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

I think I know the problem here.

So what you’re saying is it should be:
cr.lp [cancel] cr.lp [link] cr.lp [cancel/link] DP
Right?

What Gunslinger is saying is that specials and super cannot cancel a normal which has already been canceled. But looking at the original:
-> cr.lp [cancel] cr.lp [cancel] cr.lp [link] DP
he doesn’t cancel the normal with a special, he links them so it will work.

Finish work and back-home. Now that I don’t have to answer on an iphone… i can be a little more helpful.

I specifically didn’t write this and instead wrote -
cr.lp [cancel] cr.lp [link] cr.lp [link] DP

  • to make the reader focus on “linking”. The article covered Chains and Links and I needed to make sure to incorporate examples of both. I wanted to also make people think, "You can link a DP after a c.lp?"
    Note: And yes, you can link a DP after c.lp. C.lp gives you +5f.adv. and DP+hp has a start-up of 3f. Giving you 2 frames leeway. But you still won’t get it if you mash.

Contradiction wise.
i said that to prevent people from mashing combos into specials… “linking” needed to be used - and thus, a minimal amount of skill.
The link between c.lp and DP cannot be mashed. It needs to be timed.
The term Link also implies: timing and execution.

Take this example:

  1. FA3 ~ c.hk
  2. FA3 > c.hk

“1” implies that c.hk is a link. You recovered from FA and then proceeded to hit the opponent whilst they are still “stunned” for a combo. But I would rather not call it a Link because it doesn’t really require “strict-timing” that is associated with Linking in common tongue.
“2” is more appropriate.

I didn’t mean you as in Gunslinger. I messed up my quote. When I said you I meant Apollo. Sorry about that.

Um… I never took as if you said it was me! hahaah :slight_smile:
And also, no need to be so apologetic. Politeness on teh interwebz makes me uncomfortable. It just… doesn’t seem right :slight_smile:

lol i guess i could have asked it in a less dumbass way. what i was unsure of was whether or not you could link a special ever. it just seemed contradictory cuz you could still just mash out lp a gazillion times, see it hit, and if you’d practiced it enough, link the dp after.

<-- way not brave enough to risk a blocked srk.

thanks for clearing that up =)

I love fucking with people on wake up. In fact, I have a five step system. Not necessarily in this order; I’d say it’s like a ranking of which ones are the most useful.

1st wakeup: Meaty c.lk c.lp c.lp (link into shoryu hp or end up one kara range away)
2nd wakeup: Neutral safe jump j.mk one kara range away
3rd wakeup: Cross up jf.mk (then overhead b.mk / 1st wakeup / throw)
4th wakeup: f.hk overhead (end up one kara range away)
5th wakeup: fake f.hk overhead, then back to 1st wakeup (meaty c.lk c.lp c.lp)

When I end up one kara range away, I keep in mind of the following options:

  1. Kara throw (lolken)
  2. b.mk overhead
  3. Cross up jf.mk
  4. FA bait
  5. c.mp counter hit setup

I’ve been thinking of a way to utilize a kara shoryu lp, but idunno. Maybe I’ll fit it in after I poke myself 2 or so kara ranges away, and use it if dude tends to throw out pokes or something.

This is good stuff! I really like how most of your tactics are engineered to get you to that kara/ cross-up distance.

I need to start using those overheads more too…

you should know that grapplers like abel get free grabs on hit or block of those overhead kicks at the wrong range.

news on c. mk > hado > fadc > tatsu. you can squeeze a tiny bit of extra damage and stun out of it as well as make sure to hit people who might be crouching by putting a c.fp before your tatsu, the timing is tight but you aren’t having to spam out that tatsu to try and link it. and it gives you time to realize that you messed up in case you do.

well…after almost 4000 matches, I think I’m pretty much done with SF4 on a regular basis…Great game, but really flawed. Because of how it was designed some characters really just have a harder time than others, but what’s most important, is those harder matches aren’t really challenging or fun, but many times just feel kinda cheap and annoying. Revenge meter is also a downside to SF4. But it does have really fun characters like Ken to use;)

Zoning is so important in SF4, I find it absolutely ridiculous that all the characters that aren’t good zoners, don’t have an anti-zone move (roll/Sim’s dip/etc)

*So my conclusion, don’t take losses too seriously…or wins for that matter lol *

SF4 is about being competitive, but IMO–there’s a certain group of characters specifically for that crowd. Then there’s other characters like Ken, who IMO are just designed for casual fun. It has been an honor reading the forums here, and taking Ken to the next level, but he will NEVER win tourney’s because of how the game was designed…but it’s one of the best feelings in the world utterly demolishing some1 who thinks there gonna beat you just they pick a high-tier like Gat or Rog…lol But even with that, my enjoyment for the game is dwindling, and I’m not about to get Ryu and juggle ppl all day lol…

Well see you guys in version two, and let’s hope every match is 5/5 in that one!

Good gaming fellas…let’s see how KOF12 turns out!

Question: What is a good strategy against Ryus (for example) who use alot of focus attacks to start their offense? I played a couple today (I can post vids if you want) who used this really well, and I started to feel like I couldn’t do anything to stop it. c.mk xxFB, c.mk xxTatsu. I didn’t try c.mk xxDP, which I think might have worked out better. I tried kara-throws a couple times, but that wasn’t very effective either. Is Ryu’s FA just that good?

I know Tatsu breaks it, but I rarely feel comfortable just throwing out a random Tatsu.

Anyway, what do you guys do to beat this?

i cant say i’ve fought the same calibur ryu’s you have, but i would say dont use cr.mk xxfb unless your right in their face. also you’ll probably have lots of opportunity to outdamage them if you have some quick pokes.

Although for me i have a really hard time finishing a combo i didnt specifically plan ahead. like from say, random cr.lk to stuff a kara throw. it always seems to just get used as a “gtfo my face” instead of opening them up for a special.

cr.mk xxtatsu will sometimes come out before the FA but its much safer to just use ex.

They’re probably only spamming level 2 FA’s. If that’s the case, you can actually counter (level 1?) FA. Predict them when they FA and tatsu EX it. If they spam level 3 FA’s, you should be able to react and jump away / kara throw them.

So, courtesy of Don’t train hard. TRAIN SMART!!! I finally decided to do something that I’ve meant to do for a long time, use training mode! While I do enjoy playing championship mode I think I need to practice in training mode more because I suck horribly :crybaby:

So I compiled a list basic special moves plus these:
c.mk, Hadouken
c.mk, mk Tatsu

Others
Kara Throw
jump lk, dash under a Jumping opponent
FADC a X-up
Tech a Throw
SRK a Jump-in
FADC a Hadoken

Ultra
Shoryuken HP, FADC, Ultra

Punishers
s.HK, Hurricane Kick HK
s.HK, Shoryuken HP

Hit Confirms
cr.lp, cr.lp, Shoryuken HP
c.lp, c.lp, c.mk, Tatsu
c.lp , c.lp, c.mk, Hadoken
c.lk, c.lp, s.lp, c.mk, ex Tatsu
c.lk, c.lp, c.mk, Tatsu
c.lk, s.lp, c.hp, Tatsu

Cross-ups
x-up.mk, c.lk, c.lp, Shoryuken HP
x-up.mk, c.lk, c.lp, c.mk, Hadoken

Anyone have anything to add that I should be practicing?

Anyone have tricks or tips for doing kara throw? Before I was using happ convex buttons, and it’s very easy to do kara throw. But, once I changed to sanwa buttons, kara throw become very hard to do, I think it have to do with the buttons being so sensitive.

Go into training mode and practice.

What you need is for the input display to show:
:r::lp::lk::mk:
:r::mk:

So the forward mk shows up on both lines.

Since what worked on the Happs doesn’t work on the Sanwas just try placing your fingers slightly differently every time and adjust the speeds at which you do it until you can find a comfortable way to place your fingers and make it repeatable.

i would practice your ex air tatsu > ultra setups as it’s very difficult to get down imo. also add some cr. fp links into your training.

i think the major things would be to have the dummy on random block the whole time. then go for 10-20 of each of your combos from each side. and for the srk > fadc > ultra: i allways train with the dummy on random block and random CH, you need to get good at quickly identifying what response to take when throwing these out, fadc > throw etc on block, no fadc if it hits without ch (partial ultra is not worth the meter imho) and fadc on second hit > full ultra if you get a counter hit.

that’s how i get my training on, oh i practice some air setups also, like 2x mp srk. mp srk > ex srk. mp srk > ultra. air ex tatsu > ultra (jumping opponents in the corner) and i would add to practice safe jumps by setting the dummy to try and spam srk’s or other reversal moves like up ball, lightning, ex sbk and practice throwing them then jumping in so that they can’t reversal. blanka for instance can’t lightning you if you place your jump lk on him right, and his upball should be blockable if you time your jump-in correctly.

Good ideas.
I usually just put the computer on hardest setting with differing match-ups to learn what I’m doing that is punishable.
And when you put the AI on such a level… they will try and counter just about everything you do.

Whilst putting the dummy to do set-moves is for specific scenarios and training. The one above is for general fighting and to train yourself to actually spot the scenario’s you’ve been training for.

Many people ask, “I do combo’s and ace them in training. But can’t do any in a match”. This is one way to help with that problem.
You need a free-will, moving and dangerous foe to practice on aswel as practicing non-moving dummies. And considering none of you can die… there is no pressure.

I do the same thing! I put it on random block and/or crouch, and start practicing hit confirms from c.lp or c.lk. If they block, I stop. If I’m hitting, I finish with a shoryuken or tatsu or whatever. But that is a good way to practice hit confirming while holding down back at the same time.

So I have a question, what is your corner strategy with Ken? Let’s say you get a knockdown and your opponent is in the corner, what do you do on their wake-up? Keep them there, cross them up?

What do you do when you get stuck in the corner yourself? Tatsu out at the first chance you get? Play footsie?

Mainly I’m curious, and I’m looking to improve/ add to my options in both of these areas. I’ve been experimenting for a while…