on juri
far stand strong u2 works
So is fierce-shoryuken now a better anti-air than medium-shoryuken?
No. FP/HP.SRK is not a better anti-air. MP.SRK is still money although EX.SRK looks awfully good too.
To you amazing KEN players, I realize there is no right or wrong way to train, practice (maybe there is) but how do you guys go about it? links, fadc cancels, combos and all that.
Practice is the key so how much time do you spend?
Just trying to get a handle on how you top players train/practice, picking your brains if you will.
Ken’s Ultra II Against Crouching Characters
I’m sorry if this is general knowledge or not, but as we all know Ultra II whiffs on crouching characters except for the first hit which causes force stand. I have been messing around with Ultra II and have complied a list on the characters Ken can and can’t combo against while crouching. To test this, I went to training mode, set the character to crouch and auto block. I tried jp.hp, jp.mk crossup, and jp.lk cross up all into cr.lk, cr.lp, cr.mk, into lp fireball FADC Ultra II. I did all of these in the center of the screen because in the corner Ultra II combos on any crouching character.
**Works **
Fei Long
Gouken
Sagat
Rufus
Abel
Zangief
Boxer
Juri
Gen
Blanka
Chun Li
Dhalsim
E. Honda
Makoto
T. Hawk
Adon
Guy
Hakan
Doesn’t Work
Ryu
Ken
Akuma
Rose
Guile
Ibuki
El Fuerte
C. Viper
Dudley
Dictator
Claw
Seth
Cammy
Dee Jay
Cody
Dan
Sakura
I only put someone in the “Works” list if ALL three ways comboed. For example all of them except when doing crossup mk worked on Cody. Also against bigger characters you can add extra jabs or change the combo such as Sagat and Gief since you can do jp.fp, cr.lk, cr.lp, cr.fp, lp fireball FADC Ultra II.
I have also noticed a weird property with counter hit fp shoryuken because if you get the counter hit you can half ultra II connect. It doesn’t seem very useful, against Sagat I was able to get a little bit over 300 but against ryu more hits whiffed and Ken was at frame disadvantage.
If you notice any mistakes in my testing please let me know. I hope this helps us Ken players. :lovin:
Some sick shit by Dr Chaos against Sanford right now @ ECT.
Edit - Think Sanford switched from Sagat to Cammy and that was it, stream fell apart…
yo whats up Ken bros. check out Me and Stangs set its not centered around Ken but Stang picks him a couple times and we have a Ken vs Ken mirror [bleh =/] at the end
[media=youtube]Swg489qlPZA[/media]
Shit. Sucks that it doesnt work on ryu, akuma, guile, and dictator. If anything these are the 4 characters that i most want to bash their face in with a fb fadc u2 combo.
Hi im new by the way. and thanks for sharing your findings. i appreciate it.
ken can kara ultra lern it
short jab foward fireball fadc wurks on all characters.but ur sayn if u add a jumping atak it will not combo?jus tryna get this cuz i combo u2 against the cast and havnt had it miss but i didnt strt it with a jump so im guesn that makes a diff?but anyways kara ultra will reach iom sure
Is Ken kara hadoken useful on fireball wars?
Yeah I noticed that. At first it was working on everybody, so I added in jumping attacks and some just have weird push backs. For example when you do crossup mk on Seth it pushes Ken so far back that he can’t even combo the fireball. Also I thought adding a jumping attack would be a little more accurate. It is just another weird property I guess. Against ryu adding a jumping attacked changed everything. Sicx are you still liking Ultra I better or just experimenting and how do you kara Ultra II. Negative edge I assume but it sounds impractical.
At certain distances kara fireball can be useful. But you have to learn the distance because if you mess it up, it is a free combo for the other person. It’s more matchup specific. For example against Sagat, if he throws a high tiger shot and you are ducking it and he doesn’t have any ex. Then you kara fireball to close the distance.
DISCLAIMER: I am not a top player at all.
I’m gonna tell a story. No, don’t leave the thread! FUCK!
Anyway, I used to bowl all the time. The best bowler in the house, by far, NEVER practiced. He had two jobs and a family, and it just wasn’t an option. I mean, whatever team this guy was on, he would carry the team, every season, cranking out 300s every SEASON. It was ridiculous.
The point is, you need to practice however much time it takes you to master the necessary skills to accomplish what your goals are with your character. It doesn’t matter at all how much someone else practices. This applies to music, bowling, SF, anything. Just because that asshole Mozart never practiced piano doesn’t mean you won’t have to work twice as hard as everyone else just to keep up.
Honestly, it sounds like you have a confidence problem more than a practice problem to even ask that question.
I’m not really fast enough to consistantly do FADC combos with Ken. But i wanted to share a BB combo with everyone that’s easy to do and takes off 352 worth of damage from the apponent. It only requires jump in w/ HK, then standing close HK, cancel into EX tatsu. Bingo, 352. An easier version of that combo is jump in with either HK or HP, then use Crouching HP, then cancel into EX Tatsu, but on this one you won’t always get the first hit of the tatsu to connect so the damage isn’t quite as consistent. Also the standing HK does a little more damage. So the fist combo I mentioned is his best easy jump-in combo for me so far.
Oh, just a footnote…not sure which character I was using as the dummy on that combo, so the damage of course will vary. But still anything over 350 for such an easy jump in combo is pretty serious if you ask me!
Everybody has certain things they do when they practice, me for instance i tend to try different links and such, where ppl do srk/fadc/ultra… I don’t spend to much time on it. What i really wanted to know is what combo’s ppl grind out more than others. I guess it comes down to combo, link preference.
Guess i didn’t convey my question correctly if what you got from that is a confidence issue. I didn’t mean time at all so nevermind on that
practice your combos to perfection first. next, practice your setups to actually put yourself in a position to land the high damaging combos.
practicing combos wont mean shit if you dont know how to put yourself in position to land it.
best setup imo is the kara throw into ambiguous j.fp> st.hk> fireball> FADC> Ultra 2 or EX Tatsu (if you dont have Ultra) or throw if he blocked everything.
but to land the ambiguous j.fp, you have to condition them to block the crossup first. the difference between winning and losing comes down to being able to land this combo when the opportunity comes, otherwise you will forever be a mediocre ken player.
^^^^ Now thats what im talking about, thank you.
Hi there!
I have been playing ken since SF4 came out, i used to punish some whiffs with the TargetCombo+FirceDP, that works fine all the times i tried. I used to push foward during the TargetCombo to get the DP. I have notice that in Super doesnt work for me all times, sometimes i only get the fisrt punch of the Target and then the Shoryu (that allways is blocked and after that the punisment) Dunno why at training mode works better, but still get some missed Targetcombos
Do u know if there is any change for that combo in super?