Shoryureppa! The Ken Thread

Do Ken’s new motions for crazy kicks have Imput Priority over Shoryuken?

3/4 when I try to do Crossover MK, dwn MK into LP Dragon, I get Crossover MK, dwn MK into MK Crazy kick.
Even when I press LP and do the DP motion.

Anyone else notice this?

You’re prolly just negative edging the cr.Forward, and releasing it when you do the qcf motion of the Shoryuken. Just release the cr.Forward button before you do the Shoryuken, and make sure you end your Shoryuken motion at df, not f, and the Shoryuken should always come out. I have no problems doing this combo on a pad. Are you on a stick?

Endless,
The other option to avoid negative edging is to just hold the medium kick button until after the dragon punch comes out.

hmmm I’ll practice some more then. Yup, I’m on a stick, but I don’t think it’s the stick’s fault.

Ah, I got the cr. short, cr. short, st. short xx shoryu reppa thing down.
this is how I do it, might help someone:

cr. short, cr. short, d,d/f,f,d,d/f,f+short then quickly jab, like in a piano motion.

if you wanna know if youre doing the last part right, you can do it from far away and youll hear the st. short coming out before the super.

edit: btw, do it slow so the funky kicks wont come out.

Well I got my HRAP3 today. I’m not very good with it but I’m getting better. I can see the advantages of a stick already (even if I’m still better with a pad right now). I don’t find the stick too sensitive at all. But then again, I have next to 0 experience with a stick so I wouldn’t know what to expect.

I started going through the SF EX expert training. With a pad I could finish Ryu quickly, but today I couldn’t get the last 2 combos. I’m sure I’ll get them soon, but it’s a learning process. Part of it is just getting a feel for how to do the motions. Maybe it’s the square gate, but for example, it took me awhile to figure out how far I have to go to hit “down” and then how far to go to hit “right” so the fireball would come out. But I’m starting to get a feel even now I think. I’m not sure I’ll even bother replacing the gate with an octagonal one. If I feel like I can do everything well enough and fast enough, I may not bother. I still plan on replacing the buttons. I can definitely see room for improvement there. I’ll take pics if I do.

Since this is the Ken thread, here’s a Remix question. For anyone who’s played Ryu after playing a lot of Ken (or vice-versa), do you find that it’s easier to get shoryukens to come out with Ken and easier to get fireballs to come out with Ryu? I’m used to playing Ken, but when I played as Ryu, there were a couple instances when I wanted the dragon punch to come out but a fireball came out instead. This was when I was using a pad, and I’m at a point where (with Ken), if I want a fireball to come out, it comes out basically everytime. Same with the DP.

Actually, I get the opposite effect. After playing with Ken, Ryu’s Shoryus come out easier. And after playing with Ryu, Ken’s Hados come out easier.

I agree with you about Ken’s DP’s coming out easier and Ryu’s fireballs. I think there is possibly more of a relaxed window on Ken’s DP’s. I tend to go D/B instead of just down, and I find i have to go directly down with no sideways bias to get Ryu’s to go. It’s easy for me to FB with either, but the SRK is definitely much more consistent with Ken.

I wanna play agianst Ken! Someone play me!

Don’t know if this has been mentioned before, but Ken seems to have a glitch with his Crazy Kicks. This glitch best works with RoundHouse or Short, but you can continuously do Forward Crazy Kicks even while pressing Short or RoundHouse. The down fall of this glitch is that the Forward Crazy Kicks don’t build any meter whiffed. After you do QCF HK or LK just do QCF HK or LK again, but the timing must be strict. You can repeat the move over and over until they block it or get hit by it.

It also seems that way to me. Also, Akuma’s jab DP seems to fall somewhere in the middle. It’s definitely not as easy to do on wakeup, even though it’s 100% invincible I seem to have a poor success rate with it compared to Ken’s Strong DP.

Yeah, this glitch was also in ST. But I didn’t know it doesn’t build meter.

That’d be nice to do back in the corner, but I could settle for repeat jab dp’s

I find it very useful after it’s whiffed, but only once then it’s a DP to be safe and avoid punishment. Also don’t know if this has been mention either, but his HK Overhead done close moves Ken behind his opponent then moves him back to the other side. I think this move is pretty cool as it will make your opponent whiff on wakeup. I’ve actually made my opponent whiff his cr. HP then connected with my Super before he could recover.

hey guys I’m new to street fighter, and decided to pick up ken. Is it worth my time to practice combos involving jump-ins in training mode so I can improve my offense online? or is it a waste of time due to the fact that combo opportunities rarely come? I’m confused if I should try and learn his basic 2-in-1’s or 3 hit combos before continuing to play.
Also, if some of his combos are worth doing which ones are they? (besides jab HK and crossup forward cr.mk hadoken/shoryuken)

Always learn jump-in combos! Always! If you don’t, you won’t be able to discourage people from projectile trapping you. Jump-in combos are, in my opinion, a foundational skill. You should know how to do jump-in combos with just regular moves before you learn how to 2-in-1 special moves. Links before interrupts, my friend.

I’m also having trouble against people that rush down. Does ken HAVE to play semi defensive with fb traps and stuff to win? or how can i counter people that are rushing me?

As Ken, you should be the one rushing people down (Or maybe it’s just me)
It also depends on which character you are fighting. You can’t go crazy balls out all the time, and it’s good to trap ppl with fireballs who are weak to them.

3 things that will generally save you from rushdowns:

-Block

-Air Hurricane Kick out of the way

-LP Dragon Punch

Any one of these 3 in almost any situation will get you out safe, or with minimal damage.
Which character is rushing you down?

Ken IMO, is most powerful being offensive in STHD (and regular ST)
His crossup MK is one of the best crossups in the game, and mixing it in with his jump LP into kneebash/LP shoryu, it’s strong and tricky to get out of.

Training mode is always important. Get your combos down until they’re second nature.

Check out the SRK wiki, it’s got basic and advanced combos for every character.

http://www.shoryuken.com/wiki/index.php/Super_Street_Fighter_2_Turbo

I know I could fare better if I could play ken in a less reactive manner(ie not just responding to how my opponent is pressuring me) but I have a hard time trying to be aggressive with him, especially on wakeup. Most people know that all I can threaten them with are low pokes and standing roundhouse so they block low. when I throw fireballs they punish the hell out of me for it.