i think its character specific. im still a beginner too, but i use it mostly on akuma or ryu.
Ok. To all you new guys joining us here in the Ken forums.
A lot of these questions have been asked and answered already, right at the beginning of this thread. We Ken’s have been working hard to keep this forum as clean and concise as possible so please bear this in mind.
U1 and U2 choices are in the match up thread and day 1 stuff like getting full U1 is at the beginning of this thread…
If you really can’t find the info you need, then feel free to ask your questions here in the general questions thread.
Peace,
G.
Sent from my HTC Desire S using Tapatalk
no you just have to time it when its reasonable, you can’t throw turn punches though
an easy way to fadc is when you get a lvl 2 or 3 FA wait till they drop to when there on there knees, you will see there entire body fall down, then shoryu fadc and do ultra where you would do it with ryu for all hits of u1 you don’t want it to do it to early or no full ultra. the reason i prefer this over taunting is cause for that it only gives you a small amount of time but if you do it how i explained it you have way more time.
I didn’t know having good reactions was a weakness.
gladly, add me plz mines is xXBlackaholicXx
Except when punishing or when you’re really really confident that your jump in or poke is going to land a hit, hit confirmable combos that start from light attacks (can continue into a safe block string / allow yourself more frame trapping and tick throw possibilities if your opponent is blocking) are a better option.
I used to main Abel. I always felt guilty about being able to os TTs against Mr. Masters.
First 2 combos you should learn.
hit confirm - cr.lk, cr.lp, cr.hp xx f.dp/ex.tatsu
punish - cl.st.hk xx f.dp/ex.tatsu
Combos into ultra.
f.dp fadc U1
fireball fadc U2
st.jab, U2
st.strong, U2
against crouching opponent cl.st.hk xx fireball fadc U1
Some other notable combos.
cr.lk, cr.lp, st.lp, cr.hk
st.mp, cr.hk
cr.mp, cr.mk xx special
counterhit cr.mp, cr.hk
Anyone getting a chance to play Ken in SfxT @ NCR? If so does he still have his kara thrown and is crouch tech still in?
hey guys, what exactly does “meaty” mean? like a meaty step kick and stuff like that. Here’s a video i saw too on how i came about it: http://www.youtube.com/watch?v=f_t8TSpw3uc&NR=1
A meaty attack is a move that hits later than it’s first frame. I just started messing around with Ken so someone can correct me on this if I’m wrong, but as an example I believe that if you hit Ken’s step kick on it’s 3rd active frame, it will give you +3 frame advantage allowing you to combo (the move still does the same amount of hitstun, but it hits later in the animation, lessening the amount of time it takes for him to recover after the point of contact). Usually it’s only +1.
So I guess in the setup in that video, ken resets chun, then does a step kick, the first 3 active frames whiffing because she’s still invincible from the reset, and connects on the 4th active frame, giving Ken +4 advantage. Cr. Fwd has 4 startup I think.
A meaty attack is simply an attack that is already active as someone rises from a knockdown/air recovery etc.
This means that on the very first frame of someone’s wake-up, they are forced to block or perform a reversal.
It has nothing to do with what frame the technique hits on, but when you are using meaty attacks, it will often mean that your attack will not hit on it’s first active frame and thus you tend to gain extra frame advantage this way.
Moves that have a lot of active frames are much easier to use when attempting a meaty attack but it perfectly possible to land moves with only a few active frames as meaties.
The most simple example of a meaty attack is when you jump in on someone as they are waking up from a knockdown and you throw a fierce punch so that it os active already and they stand up into it.
The term “meaty” or “juicy” (as it used to be when SF2 first hit the scene) came about from where the “spack mark” used to appear on your opponent when you hit them with a low and meaty attack from a jump in. It also made a very distinctive sound when you got ot right…
I hope this makes sense.
Peace
G.
Sent from my HTC Desire S using Tapatalk
Thanks for the video Imagine VC its helped a lot. one thing I’ve been wondering though is if I’m doing the combos correctly. For example, when I do the first combo in training mode I almost always get blocked by the dummy if I set to auto-block at st.mp and I always get blocked by it at cr.hk. Is this just the auto-block messing it up or do I still need to perfect the timing before it works on players?
youre welcome cardboardbox
depends who you set as the dummy. the combos in the video don’t work on everybody. heck lots of the combos don’t even work on Ryu. Yun and Yang have deceptively big hurtboxes. not as big as the big characters but a bit bigger than medium sized characters.
Yeah I’ve noticed I need to cut the cr.lp on a lot of characters. I think my problems are coming from my timing. I have a very hard time linking the cr.hk even from just a st.mp, which is supposed to work on everyone now, right? By looking at your inputs I’m guessing you start the down motion for the crouch but then you hit the buttons twice for the cr.hk. Is this something I should be doing and is it a split second motion like a kara throw?
he is p-linking the sweep so he has a better chance to get it to connect
I realize the tatsu combos need some freaking time and also, his new combos with the sweep. Question?
Do you guys know what I need to do to become great ken for future tournaments?
Any tips for me how to practice my combos I know his BNB and counter hit setups with medium punch and sweep. I was watching FREE1UP ken and some Japanese players.
I don’t know if this Combo is here but i came up with it in training mode
st.lp Target combo Hadoken FADC st.lp st.lp Far st.lp Cr.HK does 259 damage. And if i Start with with a jumping forward HK it does 316