first time posting, i rather use step kick imo. i feel it more safer cause people think your gonna spam it and will keep on blocking rather then foward HK.
Ikaru
June 28, 2011, 9:32pm
1842
If you mean major tournaments no Ken hasn’t, but I particularly meant that there’s an obvious increase in the number of posters in the Ken forums. And I’ve actually played more kens than I have Ryu myself.
Sakura is way better than Ken.
Most people here play Ken just because he’s Ken.
Why are you switching/asking for reasons why Ken is better?
I’m in a similar boat to the thread creator, except I don’t want to switch, I just want a second for T. Hawk.
Phobos
June 29, 2011, 3:19am
1845
Karaba13:
Whats up guys. I’ve been trying to pick up Ken because I want to main him in AE but I find myself struggling to learn his fundamentals. I’m pretty decent in terms of execution and I have learned his bnbs but I have a hard time setting myself up for these combos in game. I was wondering if anybody wanted to help me out and play some matches and give tips.
Thanks a ton. My Gamertag is Karaba10.
I know you are playing AE , but a good way to pick on a character any is straight training mode then local match-ups with friends or online also. I mostley play ST, but its a great way to learn spacing, footies,combos. And I do play main Ken, so if you have questions , I’d be happy to help.
What do you’ll do after Ken TTK connects. I either go for a Kara f.srk,Kara throw or cr.lp or cr.lk
Moved to Ken General Discussion Thread:
Nysidious:
For the tatsu combo try starting with cr.lk , cr.lp, st.lp , cr.mk , Ex Tastus As you practice this one you will see it is relatively easy as you can press cr.mk almost directly after st.lp without any pause what so ever and it will connect. Now if you remove the st.lp and go directly into the cr.mk it becomes more diffcult in terms of timing therefore i recommend p-linking the mk and lk together directly after the cr.lp and it usually connect. Practice practice practice. Also guys does it ma…
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
vannuge:
So, I’m at this point where I basically need to up my footsies game outside of step kick, cr.mk, kara throw, and air tatsus.
Can someone walk me through your footsies game at certain ranges? Say cr.mk range and also up close. I’m getting way too predictable with my mk’s and such.
Also, if anyone wants to play my Ken and work on each other’s footsie’s, my psn is ‘vannuge’.
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
Karaba13:
Whats up guys. I’ve been trying to pick up Ken because I want to main him in AE but I find myself struggling to learn his fundamentals. I’m pretty decent in terms of execution and I have learned his bnbs but I have a hard time setting myself up for these combos in game. I was wondering if anybody wanted to help me out and play some matches and give tips.
Thanks a ton. My Gamertag is Karaba10.
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
Tryken:
After watching BananaKen at CEO, I really want to get Ken’s combos into sweep down so that I can get that untechable knock-down.
My question: Is it off of a cr. mp like Ryu’s? Or is there another normal it combos after? I wasn’t getting the sweep off the other night in training mode off of cr. mp.
What should I do to get the combo off more consistently?
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
Kinimaster:
Ken is my main since SFII and in AE i feel that he has become a real good character like on 3s , im pretty satisfied with the changes, the startup on lp dp doesnt affect my gameplay at all and beside the double block on ex Tatsu, he only got buffs, still undefeated against twins i think that ken could have the advantage on that matchups. Well just opened this thread to say i love AE ken and would like to know how you guys feel with the changes after the first 3 days of the game in console.
Moved to Ken General Discussion Thread:
KEY
L = low
M = medium
H = high
P = punch
K = kick
EX = EX version of special
x = not avalable
* = this is the I cant read japanese star
How information works :
Start up/hit/recovery/grd adv/hit adv/grd recov/hit recov/dmg/stun/gauge
Close Normals
lp = 4/2/5/+4/+7/10/13/30/50/20
mp = 6/3/18/-7/-2/13/18/60/100/40
hp = 6/3/19/-4/+1/17/22/90/150/60
lk = 6/2/7/+2/+5/10/13/30/50/20
mk = 8/3/12/-1/+7/13/21/70/100/40
hk = 8/3/21/-6/-2/17/21/110/200/60
Far Normals
lp = 4/2/5…
G77:
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
I know im like 10 days late but thanks man, it did make sense. always heard this term being thrown around.
Life has been blown back into this game for me as of late and I’m trying to work out the bugs again in my system. However I’m having trouble with this : Crouching :lk:, Crouching :lp:, :hp: Shoryuken
What is the correct stick motion to get that shoryuken out correctly from the crouching position? Or even from the Crouching :lk:, Crouching :lp:, :hp: Shoryuken to super? It’s just not working in my head on how to get the stick to the Shoryuken from crouch.
hold your stick in the down forward motion when doing the cr.lk, cr.lp so that when you do the shoryuken you are closer to forward, super is not really a good option to use in a match so i don’t suggest you use it, but after you see the shoryuken a little bit on screen do the super, if you are trying to do that trial where it has you do that then use lp shoryuken.
Thanks I’ll give that a shot. The last portion was pertaining the trials. But I see it quite often against me so I wanted to start working on it since I didn’t use shotos that much anyways.
That helped a bunch. Thanks.
When doing the c.lp to f.shoryu link, it helps (at least for me) to tap the fierce button really quickly. This will utilize negative edge so even if you miss the link on the button press, you still might get it on the button release.