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

How do you kara hado and kara shoryu? :wonder:

-Jump in fierce cross up or not is the Sagat Killer!

  • I think this is what your talking about [media=youtube]64iuNHUgPj8#t=2m50s[/media]

[media=youtube]9fWvub_WBho[/media] :pleased:

^lol…

chaos:

kara fireball:
:qcf::mk:~:hp:

kara shoryu:
:r::qcf::mk:~:hp:

There is also a possible option select with
:r::qcf::mk:~:mp:

It is a quick kara focus attack canceled into a forward dash on wiff but if you absorb something it stays in the focus attack… not sure what it would be useful for yet.

wow that is some good oki right there… makes me want to work even harder with ken. between working on lk tatsu setups, hk tatsu setups, ex kara setups and ex kara setups. (ichi used a kara-tatsu to soar right over sim’s super:looney:)

he was being sarcastic. all of kens kara’s are done with f+mk a fraction of a second before the actual attack input. that being said i think that is the first time i have seen it done with the inputs so that will help some.

kara FB maybe practical but I’m not sure were to use kara shoryu as the range doesn’t increase that much. If only it did the same thing as Sagat’s Kara TU lol…

btw–the only reason I say kara FB maybe practical is because of how hard it is to do. For some reason, I can’t get it out when I want like Kara throw. It might just be a matter of getting used to. But yeah it would be nice if you could get out of FB wars by absorbing then throwing a FB of your own right after ward.

Does anyone know if you can Kara an MP DP? I can only get kara focus out of it… just curious.

Kara it with f+:hk:. Shorter range but I don’t think karaing with f+:mk: is possible because you just get kara focus. UNLESS someone has really super fast and perfect inputs.

I believe technically you can kara strong shoryu with step kick. You would have to do it like an akira knee where you press :mk: for one frame then release it and press :mp: the next frame. As ??shoryu said kara off of f+hk is easy. That said, I can’t think of any practical reason to kara a strong shoryu.

As I posted before in post #707 the main purpose I see is to use kara fierce shoryu in combos every time you are at least at +4 and you were going to link into fierce shoryu.

Kara fireball is quite easy to do.

I was thinking maybe using a kara MP DP would increase its effective anti-air range, since I would rather use MP DP for anti-air than FP DP.

This is good info, maybe use the kara fb to get in on shotos in fb wars? I was trying to
cr.:mk::qcf::mk:~:hp: from outside the normal range but wasn’t having any luck. The kara dp seems to have good range, I could hit it for 3 just outside of my cr.:mk: distance so maybe I can use it as a counter after I bait a poke and FADC full ultra.

You won’t be able to kara fb after low forward because low forward, fireball is a cancel not a link.

why he didn’t fadc ultra that ch shoryu :confused:

nice setups btw

Any chance you have a video of the cross up Fierce because ive never heard/seen it before? Also whats the mix up with it / does it beat auto correct dps?

With the kara srk, would it be possible to add more hits to ken’s hit confirm BnB? Usually I do cr.short, cr.jab, cr.jab, link to fierce srk. Could you maybe do 4 hits and then kara fierce srk? I think on some characters you can do 4 hits, then when you link to fierce srk only two hits of the srk connect?

Ramza126, you could if you could get close enough. I know that Blanka and Akuma are examples but I can’t think of any viable situation where you will be close enough in a match to hit 4x cr.short/jab. And if there were I don’t think it wouldn’t qualify for bnb status.

The most practical application IMO is to use in the same bnb combos but make them more reliable at various ranges. For example many characters move back some during their get up animation so you can’t be point blank to get a full combo with meaty low short. The most blatant is balrog. Sweep him walk up and cr.short cr.jab fierce.shoryu on wakeup.

quick question: how do you perform the air kara ex tatsu???

i’ve gotten down the throw, focus, fireball, and a little of the SRK…but i’m having sooo much trouble with this one

From gunslinger’s post:

Executed by doing a regular TATSU but using a 'piano' technique by immediately pressing another kick afterwards. eg. Piano from rh to mk - rh will execute the normal TATSU sending you forward and the mk will then TRANSFORM the TATSU into a EX.

o If jumping forward over the opponents projectile but still outside of striking range… kara-TATSU will get you the distance. And you can combo off it too.

never knew that, will mess around with that.

How do you do a normal kara tatsu? I still haven’t tried the kara tatsu yet since I don’t know how it looks or if I’m doing it right or whatever, any videos or anything?

Also, regarding Ken’s step kick, could someone offer any info on its application and usage? Thanks :slight_smile:

Also, question regarding jump ins. I’ve been doing this a lot lately, and would appreciate any feedback. I jump in with a fierce/roundhouse, but time it so that if the opp does nothing it hits them and I do a string/go for throw. But if they do a reversal attempt I land. I’m familiar with safe jumping in ST but is it really consistent and even as effective in SFIV?

[media=youtube]s2qX_81J5nk[/media]

here ya go. props to gilley for showing the different spacing. watch for kens hands going up in the air thats the kara. the description tells you what order her does the tatsu’s in.