I messed around with the info in that thread. I think I must be doing it wrong. I’m still having better success just getting the timing right… So long as I’m not playing online. Anyone care to dumb it down for a scrub?
It should be around standing jab’s max distance for your standard wake up. You will see other players vary it but that is mostly for mix up / faking purposes.
It varies (character, opponent style, EX bar, opponent’s Ultra bar, etc). But general pressure methods includes back throwing your opponent to corners, decent length block stun strings ending in chip damage or throw, ground pokes (c.mk + f.mk), FADC forward to close distance from turtle opponents, etc. Even Hado spam (a method usually not fit for Ken) can work with certain characters (like Guile and in some case, Gouken).
You have to be familiar with each characters capabilities and recognize your opponents tendencies in order to maintain pressure. For example, Gouken has an excellent fireball. It is better than Ken’s. However, many players will mix it, throwing the dual horizontal + diagonal version. This is actually an advantage to you if you have them in the corner. You can spam your regular one and mix it up with your EX version. Eventually Gouken will eat 2-3 Hados. From here you can reasonably expect his cross screen palm strike to counter your Hado spam. No problem. At 2/3 to full screen length you can easily DP it purely on reaction. If he starts spamming purely horizontal fireballs, you can safe jump to prevent chip damage or go for Tatsu (careful on this as you may end up getting throw + Ultra) or jump in for simple bnb combo.
Other characters this will not work - Ryu or Sagat as their horizontal fireball is more powerful in various ways (start up, damage, recovery, speed, etc). But the point is you will need to recognize each character and more importantly your opponent’s skill in order to create and maintain pressure.
Is there a Japanese Ken player??
Uhh…Is there a s.lp>s.lp>c.lk>s.lp>c.mk> Tatsu combo??
Kara d+mk to d+mk+lk. It’s a lot like doing his kara throw.
Turn on input display in training mode and you will see your d+mk then d+lk+mk even though you only pressed the mk button once. This trick makes the game think you pressed d+mk twice (once of the first frame and again on the second frame). This means if you are early by one frame the 2nd input will register and you will get the link anyways. You still have to time it but it essentially adds an extra frame to make the link.
I feel dumb… I’m totally lost… So Step Kick can LINK to c.mk? I’ve been known to go off with the step kick, c.mk, but I never knew it could link! Did I miss something? :(( I’ma just go back to SRKing everything!!! Back when life was simple.
First post updated with Kara EX air tatsu and cr.lk, s.lp, cr.hp, tatsu hit confirm combo info.
^Nice replays u have, lol…
Counter hit step kick links to cr.mk.
not really. ive been in a street fighter 4 hole latley. So im sending my stick out this week and taking a break.
did your stick mess up or something?
came broken.
I’m pretty new to non-charge characters in SFIV. I tried to do mostly reading before I attempted to ask any questions. So I’m trying to clarify a few things with this post.
A: For the bnb hit-confirm combo -> xup - cr.lk - cr.lp - F. srk I have a considerable amount of difficulty getting the srk to come out at times. From what I’ve gathered it’s because I’m not linking cr.lk -> cr.lp. Is this correct?
B: When going for a flashy finisher i.e. FA counter or FA2+ - taunt - F. srk - ultra I’m sure I can get more damage by letting the F. Srk hit 2 or 3 times before I FADC into ultra.
C: I am having difficulty against a few characters in general as Ken. I don’t like the Blanka, Gief, Ryu, Sagat, Vega/Claw matchups specifically (I suppose I can repost this in the matchup section).
D: The last problem I’ll list is regarding meaties and different character wake up strategies… what is the preferred move to use in most circumstances?
Thats how I felt yesterday, I couldnt win for shit…I need to give it a break, but every time I say that I am, I still play…b/c I constantly want to keep playing to get better. I may not play today…God help me
a. You need at least 2 c.lp after the c.lk. A third c.lp is optional. It usually depends if they get too far. Nothing worst than missing the third c.lp and eating a counter jab spam to bnb combo. So be aware how far are you and make sure the 3rd c.lp will hit.
b. It is best just to go straight to Ultra. The damage scaling will result in around 440-460 damage with SRK FADC Ultra. With FA + Ultra you get 460-500 (sometimes over 500). Going by memory here. Check in training mode.
c. Read up on match up threads. This just means you need to expand you arsenal and improve execution.
d. Cross ups with mostly j.mk. Some times j.lk is better, especially with chars with good AA (Chun, Blanka, etc).
edit: added why 3 c.lp is optional.
to expand on this cross-up point, if your jumpin is placed right j.lk can beat ex spinning bird kick or the lightning from blanka, and believe you me, after a crossup or 2 on them they WILL be trying to punish you for them, j.lk can often surprise them.
How does everyone use Ken’s cr.hk? I rarely use it because it is so slow, but I’m trying to figure out ways to work it in. Any ideas/ ways that it has worked for you?
is it just me or is hado FADC hard to do online?? i can do it in training but online i think i’ve only been able to do it like once or twice
@monkey- I use it on jab spammers after block strings.
cr.lk, cr.lp, cr.lp, walk back cr.hk. makes them think twice. But thats all you need for some throw shenanigians.
@9.9.99-everything is kinda a bitch to do online. Just gotta get used to it. But online has cost me quite a few matches.
You have to be very close to jab an opponent AND it’s not really a good way to connect your F.DP(when you are very close, Ken elbows them with LP instead of a full out jab punch). using c.lp is eaiser because you can shortcut your motion.
Some EX combos I enjoy doing.
J.RH c.mk -> hadoken XX FADC -> c.mk xx EX tatsu
J.RH c.lk c.lp c.lp F.DP -> FADC -> Insert EX shoryu or Ultra here.
c.mk hado -> FADC -> F.DP -> FADC -> Ultra