This is weird.

It happens like this:
Ken plays the way he plays, and we smack each other around for awhile. He holds some meter and brings me down to low enough health that getting those extra taunts in aren’t going to be so huge, while he holds the health advantage.

I just can’t find a good way to get in. Jumping doesn’t work (especially from afar), dash punches get flicked away by low strong, standing forward just gets blocked… i tried doing a walk/dash in and kara throw his poke, but he didn’t fall for it.

If these Kens were turtling off the bat, then life wouldn’t be so bad b/c I’d just do taunt x 3 and then storm them, but they’re smart enough to not let me get my taunts easily.

What can I do?

Lay down and accept it

:pray:
Hopefully Ken will do you a favor and end the fight quickly.

Lay down and accept it

Unfortunately, one of the last games to have a seppuku command was SamSho4.

Thus, suicide is currently not an option.
Any other ideas?

try baiting with a whiffed dash punch and then xx SA?

it’s a desperate move but it’s a last resort i suppose
or C&DB his arse i guess haha

playing against ken with q really isnt all that fair, but it is possible to win. one thing i find usefull is dashing backwards acting like im going to taunt, and if you get chased, throw out a lp rush or hp rush xx super.

if hes really turteling badly (which i dont think is your case) random taunts will get the job done. you might eat a hadouken here and there, but thats nothing compared to the defense raise youll get. just dont be random when he is in range and has a super. just a side note: i find it more then difficult to catch ken with a C&DD. i wouldnt expect to hit em with it much, but since the damge payoff is high off a C&DD combo, its worth a few shots each match. just my two cents :wink:

other then that, good luck.

-nf0x

Spoony, the problem you have run into is you’ve finally discovered why Q sucks. There’s no way to say “use x against Ken and you stand a good chance of winning”, because that option does not exist for Q. The only way to win this is to outplay Ken continually, which is why Q sits where he does in the rankings.

[quote=Donkus]
Spoony, the problem you have run into is you’ve finally discovered why Q sucks. There’s no way to say “use x against Ken and you stand a good chance of winning”, because that option does not exist for Q. The only way to win this is to outplay Ken continually, which is why Q sits where he does in the rankings.[/QUO

amen

-nf0x

It’s more like what donkus said, but there is a move that will turn the match over. Just do a CDB, Ex Dash punch, then Roundhouse. I promise if you land this on Ken, you’re chances of winning improve dramatically…

It’s just landing it on him isn’t that simple -_-#.

Prevention over preparation, just beat his ass early.

here are a couple tricks to fight ken that works, and is simple:

meaty away+roundhouse xx taunt (early game, mostly)
tick C&DB with jab or short
random SA1 after a whiffed/blocked dash punch. but cancel is reallly late.
dash punches are safe
if he fears your random SA1, C&DB him after dash punch
away+strong karathrow has insane range

Those things are general Q strategy that are used on everyone. Unfortunately good Kens do not play defensively, so when you are Q you spend 98% of the time trying to get Ken out of your face.
Q is a shitty counter-puncher, is slow, has no priority, no wakeup, and has no options. This translates into a lockdown nightmare where Ken simply stomps on Q like the crap character that he is. Those strategies are not effective anti-Ken weapons…Q has no such abilities.

As I said before, the only way to beat Ken as Q is to outplay him at virtually every single step, which is not a realistic strategy.

Ouch, the Ken vs. Q match rears it’s ugly head.

Donkus is right on the money, 255%. Your best bet, since Ken is always going to be in your face is attempting to counter his attacks. Generally, swat him out of the air at every opportunity with st. mp, back + st. mp and low mp where applicable. On the ground, go for pokes till the cows come home. Low mk, st. mk, low lp, when you’re close enough, attempt an UOH. Once you have Ken blocking, all you’ll need is a low lk xx C&DB.

Uhm, that’s all I can offer. This is going to be tough, since Ken’s normals will more than likely destroy yours, but generally, Q’s pokes aren’t too bad. Good luck :confused:

How do you get around Ken’s jumping fierce with Q??

You might try stuffing jumps quickly with back+SP, but I doubt this will counter the fierce itself, and it’s really only good for the closer jumps.
If you are both in the air, you can try trading hits with your own jFP (trading hits is to Q’s advantage 9 times out of 10). You might also try hitting him before he is in range with jSP or jFK.
I’ve had less luck with FP slaps in this situation. And slaps are useless when Ken is trying to cross you over.

It seems like if I time and distance Ken’s jumping fierce right, it like hits all of Q’s moves if he was on the ground. This is also applicable to Makoto’s jumping fierce which another good jump in. I’m trying to learn Q but it looks like these characters can jump in on Q for free.

Well, if you’re having all your attacks stuffed by jump ins, it’s time to parry or just plain out block. Ie: learn what works, don’t fall for the same thing more than once.

*If you are both in the air, you can try trading hits with your own jFP *

Jumping MK is quite Godly with Q if it’s stuck out after the opponent has already jumped. Just be prepared to evade any incoming attacks as you land (which will probably be a low mk or a throw against Ken).

An alternative to the C&DB is a Kara throw, which I believe works best with back + HK.

Ken’s jumping Fierce isn’t so bad. I’d look out more for his jumping HK. Try jumping MK against it and see how that works out. Q’s crouching MP should stuff Ken’s jumping fierce if timed right, and it keeps you lower, so it’s easier to avoid the fierce.

Parry is a guess, and blocking gets you nowhere… FAST. But you’re right.

I disagree on his j.RH… His j.HP is too crazy. It trades with dragon punches and the like if placed correctly.

His best Kara throw is b+MP, nutral or towards +MP is slightly worse, but still good.