j.hk, ULTRA
There is no reason to spend two bars to get that damage
j.hk, ULTRA
There is no reason to spend two bars to get that damage
If I cant Kara Throw, should I bother trying to learn Ken. Im using the 360 controller, and if I alter the button mapping (hitting B, X+Y is nearly impossible on that controller), it will mess me up with my other character. I really think Ken is a cool character to use though, but im not sure if hes still goody without his Kara Throw.
Not Kara Throwing with Ken is like not juggling your Ultra with Ryu. It is one of those character defining moves. Yes you can win without it. Probably do pretty well. But you are handicapping yourself without it.
whats the best thing to do when you land an EX Hurricane Kick and get all the hits? I dont wanna get my head knocked off every time I land it lol.
you are at +1 frame advantage on a hit. You make up what you want to do
Reminder - they are on the defensive here and a counter-attack reversal is very risky for them. They just lost a heap of damage… and if they miss the reversal… they going to get smacked again.
Hey, thanks for the tip, gunslinger. Although, I think I’m willing to change the way I execute my qcr’s to make it easier to get faster with them. I’ve been holding my stick kind of like wineglass style, but stick in between pinky and ring finger. The problem is, I’ve been executing my qcrs and srks with the use of my index and middle to hit down on the stick, and use the base of my fingers to do the rest of the move. While doing this, my thumb is actually not used and not touching the stick. This is to ensure getting the ‘down’ of the qcr each time. I feel like to be fast enough to dp xx super (at least on the left side), I need to use the thumb. How do you end up doing your qcrs? I think I’m willing to adapt a new way to get generally better speed. I’ve been experimenting other ways to do the qcrs with the stick, but then I also run into the problem of executing srks and doesn’t feel nearly as comfortable to do the srk, as or easy.
I’m just looking for new ways to do it so I can figure out what would feel best to practice. Thanks!
I have the exact same style of grip - for arcade cabinets. If playing with a stick on the lap - I use a ‘hand over the top of ball’ style. As the undergrip can get in the way of the the board.
In your reply you make mention of the doing qcr’s with a different grip? Do you mean you have the wine glass style for for normal play… and change to another grip when you are on the left side of the screen?
If so - I don’t know on the effective of this style of two-grips. You are changing grip in the middle of a round… doesn’t sound solid.
But seriously - Only thing you can do is just repeat the motion to it becomes instinct.
Back awhile ago when I got into competitive Table-Tennis. I had a great forearm and NO coordination for back-hand. How did I solve the problem? I just kept playing backhand doing the correct technique over and over again til it became habitual.
Seriously - go Ryu in training mode and just let off FB after FB. And super and ultra. Or Sagat
This is worth of a mention in regards to tactics…
As seen in a few of Max’s vid links…
If the opponent does a jump-in and you counter jump and get off a lk/lp (something that doesn’t knock back the opponent very far) - you can land before they do… dash forward past them before they land and cross them up.
So jump lk, land and dash… cr.mk xxTATSU.rh
Something that should be hard to block and cause lots of damage. If they do block the cr.mk correctly - you should whiff the TATSU and be pretty safe.
Which all leads to a question.
I’ve been getting messed up by resets and ground cross-ups by Abel, Sakura and Akuma. Very effective juggling continuations and mix-ups that keep the opponent in a confused defensive racking up damage.
So what resets does Ken have besides the above mentioned?
I just tested out [AA]DP.mp (1hit) and you can’t juggle a normal after to get reset. So that was one idea worth testing. Does anybody know of any OR HAVE POSSIBLE IDEAS.
Brainstorm guys- this could help step up our games.
ps. Even if it is an implausible or seemingly stupid idea… it could be a catalyst that ignites a great idea from someone else.
Just for reference and to make it easier to identify later on, I call them ‘cross-unders’.
I kind of messed around with this in training mode, after I too got worked by an Abel who had some pretty crazy resets. I think most of what Ken can do relies on CH’s. For example I know you can reset after a CH hp srk, fadc… but I don’t think I would use it since it burns two bars and isn’t really a sure thing. Maybe a CH AA lp srk? I haven’t tried that but I’m just throwing it out there.
I was using this tactic against a Bison today. He would go for a headstomp or devil reverse and I would dash straight under him. It worked pretty well.
Also just for reference, this was one of the videos of Max’s that has a couple good examples of cross unders: [media=youtube]qCsJU2R83SI&feature=channel_page[/media]
Played very well in tonight’s fortnightly tournament.
32 entrants. I placed equal 9th
Tactics and strategies that really worked well…
**1. 5/6 [air]TATSU.ex > ULTRA’s hit. **
5 of them were cross-up’s.
1 was a frontal 1-hit [air]kara-TATSU.ex over a FB from Ryu.
3 were cross-up tatsu’s into ULTRA. Ryu, Balrog and Viper
1 cross-up hit but the ULTRA whiffed due to being a tad too far from the opponent
1 was a cross-up on Sagat which hit 3-times and then into ULTRA.
>> My timing and distances are refining with each attempt I make. Most are ambiguous as they start as frontal jumps but trajectory changes them into cross-ups. Add that to the enemy having to block multiple overhead hits… just awesome set-up.
2. [air]TATSU.ex shenanigans
>> Frontal assaults or cross-ups. Hits multiple times and comes out fast. Very difficult to block against. Add on a cr.mk xxTATSU.rh… and that’s a very deadly assault for 1 ex.bar
3. FA
Ken’s FA range restricts it to more of a counter-move. I haven’t yet incorporated kara-FA… but my extensive use of it tonight really was the reason why I beat a few Balrogs tonight.
Counter-FA vs opponents FA.
> When the opposition charged up - I immediately charged up too. A few times they let go into me… unfortunately every time that happened, instead of letting go of FA, I dash’d forward prematurely… ending in taking lots of damage.
But this tactic has extreme potential - I just need to work on my own execution (LET GO OF FA FIRST BEFORE DASHING YOU IDIOT!)
Shoto’s suffer from the flaw of being vulnerable to counter during cr.mk xxFB. I blocked the cr.mk and Focus Absorbed the FB and dash’d forward. Unfortunately I’m at a loss to what to do next :S
Most of the time it ended with me doing a crouching block string which they had time to block. I got off one Focus Absorb into a K-throw once the whole night.
So I ask - good options for punishers?
I was watching a very aggressive Ryu vs Zangief match.
This Ryu was going nuts at Zangief… Ryu was the one pushing and cornering this Zangief. Not just cr.mk xxFB… but mainly neutral jump.mk
He had his timing right to smack this gief in the head everytime and Gief could not hit him with his [AA]Lariat.
>> So I ask - can Ken’s neutral jump.mk do the same to cut out Gief’s [AA] Lariat.
I would hope Ken and Ryu’s neutral j.mk have the same effect
^lol…nice. I need to incorporate Ex Tatsu > Utlra into my game more, might as well b/c I use Ex tatsu a lot.
Ive been working on my mix ups, and Ive been toyin around with the following after a tatsu combo: cr.lk > cr.lp > cr.mk > FB > FADC > cr.mk > (ex)rh.tatsu or f.dp (if im close enough). I may do ex tatsu again if they are low on health, I now it maybe a waste of another bar, but it looks nice.
Yesterday I did this for the 1st time and it was sweet. During a player match I did a tatsu combo >cr.lk > cr.lp > f.dp > FADC > lp or mp.dp (cant remember) > Ultra. This was mid-screen too.
^^^ isn’t more viable to just go into ultra and skip the lp/mp shoryu? I haven’t played around with damage scaling much.
yea, but I just wanted to see if I could actually pull it off. Ive never done it outside of his trials, let alone mid screen, was surprised it connected.
Ryu has 45 frames recovery on a hadoken, 40 on an EX hadoken.
That would be good to know. I don’t do very well against Zangiefs and any extra tools would definitely help. To training mode!
[quote=monkeysarefun13]
Ryu has 45 frames recovery on a hadoken, 40 on an EX hadoken.
That would be good to know. I don’t do very well against Zangiefs and any extra tools would definitely help. To training mode!
[quote]
Okay - so I definitely should be smacking him with a combo or trying for a “DP.fp xxULTRA”
Yeah. A lot of the time Gief’s arms in the Lariat will be just out of range to hit the airborne Ryu. But Ryu can get a good headshot on him (as is Gief’s weakness in Lariat). So maybe put Gief into permanent Lariat animation and see if you can neutral j.mk him in the head just outside of his LARIAT range. Test it out with Ryu too if can be bothered.
God - it’s 3.14am here and I still haven’t showered before bed. GOODNIGHT!
I was really intent on letting Ken go and maining Ryu after this weeks major tourney.
My recent success with execution and success of set-ups has really made me want to stick it out longer.
I write to say:
I’ve been focusing on refining air TATSU.ex set-ups and brought them into the comp… with major success.
But in terms of “mix-up” I was a very one dimensional Ken. It makes me think, “What if I refined every aspect of Ken’s set-ups from ground game footsies/pokes,…to kara’s… to TATSU combos… to ULTRA set-ups… and AIR.ex shenanigans”? Bring in high-execution for all those aspects of Ken’s game and BRING IN ALL OF THEM into a match (as oppose to just focusing on one style of fighting). You got yourself the true meaning of a mix-up Ken… and a tourney winning one.
I’m still picking up Ryu (as IMO - we need to have a 2nd tourney level main to better our skills), but I say to those here on this forum that lose faith in Ken’s abilities…
“THERE IS SO MUCH TO LEARN, WORK ON AND REFINE.”
Ken and I have been down since '91.
in regards to neutral jumps vs. gief:
mk can knock him out of lariat if your outside of his throw range when you jump and time it right. now if your closer to him (inside of his spd range) things get a bit trickier, depending on the timing the gief has with his aa lariat. if he uses the lariat quickly mk will not work, it will lose. now if he uses the timing to beat your mk, mp smacks him right in the head and out of his lariat. then if he uses the timing to trade/beat the mp you can beat him out with a mk lol. the downside to this gambit is if you frustrate them and they just spam lariart during your tatsu or whatever they can hit you out of your jump before you even go up at all.
If I’m close enough so that jumping straight up will get lariated, I will generally jump back RH since it knocks him out of any reversal move he’s trying to do (even lariat I think?)
If it’s after an ex tatsu I’ll usually jump straight up and mp them, unless they’re jabbing me out of the jump frequently.
I think jump back RH knocks him out of lariat. I was stuck in a corner today and just kept jumping back RH and he had trouble doing anything, it looked like he was trying to get off a lariat when I jumped
I’ve got a question for you guys as I had a lot of trouble with this yesterday. Getting knocked down in the corner what do I do? I remember against a Guile what happened but this happened against 3 or 4 different characters yesterday. If I blocked I got thrown, jumping got me flash kicked, srk got blocked, what didn’t look like a crossover ended up being a crossover (corners have weird effects for crossovers :(). I was able to push them back sometimes with jabs and cr.mk but I still wasn’t able to get out.