I don’t think Jump fierce actually crosses up. I think it hits them and then lands on the other side, similar to Cammy’s Cannon strikes which can’t crossup either.
More random ken garbage.
I find using the s.lk whiff to be a great distraction to sneak in for an overhead…lately, i’ve been catching many many players with this method, so i usually do c.lk c.lp c.lp block string, then s.lk whiff and immediately b+mk, and most don’t react fast enough.
Close Tatsu (either one) on someone where the initial hit of the tatsu stands them up…FADC and you can continue your combo.
Corner Ultra - 480 damage 13 hits - J.rh close RH xx LP DP > EX DP xx FADC xx Ultra
I’m gonna test this out. I thought it crossed up…
i dont remember jumping fierce actually crossing up, it just does that weird cross up attack but ken still lands in front which makes blocking extremely hard for you opponent
I’m not entirely sure on how to do the non-ex one but
I just kara hk to mk while holding both at the end. If you wanna get out of the corner do it as soon as you jump (ken chopper ftw), or if you want like extended range on the attack do it at around the apex of the jump.
Neat little trick I found with the kara ex tatsu is after a back grab, wait a little bit and dont walk, do a kara ex tatsu and you get enough range so that you actually cross them up. You can set it up so if you don’t kara ex tatsu you wont cross them up, although I haven’t needed to do this yet because the kara gets people every time
I love it because the ambiguity is set up on the way you input and not on your spacing, complete guessing game.
Right, here’s the definitive report.
Just tested this and it DOES cross up. It must be blocked pressing towards your opponent, not away like a normal jump in attack.
In fact, if timed correctly against some of the cast, it becomes unblockable using either direction of block, meaning the opponent can only avoid being hit my doing a reversal move or crouching (both high risk).
So far, the characters who cannot block Ken’s ambiguous jumping fierce are:
Ken
Ryu
Akuma
Bison
El Fuerte
This, in my opinion is quite a big find. An unblockable (not unavoidable, just unblockable) attack after any non techable knockdown is a massive thing for Ken!!!
I’m gonna do some more testing on the different sized characters and see if I can make it unblockable on them too. If you don’t believe me, you can replicate my results for yourselves.
- Ensure you are playing as one of the characters listed above.
- Set the training dummy to record.
- Record the dummy to throw you and then perform the ambiguous jumping fierce, ensuring that it actually crosses up.
- Set to playback.
- First try to block the cross-up incorrectly, as if you thought it was going to land as a normal jump in. It should hit you as a cross-up jump in.
- Try to block the cross-up correctly. You will notice that for some reason, holding forwards to block the hit makes the jump in no longer cross-up and you will get hit by the normal jump in attack.
In my opinion, this is MASSIVE. Ken has an UNBLOCKABLE jump in!!!
Further testing required…
Thoughts?
how are you timing the jump?
Yeah, you’re right. It’s not a true cross-up like j.mk but it can cross-over. Good stuff. It had me fooled.
Does Ryu also have a cross up j.HP?
few new tricks of mine .
how to land a cross up ground lk.tatsu . since most people have problem with the timing i figured i’d put this on .
- the opponent has to execute a quick get up for u to master the timing .
- u can only land after a feirce or strong srk
- land the srks and imedietly dash forward and execute the tatsu ( magic shall happen next )
- u cant do much if it was succesful in the mid of the screen but ur left at a great fram adv
- i guess every body saw the video of how u combo into a f.srk in the corner as a follow up . u know the rest …
i was always furstrated on the small distance ken travels when he back dashes , as i always kept trying to bait srks but i get hit .
what i do now works for lp.srk reversals though but not all .
land an untechable knockdown --> walk forward and input either close standing lk or mk.
this shall meve u slightly backwards with out looking obviosly trying to bait . now as soon they the oponnent gets up you are gonna be out of most characters range of jab or shotos srks .
hope i was usefull .
peace
few new tricks of mine .
how to land a cross up ground lk.tatsu . since most people have problem with the timing i figured i’d put this on .
- the opponent has to execute a quick get up for u to master the timing .
- u can only land after a feirce or strong srk
- land the srks and imedietly dash forward and execute the tatsu ( magic shall happen next )
- u cant do much if it was succesful in the mid of the screen but ur left at a great fram adv
- i guess every body saw the video of how u combo into a f.srk in the corner as a follow up . u know the rest …
i was always furstrated on the small distance ken travels when he back dashes , as i always kept trying to bait srks but i get hit .
what i do now works for lp.srk reversals though but not all .
land an untechable knockdown --> walk forward and input either close standing lk or mk.
this shall meve u slightly backwards with out looking obviosly trying to bait . now as soon they the oponnent gets up you are gonna be out of most characters range of jab or shotos srks .
hope i was usefull .
peace
as soon as the oponnents get up --> ur gonna be out of jab rang of some characters including balrog and if u back dash then ur avoiding a reversal DP ***
correction :S sorry
the untechable knock down has to be a thorow . u wont be able to avoid jabs . but if u back dash after inputting one of either close s.mk or lk
then back dash you are gonna be able to avoid all reversal dps … cos ryu or akumas ex dps cannot be avoided by a back dash alone .
sorry for the corrections but .
u wont be able to avoid jabs ;/ … but all reversal srks though . inculding ex srks . since u cant really avoid em by simply back dashing . these two normals push u backwards for some reason.
peace
Sorry if the answer to this question has already been posted, but i didn’t really bother searching through 49 pages. Maybe the front page could be updated with all the useful little combos and tricks? I’m sure that would help a lot of people, new kens and old kens alike.
Anyways, anybody know the timing on a crossup regular air tatsu and what can normally be followed after it. It’s a lot different from ex and I just cant wrap my head around it. I’ve seen people use it before and it looks really useful.
Also, CH fp.srk > fadc > lp.srk > kara mp.srk is a great way to style on your opponent
No, it’s a true cross-up. Only Sakura can block Ken’s cross-up jump fierce by blocking normally. Everyone else has to block it like a proper cross up…
I’m not sure who explained this, but credit to the person who posted the cross-up air tatsu.
Bshock, the cross-up tatsu is a lot more simple than you think, when the peak of your jump is ending, and you start to fall down…simply input your tatsu. The reason for this is at the highest point, the tatsu spins too fast and ken goes too far out to connect…but if you perform your tatsu as you are falling, you have less time in the air, and the tatsu distances shortens.
I think the best one to use was LK crossup. i’ll re-look it up and PM it to you
Hi brand new to all this so im not sure where to start reading. First some info, 3k pp ken just wanting to learn the multi input stuff and plinks. First question really is what is plinking? Is that the extra heavy punch before big tatsu combos or shoryukens? If so id really like to know how to do that. I can combo out of light kicks and light punchs quite well but I have no idea how that extra heavy punch gets thrown in. And also for option selects when to use them and which ones ken has? I dont know any or quite understand them.
p.s. Seen that video online about options and plinks, not really understanding it since it doesnt pertain to ken I dont know much about playing other characters and all their examples use everyone but ken.
Anyone have a list of good setups for U2? I’ve been landing it after cross-up ex-tatsu and through fireballs, but I need some better ways to connect with it.
Oh wow I never even thought of using lk lol. I’ll try it out next time I get in training mode, that crossup tatsu just looks so dangerous.
You can ex shoryuken > fadc > fake ultra 2 for a decent amount of damage. But I think the best set up for it is j.fp/j.mk > cr.lp > cr.hp > ex hadouken > fadc > ultra. If the link is too hard from lp to hp (im still trying to get the plink down myself) you can do cr.lp > cr.mk instead. The timing is way too strict with the non ex one to even be reliable, though it is a bit better if you use the cr.hp because it forces standing. Once you practice enough with the ex one it’s actually pretty lenient.
The way I’ve been landing it the most though is off of punishes. ie blocked shoryukens, ex spinning bird kicks, condor dives, cannon spikes, random guile ultras, ex machinegun. I haven’t tried it yet but i know it can punish dhalsims and akumas teleports. Ultra 2 has really good free damage but expensive when you need it (3 bars ouch). I still like it better than having to worry about landing full ultra or not with shinryuken.