Neither is correct. If you do 2 shorts, you can’t cancel (2-in-1) into a special/super move. It’s just how the game works. You have to renda cancel. You actually have to press 3 shorts, but the last short doesn’t come out (or barely comes out) before the super comes in and replaces it.
You have to renda cancel from a standing short, which is why you have to go all the way to :r:, so Ken stands up before the short comes out. You press light kick and punch at the same time (or press punch right after you press light kick).
Each button has 2 clips. I removed them with pliers. Then the buttons pop out just by pushing in at the right place. I don’t know how hard it would be for your stick. The “ultimate mod” was a pain, but part of it involves adding another spring. The stick is stiffer now which I think really helps. I also reduced the dead zone.
I can actually do juice kicks again (still not as well as with a pad though).
what is a good way to make the most out of your time in training?
right now all I can really think of doing is practicing combos, crossups, and kneebash mixups but I feel like there could be more things i could be learning in it to better my game.
I also have a question for blitzfu. What should I be getting out of watching some of the ST ken pros play? I feel like I can’t really translate their playstyles to my own because of how they’re opponents play against them. For example:
[media=youtube]y6CmljxQLgo[/media]
in Aniken vs. ARG the claw plays mostly on the ground, and doesn’t really use walljump crossups that often. On the ground, he doesn’t overuse the rolling stab that claw has.
In a match i was playing earlier online, My opponent basically jumped on the walls all game and I couldn’t stop it, even when I started SRKing him out of it he would then start sweeping me and throwing out rolling stabs, and I couldnt escape let alone start my own attack. he rarely jumped in, and when i started to turtle up, he would repeatedly throw me and i had no answer.
All in all, while i can get some things out of the higher level japanese play, I still can’t apply it to my game because the people that I’m playing just spam moves out and I can’t really do anything but block them in most cases.
Glad I could help Coth. I’m not that good of a player, especially with a pad, so take anything I say with a grain of salt. I would definitely recommend lots of training mode to get over that execution barrier, but I would also recommend fighting against opponents. What I would do if I was you, was to play ppl at the same level or lower than me. The random friendly rooms are full of them.
That way, since I’m trying to overcome the execution barrier, I won’t get frustrated by ppl kicking my ass all the time. I think when learning this game, in order not to get frustrated with losing all the time, you need confidence to keep you playing this game, otherwise you would quit out of frustration. Once the execution is at a 100%, then I would suggest playing bigger and better opponents, cuz that’s when you get into the strategy of this game and getting to know the matchups. Just my opinion.
Good stuff, downruply. I’ve figured out from research and a couple of kindly SRKers PM’ing me, that Sanwa sticks will be just as loose as my Hori FS3. I definitely need a HAPP or maybe even a Seimitsu with an octagonal gate would be good. But I’m definitely NOT getting the Madcatz stick, as that’s a Sanwa. The HAPPs are pricey though, so I can’t afford it right it now. While I save up, I’mma get a Saturn USB pad with 6 face buttons. Until then tho, back to PS3 pad.:annoy::arazz::lovin:
My experience with walk up throwers is to use pokes when they try. Let yourself get knocked down, so you can practice reversals in training mode.
BTW, Blitz I usually get one one fight and just have to watch. Watching’s ok, but I don’t feel like I learn anything, that’s if there is even a slot open. I can probably play most nights after 9 or possibly before. That’s if you don’t mind beating on a noob.
I can’t remember his name, but i think it started with an S, a ken beat me down recently. He had perfect reversal execution, juice kick, rapid hados, knee bash madness. If I see him again, I’ll write down his name, and maybe we can get him on here.
In that video of Claw vs Ken, I didn’t think the Ken player spammed Hadokens. He actually used them sparingly. Except in the 3rd round, when he opened with Hadoken and got punished by Claw’s slide, and at the end, that last Hadoken I think was a missed Shoryuken. But that was ST Ken, a far inferior version of Ken to Remix Ken. A lot of the Ken player’s Crazy Kicks were missed Hadokens, thanks to ST Ken’s weird commands for the Crazy Kicks. Other than that, the Ken player played well, and should have won.
When Claw players are not turtling, their weakness is jump in attacks, as when they’re turtling, they have the Flip Kick for anti airs. When they ARE turtling, their weakness is Wall Dives/Pokes to escape Hadoken barrages. That’s why the Ken player was constantly jumping on the Claw player, he realized he’s not turtling, and actually did manage to get off a couple of Knee Bashes. But he should have gone for the walk under after the Bash, rather than j.Jab, as Claw’s Flip Kick can kill that.
If Claw is spamming Wall Dives/Pokes, Shoryuken them. If he’s randomly doing the Fake Wall Dive, I mixup my Shoryukens with forward j.Roundhouses or Tatsus, so if it is a fake, then I’m closer to him for a possible throw. If I don’t know what my opponent is going to do, I make sure he doesn’t know what I’m going to do either. If Claw is spamming pokes and slides, random Jab Shoryukens for the pokes, mixed up with random Short Tatsus for the slides will help deal with that.
Watching high level players REALLY helps me a lot for my game. If it doesn’t really help you rugi, then maybe somebody else can offer an opinion or advice.
Coth, I’ve already played a couple of better Kens than mine on PSN. DreamTR and ShadyK have some killer Kens. They’re rarely on tho, probably more on XBL.
In training mode, here are some things I practice or ought to practice:
-combos, specifically the cr. short, cr. short, hit confirm. It’s still not game ready :sad:, but it would be nice to be able to use it as my standard cross-up combo so I walk-in knee bash if they block or combo into fierce dp/super if it hits.
-knee bash mix-ups. jump jab -> air hurricane, walk under cr. shorts, dp-knee bash shenanigans, etc.
-juice kicks. I wish I could juice kick on command.
-crossups on different opponents
-kara canceling fireballs (for faster recovery time).
-spacing. what’s the farthest distance a crouching roundhouse can hit? What’s a good spacing for fireball traps? What’s the range of a punch throw? Knee bash?
-timing for meaties. Meaty fireball at varying distances and varying speeds. Meaty cr. forward, meaty cr. strong, etc.
Some of these things aren’t hard, but doing it yourself and seeing it and committing it to muscle memory ought to be useful.
It’s hard to practice reversals in training, unfortunately, if you’re by yourself.
Also, I don’t spend that much time practicing. At least ideally I wouldn’t. I think spending 15 minutes working on a couple things when you start is good enough. Then spend the rest of the time playing actual competition. Training mode can get boring and if you’re not motivated, you won’t be productive. But I think practicing a little bit often will help very much.
No not really if you set the computer to attack and you fight ryu, just keep jumping until he throws a srk. Yes though its easier with someone knocking you down over and over again.
anyone have an issue where when they try and 2-in-1 a low into a hadoken it comes out as a crazy kick, no matter how fast the punch input is put in? I’m having trouble just getting basic building block crossups/combos because crazy kicks are always coming out for no reason.
It happens if you hold cr.mk longer than a tap and try to qcf it into a hado. However, ive also found his cr.mk > crazy mk/overhead be pretty useful. Get the 2 in 1 hado going and use the crazy one too.
It should be like cr.mk (tap) > qcf p
If you are 2 in 1 from a cr.p, are you accidentally hitting a kick button?
Spent a few hours last night working on my 2 in 1 execution. The problem with the 2 in 1 to punch is that going from db or d, to f will randomly get me a srk. I’m not sure if that’s suppose to happen though.
If Shoryuken is coming out instead of Hadoken when doing cr.Fierce or st.Fierce > Hadoken, it’s because you were prolly holding f or df BEFORE you hit the Fierce. Shoryuken will not come out if you hold neutral, down or back. The input timing for Shoryukens is more forgiving in Remix than ST, and I have problems doing walk forward > cr.Roundhouse > Hadoken, where a Shoryuken will come out instead. I know I can get Hadoken to come out consistently if I do f, db+Roundhouse, d, df, f+Fierce but it’s something that will take time to get used to, as I’m SO used to doing it the old way of f, d+Roundhouse, df, f+Fierce.
could it simply be the old way works, but the punch is coming out at the df instead of the f? Alot of times I wasn’t even holding f i would do a j.mk > cr.mk or just a cr.mk from standing and the srk would still come out when I knew i was holding down after becoming airborne or hadn’t even pressed f.
I’ll see if it keeps happening. My execution is getting better though, regardless of which one comes out, its usually a jab srk at least.
I know the tatsus aren’t great for hitting, but has anyone 2 in 1’d a juice kick? I’m wondering if it has better properties?
EDIT: Yeah the walking part messes up the hado 2 in 1, but the crazy works fine. Only problem is the 2 in 1 crazy never hits consistently, sometimes the it hits crouch and they get hit, and sometimes it hits crouch and then whiffs over them.
BTW, I don’t know if its been mentioned, but you can hit confirm a deep j.mk > super
-make sure you wait until the second cr. short to start the motion
-make sure you have the timing down for cr. short, cr. short, standing short. practice them without practicing the motion.
-after you get that timing down, fit the motion in so the second cr. short starts on the first :d: and the standing short is hit with the second :r:.
-I don’t think you have to worry about piano-ing standing short and punch. I think you can press short and punch at the same time
-if you’re used to 2-in-1’s, you may be tempted to do/start the motion quickly. when I mess up, I often go cr. short, :qcf: + cr. short.
-you absolutely must hit :r: for the last short + punch. if you see Ken doing 3 crouching shorts in a row, you’re not hitting :r:
I’m new here and pardon me if my queries aren’t relevant or have been answered before. I’ve read through all the pages in this thread and it has been very informative and but I don’t see much info on Ken vs Boxer match up.
hoping you guys can throw me some pointers regarding this match up. Boxer seems to be throwing low rush without worry. And since their cr.MP or st.HP have far reach, it is almost a loop like scenario where they just low rush into st.HP/cr.MP then low rush again. They can even mix it up with rush upper cut whiff into grab and headbutt into grab.
I know the low/high rush can be dp but it doesn’t seems worth the risk to do it upon reaction because the rush is FAST !!
So, appreciate if you guys can share how you deal with the Boxer’s rush. Is there any normal that can interrupt his rush ? it would be great if possible cause I’m sure that will interrupt his momentum since Boxer is a charge character.