(OLD) Ken General Discussion Thread (Combos, Techniques, etc.)

Jabs go into c.MK…that is beautiful.

Thanks for the heads up on why to punish with cl. HK instead of his chain Joe.

hey,
how do you connect the ultra after FA cancel, to hit like a ground hit? (with the full animation)
i got the impression that it does more damage, and saw once jap ken do it (consistently) in matches, so i know its possible (maybe character specific?).
anyway i can only connect the 2nd version (when the first punch whiff i guess).
any help here?

Nice! Very informative.

+1

I wanna see what this looks like too

Its all situational and luck really. You cant count on it, but if it happens… Its pretty.

@CCiNO: [media=youtube]1JBpp1_SNtE&feature=channel_page[/media]

when you hear one tap, thats regular focus. when you hear 2 taps, thats kara focus.

Thank You JM…I’m gonna watch it again when I get out of the office so I can hear the sound of the clip.

To do it, you would press:

->MK, MP+MK, ->, ->

is that right?

For sure I know the full ultra only connects if whatever you just did was a counter hit. So, if you got two stocks to burn and you’re feeling lucky, opponent might try to poke and you FADC after the 2nd hit and Ultra. Looks beautiful, and a lot of angry yelling on the mic on Live. :rofl:

Do :r: :mk:, hold your finger on the :mk: then quickly press :mp: then :r: :r:

Anyone tried using kara hadoukens with F+MK? They are quite useful if you are closing in on opponents and its better than walking forward then doing hadouken because theres no chance of a DP coming out on accident.

Man good shit I tried and it works just as easy as a kara throw or a kara fadc.
I also think that it’s good to think about ways to use this in combination with his kara srk’s. For instance you could bring your fire ball pressuring game a bit further cause you got more range in the air so the safe distance for your opponent to jump over fireballs becomes smaller. Its all about range and spacing with these kara’s.

I think our ken is growing to be a true kara master.

  • Fake kick Kara Throw. :smokin:
  • Also that air ex tatsu -> ultra is really easy to do you can also buffer the ultra when the tatsu is hitting.

I basically got tick>kara throw down pretty accurately,

to mix up my game I would really like to learn the two combo below

  1. Opponent crouching: 2lk 2lp 2lp > hp.shoryuken
  2. Opponent standing: 2lk2lp2mk > ex. tastu

I started as a blanka player and these moves are giving me great trouble.

for 1) is there any shortcut to get the hp.shoryuken out?
the time seems quite short from 2lp xx into hp.shoryuken

  1. my main problem is to connect the 2mk :frowning:

I have problem getting that hp.shoryuken out
it seems i am doing my hp.shoryuken too late.

3rd Challenge Mode combo (normal)

I’m struggling to cancel the S HK into MP shoryuken. Anyone know the ideal way to input the combo?

the timing for connecting that c.mk is a lil weird and takes some getting used to. the best way i can explain it is its like 1,2…3. 1,2,3 being c.lk c.lp than c.mk.

you can tap down forward twice to get the shoryu out insted of forward, down, down forward.

@yunfak : Instead of just using cr. :lk: cr. :lp:, add a Standing :lp: THEN cr. :mk:. What this does is give you more leway on connecting the :mk:. this is because the standing jab has many positive frames on block and hit.

So it would be…

Crouching :lk:, Crouching :lp:, Standing :lp:, Crouching :mk:, Tatsu/EX Tatsu

As for your Shoryu problem. The purpose of that combo is to hit conform the shoryu. So while your pumpin out the crouching normals, during the last normal, you should be buffering the shoryu motion. Also, your not CANCELING the jab into the shoryu, your LINKING them. So wait for the jab to be done, then shoryu. the time is short but you’ll get used to it like trust me.

@HJNest: are you doing CLOSE :hk:? If so its still a lil different then the timing for cl.:hp: It has to be done quicker.

Ok, I’ve got a tatsu question. I was surprised to read that recovery after tatsu is good, because I always feel like I’m wide open after a tatsu (even one that connected). So my questions are:

  1. What exactly do you have time for after a successful tatsu? Blocking? A jab? An srk?

  2. What do you have time for after a blocked tatsu?

  3. Is the timing tricky? Because I start hitting buttons after Ken seems to be done the tatsu, but he just stands there and does nothing for a little bit anyway.

Gunslinger’s Ken thread breaks down all the Tatsu’s and their pros/cons in detail. Scroll down the Ken threads to find it (might be on page 2)

Thanks I will be trying the combo out tonight!

Thanks, Gilded. I read the thread, and… it sounds a lot less encouraging about tatsu’s than this one? Quote,

So is this what people mean when they say a move is “safe” and has “great recovery”?

Some of the data looks off to me. Jump LP has more start-up than jump FP?