I was just playing around in training and player matches this afternoon, eager to see what I could get away with with regards to Ken’s Thunder Kick OH, all in preparation for SSF4.
I propose this scenario to you…
After you have landed a few knockdowns OR used a fierce DP to end a combo, follow up with Ken’s fake OH to see how they react.
Ken can finish the fake OH and still have time to throw out a meaty cr.lk, even if they quick rise after the DP, so bear in mind that post fake OH, you CAN still control the wake-up game (basically you are in EXACTLY the same guessing game as a post ex.tatsu combo).
You notice that they are favouring the cautious approach, (most higher level players seem to favour this over reckless DP’s and random jabs/shorts, unless they have 2 ex bars to waste), either just blocking, or they are looking to OS tech.
After you end your next combo with a fierce DP, throw out a meaty Thunder Kick then immediately do a fierce DP, FADC, mp.DP or Ultra (hit confirmed). The full string would look like this for example:
Ambiguous jp.FP, cr.lk, cr.lp, fierce DP, pause, Thunder Kick, fierce DP, FADC, mp.DP/Ultra
If they don’t block high, they eat the overhead, if they then panic and do anything other than reversal or block, they eat the DP and possibly Full Ultra too.
If your opponent gets hit by every one of these attacks, minus any counterhits, it does approx 452 damage and 830 stun!!! All for just 2 ex bars.
Here’s all the possible damage outcomes:
jp.FP, cr.lk, cr.lp, fp.DP, OH, fp.DP, FADC, mp.DP
242 + 120 + 190 = 452 damage, 830 stun
jp.FP, cr.lk, cr.lp, fp.DP, OH, fp.DP, FADC, Ultra
242 + 120 + 326 = 688 damage, 730 stun
jp.FP, cr.lk, cr.lp, fp.DP, CH OH, fp.DP, FADC, mp.DP
242 + 150 + 190 = 482 damage, 868 stun
jp.FP, cr.lk, cr.lp, fp.DP, CH OH, fp.DP, FADC, Ultra
242 + 150 + 326 = 718 damage, 768 stun
jp.FP, cr.lk, cr.lp, fp.DP, OH, CH fp.DP, FADC, mp.DP
242 + 120 + 288 = 650 damage, 955 stun
jp.FP, cr.lk, cr.lp, fp.DP, OH, CH fp.DP, FADC, Ultra
242 + 120 + 563 = 925 damage, 755 stun
jp.FP, cr.lk, cr.lp, fp.DP, CH OH, CH fp.DP, FADC, mp.DP
242 + 150 + 288 = 680 damage, 993 stun
p.FP, cr.lk, cr.lp, fp.DP, CH OH, CH fp.DP, FADC, Ultra
242 + 150 + 563 = 955 damage, 793 stun
(Ultra will lose some of it’s damage due to low life)
If the thunder kick hits as a CH, you can even combo into cr.lk, cr.lp, fierce DP etc.
If it doesn’t hit as a CH then you are MORE likely to hit a CH on the fierce DP follow up (as you will be at -1 instead of +1), giving you full Ultra post FADC instead. Win win…
I thought it was worth mentioning, what are everyones thoughts?
The downsides that I can see are:
Thunder Kick meaty can be hard to time (only 2 active frames) but after a fierce DP it’s not too tricky to time.
Would obviously lose to DP mashers, but this is why you have to train them with the fake OH.
Would end up at -4 frames if they correctly block the OH, but I can’t see many people standing up to block on wake-up so they’d have to be very switched on and have tight reflexes. You could even mix in a deep step kick instead of the OH on wake-up to keep them on their toes.
I’m definitely gonna do some more testing, but I can hardly ever find a match on SF4 these days. So at the moment, I’ve only landed this massive attack a few times. But watching someone’s entire life bar disappear is priceless and it only takes two poorly timed OS techs to get you there…