EX hurricane kick on hit leave you +1 frame. Jump is 4 frames. Zangief’s super and ultra is 1 frame. If you jump as soon the EX hurricane kick finish, you could avoid the ultra and super. How is this possible, shouldn’t it need 2 more frames?
As soon as you jump do the tatsu, it should make Ken float. But it won’t travel as far as the EX version.
Step Kick are great for poking and get closer at the same time. But don’t repeatedly poke with it, or else you could eat a focus or uppercut.
Safe jump keep the pressure on your opponent so that he has to worry about air and ground at the same time. So yeah it’s effective if done right.
i was trying something the other day…
and combo’d an air HP to the full ultra… I’m not sure but im pretty sure it needs to be done in the first frame possible, after the Heavy punch in the air…
even if its a frame too late it can be blocked… can anyone confirm or deny this???
reason i asked
i’m pretty new to sf4, but i know about the ultra (air) being combo’d by a few different methods, it seems for the ultra (full), not many people say more than a well timed canceled uppercut (ex or weak) and focus…
i doubt I’m on to anything new here, just haven’t seen anything about it… as the author wrote the full cannot be combo’d in… (unless i misunderstood, again, I’m a noob lol)
not in a combo no. only the first hit of a combo can be considered a counter hit, which is the only way to get the full ultra after a FADC
I played another Ken today for a while who was actually using kara-FB. I was surprised at how well it worked. So after we were done I decided to try integrating it into my game. So far I’ve realized it is good for two things:
- Closing distance in fireball wars. It helps create pressure, although it can be a little dangerous if you are late or try one too close.
- Confusion. If you throw a kara-FB, it changes the distance the FB has to travel to hit so fast it can be hard to react to from around half screen/ a little further than half screen if they aren’t expecting it. (not sure if I described that as accurately as I would’ve liked)
But anyway, I like it, and it does seem pretty handy for closing distance when used in conjunction with kara-FA.
Has anyone else been using this? If so what have you found it to be useful for?
I’ve been trying kara fireball fadc low forward ex tatsu for pressure.
Same frame data as boxer’s sweep, just shorter range.
This setup is pretty interesting. It avoids reversal uppercuts from some characters.
i think it’s that you enter a unthrow-able state when during jump start-up. i don’t know the specifics of why it works but i can tell with 100% certainty that if you land a ex tatsu on gief and hold up you will never get thrown out of your jump.
How did he do that air tatsu? I was trying to figure it out in training mode and couldn’t get it.
You have to be right next to the guy, doing throw followed by lk tatsu as fast as possible as shown in that video is a good way to achieve this. Then you jump straight up and just after the apex of the jump do a hk tatsu.
Personally I find the timing necessary to get a crossup hit on a crouching opponent a bit tricky.
Also:
close lp shoryu >> mp super juggles for 420 dmg
you mean the non ex one right? that crossed dalsim up from a neutral jump? i’ve never seen that before. he did also use some kara ex tatsu’s at some clutch times.
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Anyone pro know what to do against Bison’s Head Stomp, and his Scissor Kicks?
Every time he do head stomp or spamming the move, he will either follow up with an another attack (purple hand move), or just land (sometime land behind) and throw me. Or he could just land safely across the screen. The head stomp beats every moves I try, the only thing I could do is to keep blocking, or dash out of the range, but dashing wasn’t working very good sometime.
His scissor kick is also un-punishable, except the EX one. And when I try to jump over his scissor kick, I get a head stomp to my head.
Next is Chun Li, who like to sweep me in close range or do the Overhead Flip Kick. So, when I’m blocking low she’ll do a flip kick, it’s also so fast and I couldn’t see it coming. Basically, I get beaten by a sweep or flip kick over and over again.
Bison-
headstomp: neutral jump hk. every time he goes up into the air, doesn’t matter if it’s DR or stomp the hk will beat out the stomp and or deter bison from coming forward with DR, and if he accidently didn’t do the reverse part of the DR quickly enough the hk can smack him out of that. another option you have to counter headstomp if you see it quick enough is to walk/dash out of it’s path and then use a BnB combo on his land. you should never be getting thrown by a bison who whiffed a stomp as he has recovery frames on land.
SK: now this is what gives ken real trouble, spaced correctly SK is safe on block, also his lk scissors is safe with or without proper spacing on block. (correct spacing is when 1 hit of it hits only) so you really need to be watching for when he spaces them incorrectly and punish from there, punishment options include kara-throw if you want to do a bit of oki game, or just fp.srk him if he’s out of range of kara-throw.
now the one thing to note about the scissors… if you know the bisons gonna have the spacing to where only 1 hit lands you can focus it for a crumple and it will ussually make the bison a bit weary to throw them out so much in the match, which is what ken wants.
as for your chun problem… srk the flip kicks and block or focus her sweeps.
This would be a better question for the matchups thread.
Just keep walking backwards against headstomp and he’ll land infront of you. IMO its hitbox and priority are too good to try and anti air. If you anticipate a headstomp you can neutral jump hk to beat it. Headstomp is something general done by a bison when he doesn’t know how to handle the situation. It is rarely his best option.
Only lk scissor kick is safe. After blocking the mk or hk version you can cr.mk xx ex.tatsu or cr.hk after the hk version. Against the lk version you can try to space it so only on hit lands and focus it. This is risky as a good bison could mix up the mk version to screw up your spacing but once you have him doing that blocking becomes more potent because if you are at the right range to focus the lk version and you block a 2 hit scissor kick you know he did the mk or hk version and you can punish it safely.
For the Chun Li, she mix them up with her poke. Then I will either try to counter, cuz I can’t sit there blocking all day. Then she’ll sweep, or I get flip kick. And the flip kick comes out so fast, I couldn’t react in time to block or srk it.
you can neutral jump hk against stomps after you see bison go into the air, practice it a bit and you should reduce the DR/stomp mixup to a stall tactic for bison at best. as for what you wrote about scissors it’s absolutely untrue that lk is the only safe version as a good bison will have them spaced properly for mk and hk versions to be safe.
not much else i can tell you on that flip kick… you have to react quick enough. best advice if your really having trouble with it is to use training mode and record it then just practice like crazy, your aiming to have your srk come out after she has crossed you up with the flip, unless i’m mistaken you can score CH > full ultra by catching one of these
Technically yes you can space the mk and hk versions so they hit one time and you’re out of range to punish them. I’m not a bison player so I could be horribly off base here but those ranges don’t seem like the range either character wants to fight at. At best it should be a one off safe mk.sk to get him in and then lk.sk pressure only using mk.sk to beat attempts to focus a 1 hit lk.sk.
I would just like to say thanks for this Thread I really want improve my game with Ken and this is really great info. Please keep it up.