(OLD) Ken General Discussion Thread (Combos, Techniques, etc.)

havent yall notice capcom is sharing ken moves on SSF4. look and tell me if im wrong

abel has his roll and his flip kick
when he does his fake ultra 1 why can we mash the kick buttons to get more hits and damage but adon has that shit with his super

It is a good combo. I’m a little unsure if the mk tatsu will hit every single character if you do that last cr.lp. Train to just do cr.lk, cr.lp, cr.mk xx mk.tatsu. The mk tatsu is a nice select cause of its 0 frame on hit. Try to use the lk.tatsu sometimes just to get some mindgames up. Not saying that it’s the BEST option to do a lk.tatsu once in a while but it’s fun to try and play around with their minds.

That was actually extremely helpful. I stuck with the medium tatsu, depending on the character. It landed quite a bit. EX tatsu landed when i could get it out during mixups. Made my opponents(good and bad ones) think twice after i threw out the c.mk. So goods ups man, thanks!!

Meh, A lot of concepts and idea’s are recycled to other or newer characters with Capcom. I don’t think it’s a conspiracy against Ken or anything… About Adon: it’s only with one variation of his super that you even has to mash. I personally like that you don’t have to mash for U1. People would just use turbo all the time, well, for online say. Roll: he didn’t have it in SF2 or SF3, I don’t care much either way.

Hey people, I need some help improving. I am CONSTANTLY getting raped by Ibukis, Ryus, and Adons. It’s like they were made to beat me. I’m on a 7 game losing streak online because I kept running into this one guy who used Ibuki and I just couldn’t beat him. Please help me.

For Ibuki you simply have to learn the match-up. You have to learn her moves so you know when to block high, low and when you can counter. Get used to her timing.

Patterns too, idk why but a lot of ibukis seem to be pattern oriented, maybe its something to do with the options she has. the moves might change but the pattern is usually recognizable.

Did I kara this move? Did I plink it? Option Select? I have no idea, The light kick just came out before the super and I do remember when I was playing this match I tried to ultra him before his super came out. I was hoping this could tell me a little about the best way to U2 on reaction since I have no idea how anybody is hitting those ones so close to someone throwing a projectile.

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Sorry for the bad quality this was when I was using my cell phone to record videos.

What’s up guys, I have a question about Ultra 1 as an anti-air, I did U1 as an AA two times when Ryu tried to mk cross up and it worked, is it just because he failed his jump-in or does Ultra 1 really work against cross ups?

the ryu orlly just didnt block lol or it was a horible crossup atempt but u can auto corect ultra the crossup tatsu

I have been using jump in HK since the dawn of Shoryuken. But is HP the better choice when meeting your opponent in the air or even on the ground?

yes the hit box is higher

I was wondering where you practice your normals at usually? Hard mode is super easy they pretty much just walk at you the whole time. My problem is when I’m playing online against Blanka and all the characters that can fly across the screen none of the normals I throw can stop them or my timings probably off. Should a standing medium or crouching medium or whatever else ken has stop any of these Blanka balls? Or Cody when he does that flickr thing low to the ground?

It was a sour cross-up that got auto corrected. You can only really anti-air with U1 at jump peeks but thats hard as shit. So no, its not realiable. Your better off taking your chances with st. srk.

Standing jab/strong/short and crouching jab/strong should be all able to stop blanka balls. If you’re fast enough you could also dp them too. Other than that, just randomly throw out the mentioned pokes and hope you get lucky. If you do it enough times, they should catch on to what you’re trying to do and maybe be a bit more hesitant with the blanka balls.

The initial DP has to be a counter hit

I always throw, as it cant be blocked :slight_smile:
Lots of people go into SRK after Tatsu, on either Ryu or Ken, so the opponents holds back while being hit, and has time to get into block after the tatsu has finished, as the tatsu into SRK cannot be linked.

I had that problem when i started playing (SSFIV is my first SF title).
I use a stick, not sure what you use, but i started getting the tatsu on the way up move, to escape corners. instead of hitting jump, then the movement, i combined it into one smooth movement. From (facing right) up right clockwise to backwards. If you do this quick and in one movement, you flky across the screen (something i did with a Guile who was keeping his distance from me, i landed right behind him and wont he round with a h.SRK) or wait until you are past the peak of your jump, and you do the landing tatsu, or cross up (depending on where you and your opponent were when you took off).
make sense?

keep watching his feet. if you just hit ‘throw, throw throw’ his feet stay planted. if you do the kara right, he moves a few pixels forward each time

Quote of the year :slight_smile: Thans Joe. Thats spurred me on :slight_smile:

Ive recently started mastering the inputs, but the speed eludes me. Not always too slow either. I started with Ryu’s, and even with l.dp to reducxe juggle hieght, i always get the Ultra out too quick!