pretty old and not worth doing unless you wanna show off. i used it a few times just to get full animation on the ultra, but you can just Crumple -> ultra for only 8 pts less damage and save 2 bars.
but hey, if you are about to win the match or are just owning the other person then its a pretty sweet combo.
I want to discuss Ken’s anti-wakeup game. This is my favourite part of any match and where I dish out the pain. I might suck when they’re on their feet because I take way too many silly risks but when they go down be prepared for those same risks to inflict some hurt. Anyways, what do you guys like to use, why and what are the downfalls?
As far as I know these are your options and their downfalls:
Normals (lk), can you eat a SRK? Not sure because I don’t do this a lot
Throw (inc. k.throw), risk eating a SRK
SRK (including ex), gets blocked and the rest is obvious
Jump-in non-crossup, risk eating a SRK
Jump-in cross-up
Hadoken, risk eating a SRK or Ultra depending on distance
Tatsu cross over when they are still down
My favorite one by far is now walk up and then EX SRK. I mix this up with crossups, grabs and light kicks for a fun old time.
My biggest risk so far hasn’t been being blocked (only 2 people have blocked it) but getting SRKd out of a grab. What happens is that I do EX SRK twice and then go for a grab and get SRKd. EX SRK will beat out their wakeup SRKs right? So my thinking is this:
They wakeup and go for a grab = they get EX SRKd
They wakeup and go for a grab = they get EX SRKd
They wakeup thinking I’m going to do a SRK and that they’ll beat out my SRK = I go for a grab and eat an SRK
I see alot of safe jump usage by other players, which is something I am starting to use a little bit more. I don’t think I fully have a grasp of the advantages/ disadvantages of it yet… but I’m getting there. I don’t play many Goukens, but I’ve noticed it works well to bait his parry move with an empty safe jump and then punish. Although that is a really limited match-up specific strategy.
Another thing is using an FA fake-out/ FA2 or 3. You can bait moves like DPs/ EX SBK from Chun/ Headbutt from Balrog etc and back dash and punish, after punishing a couple times you can let it hit and sometimes this works well as a mixup. Just be careful about baiting when they have ULTRA/ SUPER available, since those will usually hit before the back dash animation is finished. Also don’t waste time with this tactic if they have no wake-up moves to bait/ their wake-up move will always beat your FA fake-out, like Bison for example, his Knee Press is pretty dangerous.
Also I’ve used a meaty back+mk or c.mk. I kind of like meaty back+mk -> c.mk xxFB - FADC - etc. (c.rh/ TATSU) but the use of that is limited since it kind relies on the surprise factor.
I’ve never used EX DP on wakeup. Maybe I should start mixing that in. It sounds like it works pretty well, I didn’t realize it would be other wakeup DPs. I’ll have to play around with it.
Yeah it’s a pretty good tactic, ESPECIALLY against characters that can easily be punished for it like shotos, Chun, etc. Just be careful and don’t abuse/ rely on it!
When you say walk up EX SRK, i don’t really do that unless i know i can win by chip damage because I feel like the risk is way too high considering that the opponent could ultra after block. Another thing that you did not mention, is walk up SRK dash cancel when you have bar. It’s fairly safe considering that you can dash cancel back or forward then try to attempt combo by c. lk or c. lp or just kara throw. It’s somewhat wasteful if not utilized properly. Basically the beauty of using Ken is mixing up your approach to opponent’s wake up to the point where they get frustrated and you can bait out mistakes. Ie. kara throw on wake up and 2nd time you can either kara throw again or move in and out of throw range to bait a throw and punish on throw whiff.
Yeah walk up EX SRK is dangerous but that’s the fun Normally walking up baits a SRK and then the EX SRK beats it out. If they don’t stand back up quickly after a knockdown I go into normal grab range and just crouch there so that they go for a tech and get EX SRKd. It deals a lot of damage too
Not to be abused of course, but if you beat out their wake up SRK or grab with an EX then they’ll be on their toes for sure.
empty jumps are extremly usefull on wake-up game, like if you do a straight up jump in without a attack you can time it safe and block their srk on wake to punish them like crazy. it’s definitly not just a gouken only thing.
i only use ex dp on opponents wake if i have 3 bars so i can still cancel out of it, and if they block people rarely expect you to cancel out nearly your whole bar so you can often times get a grab on them out of shock.
ok so now i want to talk about something is using the kara tatsu to punish fireballs from a unexpectedly long range (3/4 screen) you can very easily hit-confirm a ultra off of it, the risk however is that sooo many AA will beat it, but people shouldn’t be expecting a jump-in from that range. thoughts?
I’ve done it. 3/4 screen Air.ex (kara-input) > FU over the top of a FB from Ryu. But focus on the initial words of this sentence, “I’ve done it”. Doesn’t mean I can keep replicating it or that it is a good gamble.
I was simply desperate and had no life. When doing it… if you do hit it - you feel like you’ve just won the lotto. I was simply lucky.
But in terms of reliability.
k-air.ex cross-up is a great set-up. There is no question, in the opponents mind, that it is a frontal jump. Surprise!
TAT + hk~mk
*Where “~” indicates the kara from hk “to” mk
qcb + hk changes trajectory of your jump to a more forward movement. The piano roll to mk turns it into a air.ex. Thus, you have a supercharged air tatsu with a emphasis on forward momentum.
hey i just had a quick question for slinger. i got confused about one of your earlier posts.
when you said,
Specials/Supers cannot cancel a Normal which already canceled another Normal. Specials/Supers can only cancel a Normal which was Linked.
They made it this way because…
So as to prevent people from mashing lp a gazillion times, see that they are hitting the opponent, and then proceed to mash out a Special. So if you want to be able to incorporate higher damaging moves such as Specials/Supers into combos - you will have to use a minimum of skill to Link your last normal before the Special.
but near the end of your examples you list this one
cr.lp [cancel] cr.lp [cancel] cr.lp [link] DP will work
> The DP itself is used as a Link. DP will hit so long as the opponent is still in a state of stun from the previous cr.lp\
sorry i just see this as contradictory. it just doesn’t seem to fit.
thanks for all the info though
Hey, I have a question about Ken’s ultra. I am new to the game coming from 3rd Strike, but I was playing in the arcade and did a jump in deep fierce straight into ultra. My friend was saying that it shouldnt normally connect, something to do with the ultra properties? I know for a fact that it comboed and wasnt like the guy tried to punish after the fierce. Did I stumble on something and do it by pure luck with strict timing? Or is my friend just wrong about ultras?
Your friend is wrong because it should connect its just that the timing is strict. If you have the game at home you can just test it on training mode and if you get 18 hit then u did it right. I’ve done this many times and I know for sure that it connects.
Have another read. I fail to see any problems. I know what you are getting at… but what is written is correct.
If you ask a direct question- I can give a direct answer.