The timing isn’t too strict by doing regular fireball, you probably need to work on your double quarter circles (I ain’t hating though because I need to work on it from 1st player side, 2nd player side is real easy for me though). However, doing EX fireball FADC ultra is not bad advice because I think the extra damage is worth it if you have the meter to burn. Be warned: some jump-in combos to fadc ultra 2 do not work on all crouching characts at the furthest distances…
Warning: long ass post ahead hehehe
Plinking is short hand for saying “priority linking” which basically means pressing 2 buttons almost at the same time to make links work easier. Plinks work by pressing a certain button, and immediately pressing (1 frame after) that same button plus another, less priority, button simultaneously. Doing this gives you 1 extra frame to perform a link. Basically, it gives you 2 frames to do 1 frame links (3 for 2, 4 for 3 etc. etc.). Why it works–why the game does this–I can’t tell you, you can read about it on different articles and threads, but suffice to say, it works. So a plink basically looks like this:
:lp::mp:
:mp:
(as you would see it in training)
or if you think of it sequentially: :mp: :lp::mp:
Any attack button can be plinked with another attack buttons, except for LP (or was it LK? Can’t remember… but rarely would you need to plink those anyway), however, every button can be plinked with back and start button (recent discovery), but that’s just an interesting tidbit than anything practical. Usually you’ll see buttons right next to each other be used as plinks, but they don’t have to be. For instance, you can do: :hp:~:lp: to plink or even :hp:~:mk:. But it’s just easier doing to buttons that are next to each other. Ken’s kara thow is kind of like a plink, but the intention for it is different. For instance, you can do Ken’s kara throw by doing:
:r::mk:~:lp::lk:
training mode style:
:r::lp::lk::mk:
:r::mk:
I bring up kara throw because because I think plinks and karas are pretty crucial for solid, well-rounded ken. Anyhow, now that I’v explained that to you, here are vids that can help you understand it better.
Shoryuken - SF4 Guile Tutorial: Plinking Method & S.FP-Flash Kick
[media=youtube]agoZ6fzrDC4&feature=related"[/media]
Ken has a few of them into shoryuken, tatsu, and ultra
Every character has OS (option select) crouch tech throw where you hold down(bacK) and press throw. If the opponent is trying to throw you, since you’re pressing throw, it will tech the throw, but if your opponent is not or is further away, crouching short will come out. It can be quite useful, but a lot of people (and all “good” players) are aware of this and are ways to bait it and punish at times. This video can explain OS better than I can (but after the 1 minute mark it may be too technical for you so feel free to ignore the rest…):
[media=youtube]aHHoGHcgK9k"[/media]
Ken has quite a bit of useful option selects. With crouch tech, sometimes you’d want to option select a heavy punch for example… so instead of getting a crouching short, you get crouching fierce instead:
:db::lp::hp::lk:
Also, Ken can OS against back-dashes, teleports, and other things. There’s a whole thread about it here, you can watch videos about them on youtube like this [media=youtube]DAplcUKhtGA"]one, or like this [URL=“http://www.youtube.com/watch?v=kSoPMh2tGlE”[/media] which shows you them in action.
I’m new here but have a problem just even stringing together simple combos in real fights. In training mode I can usually pull of the desired combo, yet when I try to do it online I just get beaten badly by much lower ranked fighters than me, which is really annoying. So much so, I’ve lost almost 500 points online and dropped rank such has been my consecutive defeats to lower ranked players.
The past couple of months I’d say I’ve invested a lot of time to try and be better, but the frustration is growing and the enjoyment has almost gone.
Can someone help…
Ok,
Can you be a bit more specific about where you are dropping your combos?
Is it on Ken’s BnB’s?
Are they tight links?
Is it motions you are messing up (getting the wrong move rather than no move at all)?
Let us know and we we probably have some suggestions…
Thanks for the quick response.
I’ve been trying to nail down Ken’s combos from the top of this thread, so mostly BnBs and standard fair stuff.
It just feels like whenever I get in close to the opponent, they always beat me to the hit. I kind of feel cumbersome when trying to execute even these simple combos. I know practice makes perfect, yet I seem to lack the composure to pull some off in the heat of the fight.
So then I always revert back to really simple tactics, defensive play and predictable moves. Which in turn makes me an easy target. I think my timing to use a combo may be my downfall.
Perhaps some good questions would be, when is the best time to try a combo? And how often would you attempt the same combo in a match? How many combos are there for Ken?
Added*
I also really struggle with blocking, I tend to get hit badly by the likes of Cody, before I know it I’ve already lost a quarter of my life and I’m on a uphill battle. Even when I thought I was holding back low to block, I still seem to get hit by low sweeps and punches.
Damn it, I just typed like 1000 words and then got kicked off the tinternet, sorry buddy. I’ll type it up again tomorrow.
Firstly, I am no pro. My theory fighter is probably much better than my actual SSF4 skills, but I feel like I can help with some basics.
My first suggestion is to learn the following 2 combos so that you can do them IN YOUR SLEEP!!!
cr.lk, cr.lp, fierce DP
cr.lk, cr.lp, st.lp, cr.mk xx EX tatsu
Once you are 100% on these, switch the dummy to “random block” and practice reacting to blocked attempts and successful attempts. The whole point of the cr.lk, cr.lp is to give you time to react to their outcome. This is called “hit confirming”.
I’d also practice 1 big punisher combo such as:
cl.st.HK xx EX Tatsu.
Once you can do all of these with very high success rate, come back to me and we can discuss when and how to safely apply combos, such as punish combos and during wake-up pressure.
Great help there, thank you. Just with these combos, particularly the second one. Should I be holding down forward while executing the kicks and punches? Or just holding in a neutral position? I ask this because quite often after the first couple of hits the opponent becomes out of range.
The direction you hold the stick won’t affect your distance and spacing in the combo, it all depends on how close you were when you started the attack. If your able to move your character during a combo, you definitely need to check that you are performing it right. Do all the hits actually combo? Can the dummy block it mid-attempt?
Tatsu combos should only be finished if you’ve confirmed that the opponent is standing up anyway. Use the cr.lk, cr.lp, to determine if they are stood up or not. If they are, complete the sequence.
I prefer to hold down/back while I perform my combos. This is my personal preference though as it allows me to block reversals if I safe jump people and if I intentionally leave a gap in my block string, I’m already blocking.
i know it sounds like a stupid question, but i cant seem to pull off combos easily during minor lag issues online… is it me or you guys also experiencing the same??..
Ex: the combo i do is 2 crouching lw punch into a SRK. but after i finish the last 2 punches and the lag sets off into a slow motion state i tend to either miss the SRK or i get tech’d out after the last jab. Which really pisses me off, because when i choose my opponent’s with good connections, you expect it to be a clean fight… But when you notice the lag, its like you’re force to play scrubby just to win =/
I don’t rely on Ultra other than reversing an Ultra at me, and I really don’t like Ken’s U2, but I like trying to find new things and see how useful they are.
I was laying in bed trying to sleep (not a well sleeper) and my mind drifted off to SSFIV. I was wondering if Ken’s U2 can have a similar effect as Ryu’s dp into U1. My initial thought was to anticipate a n.jump, light dp at their max, then U2 before they hit the ground. I tested it this morning with both light and medium dp, and I’ve only landed it a few times. However, my opponent (Ryu) always fell out after a few hits, resulting in little damage. 5 hits was my highest combo with 125 damage. I thought of trying heavy dp -> fadc (backdash) -> U2, but I am no good with fadc, and I’m not sure if the heavy dp will elevate Ryu enough. I guess you guys can test that one for me.
Lastly, I experimented with standing forward as they were coming down from n.jump, then U2 after (timing isn’t too tricky), and landed it a fair amount of times with confidence. It hits mid-air, so they can’t block. It lands a good amount of hits, and also gives you the last bit of animation at the end. Attack Data said it was 10 hits with 225 Damage (100%) and 384 Max Damage. Not sure what it means, but it looked decent.
Before these experiments, I figured they would be good at near end round/match, and you haven’t done an Ultra already or they aren’t expecting it (at least, not in this fashion). I don’t really think anyone is expecting to be punished by U2 like this, so I guess it’s something worth playing around with and seeing how it goes.
Wow I tested te jab dp to u2 aand it wurks the jab dp has to b at the peak of there jump most of the time I gt 5 hits for 150 but theno tried kara jab dp and gt 6 hits for 210.as for this s.mk ur talkn about I had no succes.if ur on the ground u can link u2 but if u hit them wit smk and then ultra u wiff cus the mk makes them reset.but great find on the jab dp u2 juggle
Just hit-confirm (make sure they’re not crouching) Hadouken > FADC > U2.
I think it does work against crouchers, it needs a certain spacing iirc though.
i see also of ppl ask about how to land kens u2 even though they are posted. but i will post them again.
1.jumping attack into u2
2.standing jab into u2
3.close s.mk into u2
4.c.mk hado fadc into u2-the c.mk can b replaced with c.hp c.mp close s.mp or close s.hp
5.crossup lk tatsu into u2
6.crossup ex tatsu into u2
7.anti air u2
8.early anti air jab dp into u2
9. far s.mp u2
1o.counter hit fierce srk fadc u2
@Absolution
I’ve seen that one many times. It’s actually really, really good. Different situation in discussion though. Unless you DO mean by hitting the n.jumping opponent with the hadouken. I’m not sure how a fighter recovers airborne from a hadouken, but I’ll try it out.
@lilsicx66
I still can’t get the jab dp one. You confirm it can happen though, so I’ll go back to the lab and try. As for the s.mk, I have re-tested and I’m still getting 10 hits with end animation. Are you doing the kick where Ken lifts his leg past his head, because that’s the one I am doing. It works best when you’re RIGHT next to each other (this position is normal when someone is about to wake up). After the kick, I active U2. You shouldn’t see the opponent’s feet dangling during the start up animation. You’ll catch the opponent in mid-air. I tested again with auto-block and still works.
I also tested out standing fierce. You have to make sure the opponent hits the peak of the punch’s extension and the opponent has just barely started to descend from their neutral jump. It works the same as the standing mk. However, I found more success when I caught the feet dangling in the start up animation. You’ll catch them lower than the standing mk, but you still get 10 hits, and a good 485 damage at 100%. That’s more than the U2 by itself (370-ish). Tried with auto-block and works fine. Oh, and you do get the end animation.
Not to b a dick or anything but either ur on to some new shit or u dnt knw what ur talkn bout.with ken if ur hitn them wille there air born with a normal u can’t juggle with ultra number two ur the one that said the jab dp to u2 was posible so I tried it and I gt it to wurk now ur saying u can’t get it? 3rd ur saying stadning fierce punch to u2 wurks? Plz post some vids cuz I’m totaly lost.I made a list of ways to land u2 the ways u r speeking of I have nt seen but I will test again even tho I think ur bluffing or we are misunderstanding eachother.plz dnt take offense I jus never seen or herd of these ways into ultra
ok i re read ur post. the s.mk to u2 wurks i think most ppl knw that by now but when sayd ull catch the openent mid air is what confused me. when u do s.mk to u2 the enemy never leaves the ground so i dont knw why you sayd that. s.mk to u2 is 13 hits for 455 damage.u say ur geting 10 hits for 485 damage?and full u2 is 476 damage.now this standing fierce to u2 u speak of i dont see how its possible plz post vids or explain better
@lilsicx66
Don’t worry about being a dick. We’re all here for the same reason, so I guess I should be sorry for not being clear.
Ok, so all the U2 options I’m offering are for mid-air juggles (that give the Ultra’s end animation) just like how Ryu can use his shoryuken into his U1. From my original post:
Like this>>>[media=youtube]sHMFM5jmWHE&feature=related[/media]
All of my options were for juggle a mid-air opponent after hitting them with a certain move during their neutral jump, then activating U2. To simplify - Enemy neutral jumps, Ken does certain strike, enemy begins to fall, Ken activates U2 to juggle enemy before they can hit the floor.
My initial thought that Ken’s dp could do it was wrong (it works, but the enemy always falls out for me). However, you said it works, so I’ll take your word for it. So far, the ones that work for me are close standing mk and close standing fierce. This would be easier to understand if someone here posted a video of it. I can’t because I don’t have any recording equipment. If you like, we can test it out through XBL so I can show you.
@Absolution
I tried the hadouken one. There is no way that U2 will connect. I’m not sure what I was thinking when I considered it haha. It works incredible on a standing opponent, as I’m sure we all already know.
Thee dp to u2 dus wurk but u have to hit them with the jab dp when theey are hella high in the air so its nt reliable but it did wurk for me.but if I jab dp someone that high I would rather do air ex tatsu instead of burning my ultra for minimal damgage.and the close standing fierce duz nt wurk its plus 1 on hit and u2 comes out in 7 frames.now if ur seting the dummy to n.jump and u hit them with the close fierce punich and do u2 it will hit them only because the dummy is trying to jump again.now in a real fight they wouldn’t jumpp again they would jus block and ur 72 would nt connect
I think you have a point about putting the computer on jump. If that’s the case, I’m going to test all of them out again with a human opponent.
How do i Kara focus?