With Rog (If close):
Walk up throw.
Low Upper Rush, a knockdown is always good.
If you’re far:
Straight Rush, Super.
If this done correctly, go for tick throw. GGPO.
With Rog (If close):
Walk up throw.
Low Upper Rush, a knockdown is always good.
If you’re far:
Straight Rush, Super.
If this done correctly, go for tick throw. GGPO.
If you have a projectile you can punish that shit all day long…
It just occurred to me that they nerfed Fei’s sk flamekick for this exact reason, but for whatever reason Ken’s jp Dragonpunch is safe on block at close range. WTF? Fei gets a nerf and his isn’t invincible. I call b.s.
What’s this about Ken having a vulnerable hitbox? Anyone know any tricks to exploiting this supposed invulnerability?
It seems like the problem of scrubby kens spamming jab dps all night because it is a no-risk/high reward option, such a large percentage of the time, is exactly what they were trying to avoid with Fei Long. WTF not extend that kind of thinking to Ken? Was Ken too weak? Did Ken’s invulnerable panacea need help to get him through those really bad matchups that he has?
Boooooo! This mindless dragon punching is exactly what I see from 90% of Kens online. Bad game developer! No cookie for you!
We already told you the answer to this… Ken’s jab DP isn’t always safe on block. At least, not literally safe. It is hard to time the punishment, but that doesn’t mean you just can’t do it.
What he means about the hit box is that you can actually hit him just in his head when he’s on the way up. In other words, it isn’t 100% invulnerable either. To hit him in the head you have to use a move hits him coming from below his arm while he’s on the way up… in other words, you have to do your own DP just a frame or two after he does his, and your DP will hit him in the head.
Also I had no clue you could guaranteed an HSS after a jab DP. Thanks for the tip Thelo, cool shit.
Shut the fuck up. Please.
All of the things Sirlin discusses, he discusses as such with offline play. Unfortunately, with online play doing jab SRK is hard to punish because of lag. This is something that has been repeated in this thread, oh, about 50 times.
If you were to read that you’d realize that the move you are complaining about isn’t as mindless as you think and just happens to be really good online. This brings to mind the phrase, “Who the fuck cares?”
There’s no Ken player that can go to an ACTUAL tournament, spam jab SRKs, and hope to win. This is, of course, assuming anyone decent is there.
And even if the crux of the issue isn’t “I’m not talking about spamming, I’m talking about it being safe on block.” You just quoted it yourself from Sirlin’s re-balancing articles, it’s not always safe on block. AND it can be beaten out by your own DP-like move.
He has a good point in that Fei should not have gotten his blocked flame kick nerfed since Ken’s blocked jab dp stayed the same. Fei got pretty shafted what with not being able to reliably throw a normal out after a blocked chicken kick. His best option is lk flame kick, which should be as safe as Ken’s jab dp.
His whining about ken’s dp being spammable is retarded though.
To The OP.
This is a bit of a dumb thread, your question could have been answered better by taking a look around the board a little, but in any case, here goes.
Get in to training mode, pick ken, and turn on hitboxes.Do jab dragon punches over and over again, and study the hitboxes.See where and when he’s vulnerable, and know it INSIDE OUT. Then, pick whatever character you want to use, and study all of their moves, looking for something that’s quick to come out, that will reliably hit him when he’s vulnerable out of his DP, and will do more damage than he’s doling out to you when you block his attacks.Anything that juggles or knocks down/combos should be a front runner.If you have access to another human who can do a dragon punch, use the 2 player training mode and get him to do it for you over and over, and play around and see what knocks him out of it.
Also-Watch what other players do in multiplayer lobbies, switch on your mic, and talk to people.You’ll be surprised how many people will have overcome the same problem.
There’s no trick to beating it, its just down to practice, and timing.If you get the hang of those you’ll gradually turn into a better player than asking a million silly questions will ever make you.
For my two cents, as far as getting a quick fix on this jap dragon punch thing, gauge the player you’re against online.If you think he’s faster/beter/on a laggy connection, then avoid him or try to knock him out of his DP while he’s landing, if you’re confident, then go for a throw, a sweep, or any cancellable attack that can combo into something else. Don’t take a risk, use something that you’re confident with and preferably that deals a lot of damage.The key is to teach your opponent that dp,dp,dp,dp,dp is NOT a viable strategy, and every time he tries it he’s gonna get hurt, and then watch how quickly he’ll switch to something else.
DO NOT QUIT OUT OF THE GAME.Some jackass who posted early in this thread suggested you do this.It’s lame, disrespectful, and above all you will NEVER learn how to become a better player if you run from a better opponent every time.Sometimes part of improving is taking a beating, learning from it, and moving on.
If spammed DPs present a problem for you, then you are a casual player. If you think about what to use to counter it - and how to time it - it will no longer present a problem.
I think that’s a little over harsh, GAV. Even experts today still fall for Jab DP, Jab DP from time to time.
Plus, there is one particular high level skill that people need to learn to punish Jab DPs well, and one that isn’t obvious to those who punish them all the time.
One of the biggest keys, especially in punishing Ken’s Jab DP (and I’ve said this a few times on this forum already), is to NOT BLOCK. Blocking, even when the opponent’s moves whiff, takes time, and freezes you for a second. So for example, if you are Bison, and let’s say you are three bodies away from Ken, and he does a Jab DP that whiffs. if you are holding Back when Ken DP’s and you try to talk up and punish it, it’ll be a bit harder because Bison goes into block animation. So by the time you get there, Ken can Jab DP again easily.
HOWEVER, if you are not holding block at all, as soon as you see Ken whiff the Jab DP, you can hold Towards and IMMEDIATELY take a couple of steps and hit Roundhouse to peg Ken in the air without any problems.
So it takes training to learn how to play without holding Block as a crutch. Doing so will cause you a lot of problems when trying to punish Jab DPs from Ken. Try not to rely holding Back so much, and if you see him whiff, it’s a whole lot easier to punish.
On the subject of not blocking, I’ve found that with Fei blocking it and then using a reversal rekka-ken x3 actually works better for me ONLINE that trying to hit him after a whif. Usually if I let him whif I either mistime it and just get one rekka to knock him out of the air, or get hit by a second invisible lag srk. By blocking I pretty much always get the 3 to connect, and this goes for countering a lot more moves than just spammed srk. This is most likely a strategy exclusive to Fei though since his rekkas are so fast and long range.
Blanka = c.HP
this.
even then i won’t try to punish ken’s jab shoryu unless i am anticipating it. that shit recovers too fast for me to react naturally.
Thank you. I asked for some character specific punishers and all I got was scorn and hate. Way to raise the bar and add something constructive.
with bison in order to punish people who do DP all day i try to time it so that right when he is coming down i punish it with a psycho crusher on his way down which works most of the time (when it lags it gets real frustrating)
What i’ve noticed with these shoto’s who spam jab shoryuken all day they do really stupid patterns. So also you can just sit back and watch what the opponent is doing and see a pattern in his random shoryukens. What i usually see is 2 DP’s following with 1-2 hadoukens and repeat.
but yeah when it lags it gets quite annoying especially when you lose to it.
Dhalsim: Far st. mk on block. b+mk on close whiff
It’s funny I tried analyzing Ken’s DP hitbox and his legs seem invulnerable the entire time. That may explain why I’ve been having difficulty punishing with sweeps. I’m curious as to how many frames of vulnerability he’s got while falling from a blocked jab shoryuken.
^^
http://nki.combovideos.com/flame.html
According to T. Akiba’s Frame Data…
@2@4@2@12@16@3
Since you can’t see the colors and stuff in there…
2 startup frames, 4 invincible hitting frames, 2 hitting frames that are grounded and at this point, his invincibility runs out (which means you can even throw him!), 12 aerial hitting frames (going up), 16 recovery frames (going down), and 3 landing frames (which, when you consider online hiccups, perfectly explains why this is the hardest part of the move to punish).
But, like I said at the beginning…it’s not like you couldn’t learn this in the Ken thread.
I feel Fei Long’s walking speed allows him to walk up and throw him after blocking a Jab DP, so definitely experiment with your character’s speed, but correct me if I’m wrong.