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

I dont use f,d,df for my srk, i use f,d,df,f (or 6236) and even that doesnt work for me, and there is only p, mp+mk between that and the next f, but it wont come out. i still have to hit forward twice to dash. any advice?

(i have though about df,df.p ->mk+mp dash -> ultra to make the input quicker (note i have focus mapped to one button for speed)

i heard if you input the first forward end of the srk motion it is easier idk i haven’t tried it out tbh

UGH I am having such a hard time linking c.mk - Hadouken- FADC -U2… Hell I can’t do any of the setups besides J. HK into U2 and Crossup Tatsu- U2 ! its kinda frustrating at this point…any pointers? Like it seems a little more difficult to do it compared to Counter FADC Shoryu into U1…Maybe because of how fast it was…IDK its kinda going over my head right now

yeah, thats super fast, as a lot less time than when you juggle them with SRK-FADC-U1.
Any particular reason you are opting for U2?

Well I am opting for Ultra Two right now because it is good to know it you know? Like if I am in a game and the guy keeps on spamming fireballs I have a way to punish. Also if the oponent loses out on footsies I need to know a way to punish them fast enough (c.mk to Hadouken FADC U2). It probably just feels a lot more difficult because I play on a pad lol. It took me a month to actually be able to do FADC into Ultra properly hahaha.

I’m still voting for U2 as the preferred ultra in most matchups. You can actually do a combo into it that will more often than not be a 350-400+ damage. Plus it makes his footsie game more dangerous as the main set-up is cr.mk xx hado. His best poke to ultra. Although sometimes it’s just nice to go back to U1 and watch ken become really, really happy as he lands that last gutpunch. Worth every ex-bar out there.

JUST GOT THE NEW SHORYUKEN PACK.

AND I HAD TO POST THIS!!!11! (haha)

is it me, or does Ken’s Pink Alternate 3 Costume remind us all of Owen Hart? IT’S SOO F*CKING WIN!!!

post a pic.

I have a real quick question for everyone.

As far as I remember, Ken’s cl.st.lk gives you the same hit and block stun as Ken’s cr.lp (I’m at work right now so I can’t check the Ken wiki for frame data).

If this is the case, why do we Ken’s always use cr.lp in our BnB’s.

Just thinking outside the box here, but surely Ken’s cl.st.lk is going to garner a lot more mistakes from your opponents because it looks almost exactly like a tick throw/kara throw attempt.

I need to double check the frame data to be completely sure about this before I get too excited but because it can be chained a’la all his other light attacks, the 6 frame start-up should not be an issue right?

I’m gonna play about with it this evening, but at the moment, I can’t see a downside (other than perhaps the execution difficulty?) to using cr.lk, cl.st.lk, fierce DP instead of the tried and tested cr.lk, cr.lp, fierce DP.

All I can think of is that you might occasionally get the far.st.lk and fruck yourself up, but surely not on jump ins and meaty cr.lk’s on wake-up. Plus, you can easily OS an ex tatsu and it will look exactly the same all the time, so people won’t immediately see that you’ve started OS’ing for their backdashes!!

Thoughts?

G.

i swear i got cross-up air tatsu into sweep yesterday in training, but i cant get it anymore! can’t remember if it was lk, mk, or hk air tatsu…i think lk. that would be a sweet combo if i could do it again :\

Though i haven’t played in a while, from my experience and memory, st.lk had a lot of recovery time compared to cr lp.

Nope.

I’ve had time to check it all out now, so here’s the breakdown.

cl.st.lk has 6 frames start-up but it can be chained.
cl.st.lk is +2 on block and +5 on hit, EXACTLY the same as cr.lp.
This means you can link a fierce DP from it.
You can chain or link another cr.lp from it.
You can option select an ex tatsu in it.
It always hits ALL crouchers (unlike st.lp).
You can link a cr.hp from it.

The only downside I’ve found is that it’s not a true block string (unlike cr.lk, cr.lp). There seems to be what I think feels like a 1 frame window for mashers to hit you through (I think the chaining removes 4 or 5 frames from the cr.lk recovery, effectively making you either +4 or +5 going into the cl.st.lk which is a 6 frames start up).

I see it being just as risky as doing cr.lk, cr.lp, cr.mk xx Fireball as a block string. So if you feel comfortable doing cr.lp, cr.mk xx fireball as a block string, then you should feel comfortable using cr.lk, cl.st.lk as well.

There are some cool benefits from it though.

The cl.st.lk actually gives you slightly longer to confirm the hit before you need to do your follow up, be it a DP ender or the cr.hp link.
It looks very much like your going for a throw, so it will often lead to your opponent either standing up, or mashing OS tech which you can then abuse as you wish.
It acts as a frame trap for early OS techers rather like cr.lp, cr.mk does.
So you could use it to do a double frame trap with:

cr.lk, cl.st.lk, cr.mk xx fireball

Frame trapped because - (cr.lk, (a 1 frame window), cl.st.lk, (a 2 frame window), cr.mk xx fireball

You could even do a triple frame trap with:

cr.lk, cl.st.lk, cr.mp, cr.mk xx fireball

Frame trapped because - cr.lk, (a 1 frame window), cl.st.lk, (a 3 frame window), cr.mp, (a 4 frame window), cr.mk xx fireball

This is really good because it would attempt to catch OS mashers, early OS techers AND late OS techers all in one 1 combo!!!

AND,

My main find is that it is really useful as a follow up to an ex tatsu combo.

By plinking a cr.lk with a cr.lp, then standing up and pressing lk+lp, you can effectively cover multiple outcomes at the end of the ex tatsu combo.

So here are what the inputs should look like for the immediate follow up after a successful ex tatsu combo (you are at +1 obviously).

:lk::lp:
:db::lk::lp:
:db::lk:

So, if you hit the 1st possible frame, you get your cr.lk follow-up.
If you hit 1 frame early, you still get your cr.lk follow-up.
If you hit the buttons 2 or more frames early, you’ll get a throw attempt come out.

This works because if you hit the cr.lk, and then hit THROW, you get the chained st.lk instead. If you went too early with the cr.lk (and nothing came out as you were still in recovery from the tatsu), you get the throw!!

If you can master this technique, you could effectively attempt to maintain the offensive pressure by plinking the cr.lk (making it a 2 frame window) AND still cover yourself with a standing throw/tech if you went too early. This technique would ONLY lose to reversals and invincible moves, which you’d need to be looking to bait anyway.

This would result in your opponent either eating the cr.lk OR teching the throw or getting thrown. WIN, DRAW, WIN for Ken.

So what do you think guys, useful?

Peace,

G.

Quick question, after a knockdown, if I try to mix my opponents up with jump short tatsu, does it always cross up or can it also land on the same side? I would try it myself but can’t do so at this very moment. From want I’ve experienced though, I would say no. If I does, then I could rely on this move more often…

just do neutral jump mk tatsu if that’s what you’re after.

I just got it too because the long hair reminds me of Alpha… so now I’m going to learn to play Ken since he finally looks cool.

[media=youtube]m5AObR_75bc[/media]
who’s that guy?

I don’t think DrChaos plays Ken anymore but he’s considered to be the best Ken in the US because he was the highest placing Ken at Evo this year and won the cowboy hat.

If you’re in the Ken forum how would you not know about Dr. Chaos’ awesomeness?

Lol lud is his friend in real life he was just posting for chaos I guess

that video editing made gave me a headache