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

Wholly plop shit!! You’re right!!! Meaty cr.lk forces standing on a non-blocking opponent!!!

You can test it easier by setting the dummy to do a sweep/DP and then a meaty cr.lk. This is easier than getting the dummy to do the blocking.

The only problem is that the chances of your opponent getting up and holding down forward on wake-up is very slim!!! If they get hit during the start-up of a crouching move (such as a crouch tech attempt), the forced stand is nullified and they get hit in a crouched state.

Still, this is quite interesting to know either way, don’t you think?

ok now yall both trippin when the character wakes up there is a standing animation thats jus how the game works the lk isnt making the dummy stand up the wakeup animation is.ther seems to be a difrence like you said in wich way the feet come up but still the meaty atak isnt the reason they are standing up its the wakup animation but it realy disnt mater cus if they jus hold down back they will blok low.

The way I understand it is, the first frame on wakeup is always standing, but it can be canceled by a normal or a low block. This is how the air throw setups work(demon flip, hooligan). If you just hold downback, you get grabbed, because you’re standing and there’s nothing to block. You hold down and mash mk, it cancels the standing frame and you don’t get thrown.

Yeah I know that chance IS slim, but I only mentioned that because you said you hit a crouched opponent with meaty, and I assumed it was after SRK knockdown. Btw, I don’t know what you mean by this:

If they get hit during the start-up of a crouching move (such as a crouch tech attempt), the forced stand is nullified and they get hit in a crouched state.

Try recording ken doing sweep then follow with meaty cr.lk or cr.mp. Then put your cr.lk on turbo and hold down+cr.lk when the recorded Ken is attempting the meaty, will you still be crouching? I can’t test right now.

Isn’t it ironic that every stand-forcing attack in the game can be blocked low too xD? And yeah it’s probably the waking up animation, it makes sense now that you mention it.

Sorry GTF. What I meant was that if you time your cr.lk so that they have 1 or 2 frames of activity to react in (i.e. not a true meaty), then they will obviously not get stood up by the cr.lk. Kinda obvious really. Don’t know why I wrote it…

I think that referring to it as “forcing standing” is where it’s all got a bit confusing. It would be better to say that it’s catching them in their first frame of wake-up, which, unless cancelled with low block or a move of some sort, will always be a standing character. Exactly as Dannkk pointed out.

Sorry for the de-railing of this thread for the last hour…

>>Goes away feeling like a tit<<

Peace,

G.

Lol man, there is no need for apologizing! we all learning from each other here! You’re TK/FTK mixup is still gdlike tho.

Lol man, there is no need for apologizing! we all learning from each other here! You’re TK/FTK mixup is still gdlike tho.

Ya I was gonna say something to help explain Fruit, but then everyone else took care of it lol.

Play with Sicx and I sometime on XBL. Our matches tend to revolve around footsies when we’re playing for real. Otherwise they depend on high level counter character pick set ups.

Sicx if you read this my Cammy is gonna smash your Sakura next time I see you online.

So guys, AE is out… and wao plays Dudley now. :frowning:

I been anti airing with ultra2 lately, anyone else use this? It only connects fully if they attack and you do it at the right timing though and can be baited by empty jump. Also been using meaty s.mk set up after a throw to link it.

Yea I hope he just plays him for fun and gets back to Ken later. People did say Ken is now above the other shoto’s so that should be motivation. Love Dudley though.

I’ve started to play around with Cr.Mp. Basically replacing my Cr.Mk in combo’s (Note in combo’s and just for fun) It has good range actually on hit. St. Jab, St. Jab, Cr.Mp seems to connect fine and it’s a bit of variety ( more dmg) On St. dudes ofcourse.

Ultra 2, I’m trying to teach myself to keep wiggling/buffering the QCF than hitting the 3x kicks button after a FADC. I used to buffer the QCFx2 during the FADC, than pressing 3x Kicks as he stopped but the ultra just wouldn’t come out.

Edit: Hah, I just for the first time really read frame data and I completely get it now. Been trying one frame links like, far st.lp > Ultra 2, or Cl. St.mk > Ultra 2(being the easiest) Lol It feels good even though I’m way behind you guys. St. MK > Ultra 2 isn’t even that hard tbh, you have more frames to buffer the QCF if im correct than with St.jab.

Which characters duck under Ken’s cl.LP? I need to know for this OS mainly.
c.LK > QCB LP+MK+HK / f.LP+MK

Also, when’s the best time to setup a CH cl.MK? The only one I can think of is after a jump in.

I need help with Ken’s kara throw, I can get it like 50% of the time but I want a more accurate rate in which I get it.

What is the best method? I use mk, but like what is the best finger placement I guess is what I’m referring to.

Cl.mk is 8 frame start up, so it’s hard to setup. You can set it up after a cr.jab on some character, But you can get hit out of it. So the only reliable setup is the one you mentioned.

Mk has the best range. What type of controller are you using? Pad? Stick? Tell me and I’ll help you.

For KaraThrow I do
index on short, middle on jab, and ring on forward.
When I was learning I used to do
index on jab, thumb on short, and the knuckle of my middle finger on forward lol.

*these placemetns are on a stick.

I use the original sf4 arcade tournament edition stick, and thanks for the help :slight_smile:

index on short, what is that?
middle on jab, idk that either
and ring for forward? im sorry i dont know any of those :sad:

Short = LK
Jab = LP
Forward = MK

For me, thumb on short, index on jab, middle on forward.

ok that’s how I do it…but I don’t get it that often :frowning: I try all sorts of stuff but I’m missing something when it comes time to perform it.

je83, two main problems I have personally encountered with kara throws were: pressing MK then my direction input is not forward, and pressing the MK and throw inputs too fast/slow. Your problem may be the first one. In a match sometimes I get caught in the down-forward corner and then press MK ~ Throw. From a crouching blockstring I will do the QCF motion and then press MK so I get the forward input. Hope this helps.

i would love to thank the ken community fore helping me out. my ken went from scrubby to nice. i remember when i first heard the word “kara” and i was like wtf is a kara. but now i know. once again i thank the ken community. where not selfish here when theres a fellow ameriKEN who needs help lol