After a blocked step kick, does lk or lp beat a quick normal reversal?
they only beat something 5 frames or slower on startup, ryu’s sweep for instance.
oh, idk if anyone had this listed but lp shoryu gets weaker as ken goes higher, if you AA with it and don’t hit the guy very deep it’s only 80 damage just like a mp srk hit.
Played in a 78 man tourney today. Finished equal 9th with 3 other guys. I was the only Ken player in the tourney!
Against Gief I f+mk poke and back-dashed. Anti-air DP.mp and follow-up on his jumps. I also added in the occasional neutral j.mk just outside of his Lariat and it works beautifully! Headshot! So the moral - just outside of his Lariat range is safe.
Being in a corner is the worse position. Tactics when on the defensive in a corner:
- Jump back and/or RH is surprisingly effective. The jump back dodges incoming attacks and the RH is the punish.
>Obviously - if it is a charged Guile. You don’t use this… but if he loses charge - do it if it is viable. - FA tactics
> Using FA tactics will help turn the tide or push back the opponent giving you more space. - Defend
> Know your match-ups and how to defend. Being in a corner is a true test of your blocking skills. - Footsies
> Ground game skills. Threaten the opposition and push em back with a cr.mk. Once they are far enough you can threaten them with f+mk and then mix-up from there. - air tatsu
> If at any point the opponent loses his advantage and needs a moment to consolidate. Jump and tatsu your arse out of there.
My place in tonights Tourney earns me a spot in the invite tourney ($1,000 prize pool) for next week. Unfortunately I may not attend due to my work obligations. So if this is the case… this might be the end of my Ken career (For tourneys). Been a great challenge showing everyone and ‘ex-ken’ players that Ken is viable for tournament. I still love the silence of the crowd when I hit a air.ex and go for ULTRA. They all go silent… and then when it hits there is a mix of applause, shock and wtf’s?
Found someone to do my shift. I can make the big tourney! yay!
Anyways. I come here to bring up…
Double-tap and Plinking
Learn it
I double tap a little, and I think Ive done plinking a little as well.
I have actually done the reverse. I have always been a double tapper since ST, now I am practicing to just press once (for reversals and counters). It is a philosophical approach - cleaner execution, leads to cleaner plan, that leads to cleaner execution.
More efficiency I say.
Dependent upon T.V - input lag can mess things up a little- especially with HDTV’s (notice timing differences between console and arcade? some of it is due to input lag)
The philosophy of double-tap and plinking is: efficiency and execution
It is efficient because you are getting two inputs for the price of one motion.
Execution is better due to odds increasing of hitting the window of opportunity.
plinking is jesus for c.lp c.fp > hk tatsu.
^^Wait, I dont Ive ever tried it for that combo. Explain please…Ive just woke from a nap at work and my brain isnt functioning well right now. How do u do it for that particular combo?
cr.lp > cr.fp xxTATUS.rh
3 inputs in 3 motions for this:
- cr.lp
- cr.fp
- tatsu
**Note: “~” means double-tap, or kara, or piano, or plink. Basically - quick button successions overlapping
Double-tap
4 inputs in 3 motions:
- cr.lp
- cr.fp ~ cr.fp
- tatsu
>>> The fp is clicked twice very quickly by rolling two fingers upon the button in quick succession. 1 movement which gives two inputs.
cr.fp will register as
1st frame = cr.fp
2nd frame = cr.fp
So it is helpful for hitting tight 1 frame links as it gives you two shots at hitting it.
Plinking
4 inputs in 3 motions:
- cr.lp
- cr.fp ~ cr.mp
- tatsu
>>> Think of it as trying to kara the cr.fp into a cr.mp. So you press the fp first and then immediate piano roll to the mp.
The game registers the inputs as:
1st frame = fp
2nd frame = fp, mp
It is up to the user to decide what method is best for them. The methods are not dogma on how one should do a combo. Rather, a technique that is available that will help improve the odds of hitting tight links. Useful for loops and infinites too. There are other shortcut methods and techniques too…
eg. there are two inputs registered for every click of one button. 1 input for the button going down, and another input for it releasing. But since it doesn’t have too much relevance with Ken - i won’t speak further on it. It’s best discussed with characters with command throws.
But my favorite Plinking move is with Akuma’s Demon.
lp, lp, b, lk, fp
long version:
1.lp
2.lp
3.back
4.lk
5.fp
quick version:
1.lp
2.lp
3 b+lk+fp
plinking version:
1.lp ~ mp
2.b+lk+fp
So we can understand the importance of shortcut techniques. 5 inputs was reduced to 2 motions… efficiency. Execution is increased due to simplification.
Maybe if I spent less time understanding the game and everything about it… and more time actually playing. I could get better!
Meh - pc room is my sanctuary. When SF comes out on pc… i’ll level up. Now… back to Crysis
Thanks, I’ll try it out today…I can hit the cr.fp > tatsu, the old way, but not consistently…hope this helps me with this particular combo
yo gunslinger there is 1 slight change you need to make for your section on double-tapping. when your using the same attack in quick succession fp fp double tap for instance the absolute earliest that second input can come is on the 3rd frame. that’s why plinking was thought up because double tap literally can’t put inputs into frames 1 and 2. only 1 and 3 which can end 1 frame links.
so double tapping ends up looking like:
1st frame: c. fp
2nd fame: nothing
3rd frame: c. fp
i honestly find double-tapping most usefull on the cancel parts of my combo’s, like when going for my srk’s i double-tap there and for tatsu’s. cancel’s are fairly lenient most of the time on their input windows.
cr.fp is the only tatsu combo I have trouble with…once I get that down, I’ll be happy.
Another combo Im workin, that I can hit sometimes is: cr.lp x2 > cr.mk > f.dp. Works well on Blanka
Just curious, i dug through a few pages of this thread and couldnt’ find a definitive answer.
What are ken’s best tools against Zangief. I know the basic plan is to play keep out, but i’m just curious to see what other people are finding to be effective in this match up.
You can jump in on his Lariat with a forward jump HP if you time it well. If you jump within his Lariat range, use MP since neutral HP doesn’t aim downwards. From the way down you can c.MK shoryu HP or whatever you like.
Generally I try to bait lariats through fireballs, and then jump in roundhouse then combo into tatsu or ex tatsu (depends on if he has super or ultra). Most of the time you can get away with jumping straight up and then coming down with a mk or mp, since those can break a late lariat. However, if he’s jabbing you out of your jump or something like that you’ll have an easier time jumping back and roundhousing, since that beats nearly everything he has and leaves you in a relatively safe position.
Be careful if you get knocked down, since gief has some nutty crossup shenanigans. Punish jump ins when possible.
If he has super or ultra, don’t do a move that leaves you at any frame disadvantage, since its a free punish for him.
Otherwise, just don’t get hit!
thanks for that kara-demon explanation gunslinger, i can hit that now ^^
anyways i don’t think these have been mentioned here, but in a different thread we talked about kara-shoryuken. F, D, DF, F mk~p not the greatest but it can be used in a mindgame on wake-up. (example was… chaos’s i think? from match-up thread: throw sagat, then srk from where you are standing and it looks like you have crossed him up, but land in front of him, then kara-srk will actually cross him up, but look just about the same)
and i learned in davis from saikyostudent that ken can kara-hadouken. D, DF, F mk~p which can be usefull in slightly closeing the distance while neutralizing a fireballer till your in the range to either focus dash in or kara-focus in, either way every bit of extra ground we can gain with ken the better.
Sorry, I was only explaining command shortcuts. Akuma DOES HAVE A KARA DEMON though!
His 2 hit overhead can be canceled into a demon and gets him half a step closer. That’s the real kara-demon. I’ve been hit with that one on wake-up… nasty!
oh, i was just refering to the input shorcut. i have seen that kara-demon before… he can do it while walking forward… very scary lol
Yeah I actually got hit with it the other night on wake up, that forward strike right before he lands it takes a step forward and drained my life, was absolutely insane lol. Naturally sometimes u go to tech throw or just block and it was just nasty lol.