Shoryureppa! The Ken Thread

Throw a fireball

thanks destin,

but a fireball in boxers low rush range ?

  1. best case, trade but ken will be knock down and situation back to square 1
  2. low rush hit ken clean before fireball animation complete
  3. boxer headbutt + poke or grab, situation back to square 1

Zone and DP! Keep him in mid range. There he is at a disadvantage!

Cr.Strong works great against his Rushes. You dont even have to wait for a Rush, I just psychically spam them and hit all his Rushes. Plus, cr.Strong has great recovery so that if you miss against one of his Rushes, youll be able to still block low.

For some reason, Boxers footsies have high priority against cr.Forward, but low priority against cr.Strong. Mixing up cr.Strongs with Hadokens and psychic Shoryukens works well for me. Random jump ins and random Tatsus will catch them off guard. But dont let the Headbutt scare you from doing Hadoken traps. At the right range, about half screen, his Headbutt can be punished with st.Roundhouse, Tatsu or Knee Bash.

I was doing some studying on ken last night and here was what I found.

Corner/open field doesn’t matter, if you tatsu and they block same pushback.

All specials build super at same rate regardless of hit or whiff, example I jap dp on whiff/block or hit and it yields the same amount to the gauge. This was probably known, but I didn’t know it.

Tatsus:

lk tatsu pushback, ken is in range for far jab to hit

mk tatsu pushback, ken is just out of range for far jab to hit

hk tatsu pushback, ken is in range for close jab/throw

8 tatsus build super.

His overheads:

lk overhead is the slowest

mk overhead is the fastest

hk overhead is in between but is slower like lk overhead

Crazy kicks:

His crazy lk hit box is wierd, horizontally he’s completely vulnerable, as his blue box extends past the red box. Vertically the red box extends above the blue box.

At its upward kick motion, it will hit opponents within the space between his head and foot, but will whiff if they were standing, and you were not extremely close.

The other crazy kicks red boxes extend past their blue boxes.

cr.mk/cr.mp 2 in 1s with crazy mk, and crazy hk, but not crazy lk.

8 crazy kicks builds super, overheads are counted in this meaning that an overhead and a crazy kick are the same as far as the game is concerned when building super.

Shoryukens:

6 SRK’s will build meter, you can mix and match! :slight_smile:

Hadokens:

24~25 build super, I may have messed up counting, that’s a lot of hados.

Other hitboxes:

His air lp/air mp have a larger red box then air hp. It covers the punch and some of the space above it next to his chest/neck. The jab extends a little below the hand. The air hp only hits below the hand.

His straight up jump HK, has a larger hitbox than the tatsu. It is bigger on the bottom portion.

His straight up mk/lk, red box extends up instead of down. The lk is the same as the air jab, and the lk red box stops at the edge of the foot, but the mk extends a little farther than the foot.

His cr.mk has only a red box at its foot. So the foot won’t trade.

His close standing mk is not the same as ryu/akuma’s close hk. Ryu/akuma have a larger hitbox with this attack, ken’s red hitbox merges with the blue one except for the foot.

I’ve had this issue with ryu/akuma, but when I did a hadoken, his blue box shifts back just when he reels back then shifts forward when his hands do. At the moment he steps forward the blue box extends from foot to foot. Ive had trouble sweeping this blue box, after landing right next to them, after a hado has gone by. Ryu and Akuma have the same blue box, after a hado is released, except that akuma’s blue box shifts farther back during startup.

Miscellaneous:

24 lp/lk will build super

Standing lk will kill before reaching 24.

12 mp/mk build super

8 mp/mk are going to kill before reaching 12

10 hp/hk build super

7 hp/hk are going to kill before reaching 10

ALL NORMALS build half super energy when blocked. Example it takes 48 blocked lp to build super.

These numbers are unrealistic, 15~18 unblocked standing lk does 100%damage, but knowledge is power so here you go.

Final:

All of this information can pretty much carry over to the other shotos as well. Except for move specific stuff.

I vote for the abolishment of crazy lk, for its crappy hitbox and its inability to combo, unless any of you have found a use for it.

As I said, the normal build meter stuff is unrealistic, but you can figure how much super you can build from contructed strings, blocked attacks, and theory fight with it.

I never knew about this…

Some ken player on live knocked me down (I was playing ryu) and he did his ryu st rh version of his crazy kicks and it crossed me up fast as hell and hit me from the other side with a fpxxdp.

Does that work on everyone? And is there anything specific you have to do to make it work?

It’s a glitch Ken has only against Ryu and Akuma. When Ken is facing right, his RH Crazy Kick will cross over, but only from point blank range, and the Ryu or Akuma have to be crouching. I don’t know about after knock down. Doesn’t work on any other chars. Just like that glitch Dictator has where his Crusher will crossup certain chars in the corner before the opponent wakes up.

how do you guys go about pressuring your opponent when you get a knockdown? I’ve been getting into crossups and jump in combos but they aren’t effective against people who know what they are doing and stuff it with wakeup reversals. What I’ve been trying so far is:
jump in rk - low mk - hado
cross up mk - low mk - shoryuken
cross up mk - low mk - qcf mk
jump in rk - close fp - hado

like i said before, against some this can really put the hurt on if you connect, making you one or two hits away from a dizzy if you land it, but in some cases i fuck up the timing and get punished for trying to crossup or jump in. what combos do you guys like to do after a knockdown? what kind of knee bash mixups? do you even go for the crossup?

ahh, i see … so the cr.Strong is the missing piece in my game play cause i’m used to play footsie with cr.Forward. Probably can use this to interrupt his game play and have proper Zoning done.

Currently I’m depending too much on Hadoken trap where i’m at disadvantage mostly if he rush low or headbutt (whiff hadoken from far)–> rush low.

Thanks alot !!! will try it out soon :wink:

hey guys i am fairly new to the forums, but i have browed quite a bit before deciding to post. i was wondering if any ken players would mind playin a few rounds with me so that i can figure out my holes as a player. my xbl gamertag is packagedrebelyn if anyone would like to help out

An experiment question:

Has anyone found a reliable use for juice/rainbow kicking backwards? Sure it works in training mode but is it viable as a way to avoid moves or counter some outlandish air attacks? (read: Vega)

think of it this way, you jump and a fireball comes at you, you can juice kick over it or eat a fireball

I realize that, I’m talking about backwards specifically

Take a page from SFA Ryu’s AI and use it as a back-dash! You get meter from it plus space to whiff jab DPs if you want to build more meter! :slight_smile: You could even throw out a :lp: Hadouken and then follow it in with forward :hk: Juice HKs! :looney:

Yeah, that’s about as practical as that gets, IMHO. I’d only juice-kick forward, personally.

i was also talking about backwards…the up/down directionality of a juice kick goes both ways it can be used to dodge fireballs or hit people jumping in on you.

I find it easier to juice kick in Hyper SF2 rather than HD Remix.

does anyone have any strats to take down Honda? Headbutt is killing me, goes through fireballs, waits for me to shoryu and then punishes with headbutt, and if I don’t do anything then he gets in. What’s a Ken player to do?

If Torpedo is hitting your Hadokens or Shoryukens, you’re doing the Hadokens/Shoryukens too close or predictably and/or you’re whiffing too many psychic Jab Shoryukens.

Honda is an easy matchup for Ken. You really shouldn’t be having any problems vs him. Use Jab Hadokens from 1/2 screen to 3/4 screen range to bait his Jab Torpedo/Sumo Splash/jump ins and punish accordingly. That’s it. You don’t need to jump on Honda (Torpedo) or try to combo/tick>throw (Ochio), so just stay away from him and force him to get around your Hadokens from far.

most honda players will use their headbutt to get in close dont be afraid to give him a hurricane kick every once in a while if you feel your being too predictable, if he gets too close i usually juice kick over him before he has the time to charge a headbutt that way he doesnt hit me with it or i can block if he gets one ready before i land. also throwing honda will throw him off especially if you can get a knee bash tic in. so bait him, just vary what your doing and most times you can get it done

Ok fellas…new with ken here…Wondering about knee bashes…

So the one thing I saw in a video against ryu…was knee bash…jump right after…LP then hurricane kick…then knee bash again…

so Im giving that a try…its not working too well for me…people hang in the air too long…

so what chars can I not do that against if any of the pros know…and what kind of post knee bash moves should I use against them…so far I know…it hasnt worked for me against boxer and claw…