this tread?
http://bf2.bashtel.ru/imghost//viewer.php?id=bfi1281097176h.jpg
Help please