The problem with this is he builds meter for free and he could just wait with his super at-the-ready when you yourself have nothing.
But yeah, there’s a bunch of good suggestions in here already. A good typical response would be a normal with swift startup, just make sure to time it properly (which can definitely be tricky online). Or if you’re feeling ballsy, walk up and throw after you know one is coming and they’re in recovery. Maybe if you want to be tricky, crossup hop and throw with Blanka.
If you can punish it properly just once on the first time, they’re likely to think twice before trying that shit again.
Using st.MK in this situation is just plain silly. st.MP is faster with more range and more priority.
The best move to use depends upon the player.
st.HK is ideal for people with fast reflexes, but is risky for people with average to slow reflexes, which is where st.MP comes in. On the other side of the spectrum there are probably a few people who are quick enough to reliably DP or Storm Hammer him on reaction.
Personally I use st.HK most of the time, but if I’m feeling a bit tired then I switch to st.MP so I don’t end up throwing it too late and eating a second DP.
With Zangief, start a SPD motion as he is going up; by the time you finish the motion he will be on his way down and you will grab him. Alternately start your sweep as you see him hit the height of his DP.
A move with 100% invincibility on start up that’s safe on block and can be spammed with nigh-impunity? Sirlin and his team didn’t see a problem with this?
Ken’s jab dragon is almost as bad as eWGF in Tekken Tag. It’s not as if the safe jump kneebash/jab dp mix up is difficult to execute. I am saddened by this.
I wouldn’t really call it safe on block. I haven’t tested, but I think most characters can do something about it before he hits the ground again. And it’s easy to set him up so he falls into something with at least one move for every character.
It’s not like he can win a match by spamming it forever, unless you are just as retarded as him and constantly walk into it.
It’s not safe on block for many characters, and its invincible on the way up not when he’s falling. And if you try spamming that shit anywhere but online, you’re gonna get stomped.
You are less likely to get interupted by those jab DPs if you time your links correctly. This isn’t SF4, where even if you do time them correctly you can still get SHORYUKEN!!!1’d in between your medium level attacks. In Street Fighter 2 (and other good Street Fighter games) you can’t interupt in between properly timed block strings. Good players will safetly try to interrupt links, by quickly doing the dp motion and going back into block quickly. If your timing is spot on, then you will be OK. But if it’s off then you’re gonna be DP’d.
Yep. To add, Ken’s super is one of the more less effective in the game against most characters. A jab DP spamming Ken is really only going to be successful playing those who do not know how to counter it. Yes, it’s one of the most “safe” moves in the game, but just like everything else, it’s counterable. Most characters walk quick enough to walk-up throw after a close DP attempt. This takes almost perfect timing, but this is what I’ve seen be most effective against the spamming Kens.
It’s nice that you’re trying to help, but the thing is that this thread exists because Ken’s 3 frame recovery upon landing from the :lp: Shoryuken is very hard to see when online hiccups can cause one or two or even all three of those frames to be skipped or rolled past. That’s why throwing or comboing Ken is risky online. That’s why this thread actually exists.
That’s why, upon reading through this thread and, more importantly, the Ken thread, you see that the best advice to avoid this situation is…hit him while he’s coming down before he lands. That way, you give yourself another 12 frames in which to hit Ken and discourage the jab DP’er from spamming it. While my combo-matic self would be more inclined to combo him upon landing, sometimes playing to win means taking away a strategy instead of KO’ing them for it.
I wasn’t typing to read my own post when I said that searching threads before posting is a good idea. This game has been out for a while. Lots of stuff has been discovered. Search.
While we’re on the subject of Ken, is it just me or does it seem that his grapple move does far less damage on the first hit than it did in ST? I believe I read something someone else posted about Blanka’s bite doing less damage on the first bite, but I found it to be the opposite.
I partially disagree… it’s true that after blocking a Ken jab shoryuken, torpedoes and buttslams do not work well, but :lp: or :mp: hands are very often guaranteed. It’s what I personally use all the time.
:hp: torpedoes work okay to punish whiffed jab shoryukens from like midscreen, but it can be pretty hard to react in time to a whiff. Still, if you expect the shoryuken, it’s very possible to do it on reaction and hit him cleanly while he’s falling.
Yeah sometimes they can spam jab srk all day and no matter what you do to punish it you get counter punished with another jab srk because the lag covers up the landing recovery of jab srk.