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

no highlulu, the flip kick I’m talking about is the special move, it doesn’t cross up. The one that required input f, fd, d, db, b + k. And what is CH?

The Bison info is really helpful, thx a lot.

i don’t play bison either but i don’t see why he would be opposed to hanging out at half and 3/4 screen against ken, especially when he can headstomp predictable hadouken attempts.

ah, my bad that move is hazunshu(sp?) that one is a bit trickier, unless i’m specifically buffering a DP motion allready i just try to block high or back-dash. i don’t know the chun matchup that well so if you want more in depth advice we are gonna have to get chaos or magman’s input as they would both know this much better than myself.

CH means counter hit.

[media=youtube]fbYzPhLgCZc#t=1m10s[/media]

Interestingly jab uppercut goes through balrog on his ex overhead, low sweep, and armor break and ken gets hit out of the air during the rest so rog doesn’t get a combo.

Man I just now got a taste of Magnetomaniacs Viper in Champ mode. Shit was soooo serious I lucked out so hard lol.

-Hmmm, intriguing :wonder:

-Another thing for Rog is to low forward then buffer shoryu, because it will avoid his headbutt too. Also if they try to overhead will give you the full ultra if you fadc it.

You can also throw that move on reaction. I think he could have thrown that because I think that is a legit combo.

how do you guys avoid Seth’s ultra because uh, I’ve got nothing. Intentionally overshooting the jump in with a kara air hurricane so you land behind him? I’m just about resigned to eating it.

Yeah thats about it, Jump tatsu so that your clearly over it or just walk and block lol.

Seth’s ultra is pretty annoying. You can waste more life than the ultra would take trying to avoid getting hit by it. Personally I have a really ghetto setup that has worked so far but is definitely not a solid game plan.

Seth wants to fireball you from full screen so you jump over it and he ultra’s you. So my ghetto setup is to wait for a slow fireball and at the range you would jump forward over it jump straight up and land on it. The idea is they ultra on reaction to your jump, the fireball hit makes the ultra miss and you go back to playing the match.

that actually is a damn solid gameplan against seth ultra, in fact that’s actually the game-plan someone used at evo against seth, i think it was marn vs. arturo maybe?

Yeah I saw that but the nice thing is Rufus has the dive kick so he can fake that he’s doing a legit jump a bit easier.

Why is Dr. Chaos using jumping short so much in this video? I see it a lot in general so whats good about it?
[media=youtube]W7NhE3lO06s[/media]

Seth is a faggot…Every time I lose against one, we both have like a scratch of health left. I just wish I could magically switch to Ryu so I don’t have to chase his butt.

What a lame character…Sim is like the ultimate turtle, but ya know, it’s not annoying…man I just hate Seth, it’s almost as annoying as a gouki that just runs and runs throwing air/ground FB…

Sheesh, they sure did give the turtles a whole heap of options in this one.

Tatsu is one way to get out of Seth’s Ultra trap though. Ken can get just about anywhere on the screen with it. I usually Tatsu behind them, and then–OWNAGe!!! muhahahahahha…

Same thing with jab after EX hurricane kick. Jab get beaten by srk, even though they both have the same start-up frame. Shouldn’t jab beat srk, due to the 1 frame advantage from the EX hurricane kick?

No. SRK has invincibility at startup from both throws and attacks. So by the time SRK’s invincibility frames finish the jab active frames are also done.

Each SRK variation (lp, mp, fp and EX) have various duration of invincibility at startup. MP has the longest one of the three normals while EX has a weird form of Hyper Armor. I think it is invincible all the way up from one hit attacks. Multi hit attacks will beat it assuming its active frames don’t beat that attack first.

this is more of a generic frame data than something specific to Ken, but it seems like that the frame advantage is calculated as

[grd or hit recovery] - [(hit + recovery)-1]

lets look at the cr MK = 4/4/14/-4/-1/13/16/70/100/40 (Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge)

so the formula on hit would be :
16 - [(4+14)-1] = -1

I assuming this is based if the hit happened on the first for the 4 frames.

If you hit on the last frame (ie 4) would the formula become :
16 - [(1+14)-1] = +2

Meaning it would leave you at a positive frame advantage?

Yes, which is why you can do things like meaty cr.strong and link cr.forward

Jumping LK stuffs a lot of things and works quite well against ground opponents. Plus if they’re jumping and you use LK as air to air then you can dash under them when you land.

Omnicloud!!! You’re so full of rage :rofl:

Seth is sick I cannot believe you are raging on him. I like using him when I play with my brother and stuff. I also love playing against Seths because I know how hard it is for them since he is like a low health/low damage Dhalsim. I usually lose the first round but all you need is to get them once with an EX Shoryu and their life bar is raped. I love it :lol: I feel like Zangief when playing against Seth, tough to get in but once you do all that health you lost you will more than make up for it :smile: I do agree that first round is pretty annoying though :yawn:

Haven’t seen this mentioned before so.

Full Ultra, hold U/F HK Safe jump-in:

Works:

Fei Long
Cammy
Dhalsim (loses to super)
Chun Li
Zangief (loses to ex spd)
Ken (loses to fierce dp)
Dictator
Claw (beats reversal attacks clean)
Abel (loses to ex tornado)
C. Viper
Rufus
El Fuerte
Sakura
Rose
Dan

Misses:
Blanka (gets up too slow)
E. Honda (gets up too slow)
Sagat (gets up too slow)
Boxer (gets up too slow)
Gen (gets up too slow)

Loses to:
Akuma (can’t safe jump-in against 3 frame dps)
Ryu (can’t safe jump-in against 3 frame dps)
Guile (gets up too fast, ex flash kick wins clean)

just to clarify what your refering to here:

are you meaning a safe-jump setups exclusive to after full ultra? does any of these work with the partial ultra? and do you have to jump the very first second you have control of ken again?

plz clarify what u are talkn bout lol, is this to get full ultra after a jumping hk? if so we knw, if not what the hell are u talkn bout