The easiest way to hit the U2 links and FADC’s is to p-link it!!!
I discovered this the other day and had a bit of practice with it tonight. I’d say it increased my execution success by a good 20%
You can p-link KKK with HP.
Why?
If you successfully do the 2 x qcf, the Ultra will outprioritise the taunt.
If you miss the final forward input, a fierce DP will outprioritise the taunt AND any random Thunder Kick/sweep errors. (The fierce DP WILL connect instead of the U2 as long as you were in range to land the U2).
If you press KKK one frame too early, you still get your Ultra. The inputs will look like this in training mode
You can even turn off taunts to remove even the slightest risk of the taunt coming out if you mess up your inputs completely!!
So if you add up the fact that your making the one framer into a 2 framer AND you are covering the outcome of missing an input with a DP instead, I’d say that we should feel much more comfortable going for U2 in the heat of a match!!!
It doesn’t matter how quickly you release the button. The fastest a button can be pressed and released is 3 frames. Frame 1 and 3 will activate moves, but frame 2 won’t as it basically counts as you holding the button in (neither pressing it in nor releasing it).
P.S.
Awesome games last night. I know it was beyond laggy, but it was fun none the less. You really had Ken’s unblockable j.mk locked down!!!
I nearly wet myself laughing when we both started missing the U2 links!! Good times!!
Maybe we can try again when you sort out your internet. I won’t hold my breath for a lag free game, but nevertheless, it was fun!!
I have a TE stick and I switch the hk and KKK buttons over so the bottom row is lk, mk, KKK, hk.
This helps me with:
OS Sweep
Grounded OS EX tatsu
Doing air EX tatsu’s with the same trajectory every time (I use mk~lk kara ex for shenanigans and escaping)
Performing KKK moves including Ken’s U2
Stops me from being tempted to use hk tatsu in combos too much (-1 gets you killed against quite a few characters!)
So yeah, KKK button is what I use to p-link my U2 with hp.
Hahaha, I use the KKK button too for all my OS’s. PAD FTW!
And yeah good games. Btw if you check the last match replay, when I did bnb> jab > U2 combo, U2 was plinked with hp. We really think alike xD!
Besides mashing during a blockstring, which I wouldn’t recommend at all, is to bait your opponent to jump to you or wait for your opponent to throw out some long range move like a Blanka ball.
Since it’s a 10 frame startup, I’d recommend only doing it against someone with a floaty jump unless you’ve got some good reactions. My reaction time is pretty bad so I don’t use it as an AA.
If you use it as a counter to a long range move, they can bait you by doing a version that leaves them out of your U1 range.
Hey guys, I just noticed that Ken’s supers are 2 frames. Does anybody use that for punishing stuff that seems safe? I know DP already covers most of the punishable stuff, but still.
Oh. I must’ve overlooked the other versions.
Hm, shame. I was thinking how it compared to other <3f moves, but they’re either grabs or actually have range.
Hey guys, sorry for yet again another barrage of noob questions.
-does the following option select work on Chun?
c.LK > DF+D+DF+c.LP+c.either MP or HP
Does the fierce one not work because she backdashes out of range? How much more range do you get with EX SRK?
-is it practical to use EX SRK in hit-confirmed combos? It felt that EX tatsu combos sometimes loses out in bigger combos thanks to damage scaling and I prefer knockdown over up-close mixups.
Hey guys interesting find while watching a new Playerjun52 vid today.
[media=youtube]odR7-tbhEdQ&t=1m40s]YouTube - Playerjun52 [Ken] vs rng505 [Ryu[/media]
It starts at 1:40 with the throw into the corner. Jun dashes twice and jumps in with j.lk(same setup with akuma’s unblockable jump.lk in the corner off forward throw as well). I watched the inputs and I noticed two things. The j.lk hit while he’s standing and the inputs show him holding back. The inputs were a little crazy during the jump but it’s also possible he was hit while in a neutral state before holding back. ALSO, if you pause it at 1:48 you’ll see Ryu’s body turned facing the corner instead of his back to the corner right before he gets hit with j.lk.
My point is, it’s possible Ken has the same unblockable setup in the corner that Akuma has so if anyone wants to give this a shot I will too in a bit and get back with me and see if there are any good results.
Edit: Just spent like five minutes with this and saw some weird results.
1st recording: To block the jump in I had to hold forward and Ken landed behind Ryu(normal cross up in corner). But if I held back Ryu would get hit and Ken would land in front(what was seen in Playerjun’s video).
2nd recording: Held forward to block and landed in front, held back to get hit and landed in front still.
That’s just 5 minutes spent, but perhaps we just have an ambiguous j.lk instead of an unblockable. I’m gonna keep playing with this and try to get it on camera.
Surprisingly, Ken’s EX DP has LESS range than his fierce DP. You are more likely to catch backdashers with fierce DP than ex dp.
Unless you do your fierce DP OS from a jump in, Chun Li’s backdash will avoid your OS completely.
Just to note as well.
Using your OS as stated above will always result in you using EX DP (because you are pressing cr.lp+cr.hp). So if you want to OS a fierce DP only, you need to do cr.lk, df, d, df + lk + fp. If they block you get a chained cr.lk, if they backdash, you get a fierce DP.
I think it’s a matter of preference and match-ups.
I use EX-Tatsu’s to be safe, if I feel like a knockdown isn’t advantageous(Fighting Bison for me personally), or if it’ll put them in the corner.
I use Fierce DP every other time. I don’t like using EX DP’s in a combo because it doesn’t seem to give Ken that much of an advantage and I love conserving meter.
This is interesting, there is a slim chance that we have an unblockable like akuma’s, but I honestly doubt it. Let me clear something first, ken’s j.lk in the corner is “unhittable” but always lands front, unless you time it so it crosses up, ( Stole the “unhittable” term from Joon, ).
Now let me tell you what I see in that setup playerjun did. The 2 dashes after the throw left him at point blank to the knocked down ryu, then he jumped and did the crossup/unhittable that would land front in both cases. I don’t know what the ryu was doing at that point, he either fucked up an autocorrect motion, or is just stupid. Anyways, at that point Ryu thought playerjun would land behind because it’s obvious that a cross up always lands behind, so he blocked AFTER jun landed, and got hit by a combo.
Summary: playerjun dashed twice before the j.lk to to make ryu block back after playerjun lands, so he can land that chunky combo for maximum damage.
Btw I didn’t test if this is unblockable or not but am sure it’s not. It’s either unhittable or crossup as you mentioned.