quickly. Why would i go Jab jab DP instead of Jab jab Low forward Tatsu? I was watching dr. chaos and he rarely used Short short Low forward Tatsu. Does it have anything to do with Standing or not standing? Im just curious why. I kno if they are ducking i cant use the long combo. But if i go Low Short Standing Short Ducking Fierce Hadoken I kno that stands them up, From there i like to cancel hadoken and go into low forward Ex tatsu. But why end with DP? I dont understand? DMG scale? Flashy? Stun? KnockDown? Please explain if u understand what im asking.
It’s to get you a knockdown and to avoid the guessing game that you play at the end of any tatsu combo.
If you don’t have 3 bars, there is no “truly” safe way to disengage after a successful tatsu combo. So if you don’t want to take any unnecessary risk, end your combo with a knockdown and continue your pressure in that way.
Plus, with certain characters, Ken can follow up his fierce DP with a completely safe jump in lk, and what I’m working on at the moment, an almost perfect safe jump after a jab DP.
anything to do with DMG scale or stun or something? or is it just to avoid the guessing game. i like the guessing game at the end. but like you said if you dont have meters its not worth it.
The DP ender does less damage than the tatsu combo, but not by much. In my opinion, it’s all about knockdown vs guessing game. Different opponents will warrant a different approach.
I have a quick question now.
If I link cr.lk into cl.st.lk, is it a true block string or not? cl.st.lk has a start up of 6 frames and cr.lk only gives +0 on block, but I don’t know how many frames you get back when you link them together.
Anyone know??
Ken can actually chain that close standing short, so it does work as a block string. It’s not a link.
Yes, majority of the characters wake up at the same time but some characters are SLIGHTLY different.
This set-up seems to Perfect Safe Jump 5-frame and higher invincible moves (ex: Cammy, Chun-Li). On some characters, the Jump-in attack whiffs though (ex: Sagat). You’ll have to wait a little bit before Jumping (the timing is similar to Sweep > Perfect Safe Jump). This set-up loses to Technical/Reversal 3-frame and 4-frame start-up invincible move as you mentioned (Shoto’s SRK, Guile’s Flash Kick, Zangief’s Lariat). One exception was Blanka’s EX Rolls (4-frame start-up). If Blanka Technical/Reversal any EX Rolls, Ken blocks but if Blanka just Technicals Ken’s Jump-in attack whiffs.
Bad thing about this is the distance of L. SRK. There are certain distances where F. SRK would connect but not L. SRK. If you want to C. LK > C. LP > L. SRK, you’d have to be pretty close to the opponent and that rarely happens in a real match. Sometimes even Jump-in attack > C. LK > C. LP > L. SRK will whiff.
I’m not too sure I’d use this as a Combo, but this is still good to know after a reversal L. SRK.
Thx G77.
P.S. If the opponent decides to not Quick Recover (Technical) and you already performed the Forward Jump, you can do another Perfect Safe Jump with a Neutral Jump.
Hey, I was wondering what ultra you guys pick. Recently I’ve made the switch to U2 just because ambiguous cross-up, low short, low jab, low forward, fireball, FADC, U2 works for most of the characters and ultimately does more damage. Up until now I’ve been a big fan of using U1 solely for the purpose of looking out for counter-hits when I have meter to spare. Just wondering what everyone uses and maybe I can learn some tricks I haven’t found out already. Thanks!
I believe most people use ultra II now, but I still only use ultra I.
i use both depending on how well i feel my c.lp>c.hp is coming off. if its not happening U1 if im landing it U2
ohh and can anybody tell me how to plink his c.jab> c.fierce. thanks in advance if any of u guys wanna play me just send me the invite
Combo fun
Hey guys, I’m relatively new here( long time read, 1st time post )
I’ve been messing around with ma boy ken in training and found some “classy” combos or rather extensions of old combos… might not be news to some but it was to me when i found these so i thought i’d post em.
Combo1: 16 hits, 498 dmg, 435 stun, U1 and 3 bars, up against corner or just less than half way.
CH HP shoryu(1 or 2 hits), fadc, lp shoryu, ex air tatsu, fake U1…(been tryna connect 2 ex air tatsus after the lp dp but i guess SF hates me n my ideas lol)
Combo2: 16 hits, 474 dmg, 405 stun, U1 and 4 bars, up against corner.
CH HP shoryu(2hits), fadc, ex air tatsu, ex air tatsu(this 2nd 1 should hit twice), U1
I know they both aren’t practical in anyway, but the 1st 1 is my fav and I’ll definitly strive to hit that in a fight as much as possible lol since I aint no pro I just play for style and those occasional inbox msgs with drool covered all over them.
Anyways hope this was usefull or atleast fun to play around with
Peace
PS: that 1st combo needs to totally be named “Mortal Kenbat” :china:
i did the first combo it was kinda fun. Lol the scaling just hurts the damage so bad
Does anyone know how many frames the non-aa lp shoryu to HP shoryu link is? It’s kind of tight.
Something that ive generally started using in my games is to cancel out of my shoryuken on their wake up…most of the time, they panic and stick out a MK or some other normal, which then u just release for a FA level 2 and then u got a free combo! Or if you have 4 bars and they are about to die, you could always chip them to death via this way too! [media=youtube]3yTzigWR8aY[/media] You will see what i mean at the end of the 1st round
I suggest this technique for Ken players who can hit confirm their shoryuken. if it hits, then let it go and re apply more pressure on their wake up!
All it would take for him to break out of that would be a tatsu or even cr.MKxxEX. Hado. He could have even DP>FADC>Ultra through it as well, which would have basically givin him the match. Also, FADC’ing a HP shoryuken has always been a general strat for anyone with a DP since it does allow for more mindgames. A safer option would have been HP SRK>FADC>Kara Throw since it didn’t seem like he was reacting to it anyway other then holding back. Now this does work on newer players/beginner level players more since they really wont know how to react, but against higher comp it can cost you a match possibly. I also understand what you were going for with the chip, which can work at times when your opponent is at a much lower life, but blowing 4 bars on a pretty risky setup can once again cost you a game or so.
Either way, it’s a nice idea, and can be used on a general basis for multiple characters, but there are other options that can branch off of it. LIke I said, try doing the HP Shoryuken>FADC>throw/Kara Throw setup instead. It would essentially give you the same outcome, but with more guranteed damage then risky chip damage.
@sheep- I dont want to say 1-frame since LP to MP sho seems closer to that some times, but it’s probably around 2 or 3. Hard to say for me xP
I would never use up an entire bar of Super just to chip away just to win a round if I had a healthy lead. Just do as Dodeka recommended and throw them out of block-stun after a DP.
Yeah of course, i would never recommend to waste the full meter like that, that part was just a lil joke and for fun! More of the idea of suprising them with a focus attack (level 2) as even decent players are very suprised by it.
Also, thats a pretty cool concept Dodeka! HP Shoryuken, FA back dash into Kara throw! Gonna be using that for sure!
to plink kens c.lp > c.hp I use HP and MP. You do it just like with kara-throw. Hit the hp and then quickly mp. On the input screen you should get Hp first and right after MP & HP. Then you´ve nailed the plink ^^ I noticed Daigo (and probably many players with him) use “true plinking”. Then you hit all three punch buttons in a row. I think the outcome on the input screen should look: HP and right after LP MP HP. There was a great video on eventhubs.com with all the forms on plinking a while ago.
CH cl.MK> U2.
More Safe Jump Techniques!!!
Following on from the jab DP immediate jump in safe jump (5 frame reversals definitely), I have also discovered that you can achieve the same timing safe jump technique as follows:
any combo ended with a fierce DP, FADC, immediate mp DP, immediate neutral jump attack.
On any reversal move that’s slower than 4 frames, the neutral jump attack will recover in time to block, but if they just block. you can carry on as normal.
Just another safe jump for Ken to use…
G.
just wanted to say thanks for bringing up the lp srk immediate safe jump. this is the exact same tactic gamerbee used all throughout EVO. Adon can HK Rising Jaguar into immediate safe jump as long as the opponent techs the knockdown, if not, then Gamerbee neutral jumps for his second safe jump. i was very envious of this and now we figure out ken has the exact same tactic.