Shoryureppa! The Ken Thread

Which means you’re jumping too early. :slight_smile: Gotta time your jump better. Sirlin highlighted the many things you could do after a knee bash in his SSF2T Tutorial. YouTube it and check out the timing and you should be able to get it. (Don’t worry if you don’t get it immediately. Safe jumps are not the easiest thing to time properly.)

The easiest mix-up from the Knee Bash is…walk under them or don’t walk under them…much like what Graham Wolfe does with Boxer in the Gamespot HDRemix Tournament. Practice that one first…then try crossing up with one of the Krazy Kicks (ugh…can’t remember which one…the one that became his 2 hit standing forward kick in the Alpha and Three series)…or doing a meaty ground attack cancelled into a :mk: Hurricane Kick (which will cross them up again)…or a :mk: or :hk: juice Hurricane kick…there are a few things you can try before going with the safe jump stuff…but you will want to learn the safe jump stuff because it’s the only thing mentioned here that can’t be beaten by a reversal special move.

Just hold up forward after the Knee Bash starts. You will always get a safe jump. Except on Chun Li, holding uf will make you land on the other side of her. For her, you have to take a tiny step back after the Knee Bash ends, and THEN hold uf. Once you get good at that, mix it up with walk unders, meaties, etc.

Actually the backwards juice kick is very useful to create space right at the start of a round to set up your fireball trap/footsie game. It’s also useful against big characters like Zangief as an instant overhead type move to get some safe chip damage and to get your feet off the ground so you don’t get SPD’d.

-wes

On most characters you can simply hold up/forward and jump as soon as you release them but against these characters it doesn’t work:
Honda: you land too soon, you have to slightly hesitate sometimes
Chun Li: you jump past her, but you can actually do a air cross up hurricane if you time it right, but it doesn’t set up another throw, just chip damage and pressure
Blanka: same as Honda sometimes
Guile: same as Chun Li

You can mix up your safe jumps with:
-walk under, low attack(s) into a combo
-fake a walk under, low attack into a combo
-a meaty combo from either side
-nothing, simply wait and hopefully punish their whiff/ throw attempt

-wes

Remember safe jump means can’t be reversal dragon punched, which is impossible against many characters because their reversals are so fast.

Safe jump means IF the opponent, eg Ryu, does Reversal Shoryuken, you will land safely and be able to block it. But if Ryu DIDN’T do a Reversal Shoryuken, he will get hit by the safe jump Jab.

Safe jumps are not safe against Ken’s Fierce Shoryuken Reversal and Blanka’s Up Roll Reversal, cuz they hit on the 1st frame. But it’s very hard to time, especially online.

Perhaps I should have been more clear, my post was responding to the posts above mine saying a simple jump forwards after knee bash gives you safe jump timing, which I believe is not true for many characters.

when ken does his super, every time i try to throw him on the way down i end up getting thrown. any deal or is it just bad timing?

it’s just bad timing on your part. ken recovers very quick from his super and i’ve been thrown after performing it many times, so it’s not a glitch.

I was wondering if anyone here could tell me once and for all what’s Ken’s most dizzying cross-up combo that doesn’t include his super; if you know his highest dmg combo that doesn’t include the shoryureppa please include that too…and I’m looking for ones that are practical for a decent player to pull off in a real match that work against most/all characters…and that would work against standing and crouching characters. Alot to ask? I’m just not really excited about memorizing the timing for 6 different combos, I’d rather have just 2 or 3 reliable standbys if you know what i mean.

I usually opt for the vanilla combos listed below:
crs up j. mk, cr. mk, DP
crs up j. mk, cr. mk, qcf+mk
crs up j. RH, st. fierce, fierce DP

If anyone could help me out with some info I’d be pretty grateful. Also, I was wondering if the whole crs up j. mk, cr. short, cr. short, kick+super cancel deal is really that much better than just crs up j.mk, super. The latter combo is way easier to pull off.

This combo is great:
jump rh, mk, cr. mk, qcf+mk

The reason is that if someone’s blocking low you can tap mk at the end of it and get an overhead. If you hit with the jumping rh or the mh, the followup does a nice amount of damage as well. It also pushes you back so you can jump in again, throw a fireball or bait someone into jumping into a dp.

Just one note on this combo…

You should *always always always do the overhead version of Ken’s Krazy Kicks. The overhead will always recover faster than letting the kick go by itself. The overhead also gives you frame advantage and allows you to link another move after it, provided you’re still in range, of course.

With this combo, I’d see what happens after connecting the overhead. It’s possible that you could still be in range for a cr.:hk:…at the very least. Remember that if you’re close enough after the overhead, you can even link a Shoryureppa SC. YouTube some Ken combos and I’m sure you’ll see a variety of combos involving the Krazy Ken Kick overhead.

Thanks Meiz, I’ll give that one a try. The first mk is just a regular standing mk, correct? Can’t the initial hit of the combo ender qcf+mk wiff and allow the opponent to counter before you can land the overhead? I’m just asking because I tend to get in trouble with j. mk, cr. mk, qcf+mk when the qcf+mk is ducked. I guess you just gotta be really quick with tapping mk again if the first hit wiffs right? And I could be wrong but i think this combo might only work against non-fatties (shotos etc.) if you switch out the cr. mk with a cr. short to get the qcf+mk to hit. I still need to try it though, thanks for the feedback.

I didn’t think the last combo still worked in ST. Maybe it doesn’t work on some characters because when I do cl.:hp: XX :hp Shoryuken at point-blank range, the Shoryuken either whiffs or barely connects. I’ll have to give that another try…

But anyway, if I were you, I’d learn some links. Try linking normal moves from cr. :mp:. It’s easily Ryu/Ken/Akuma’s best move to link from. Actually, I just remembered that I saw a ton of Ken combos that included Hurricane Kick linked to Shoryuken comboed from crouching strong. So…I think the answer to your question is…

J.:hk:, cr.:mp: XX :hk: Hurricane Kick, :hp: Shoryuken. :slight_smile: There’s no way that combo doesn’t dizzy every time it connects. If you’re feeling hyper aggressive, then feel free to substitute the :hp: Shoryuken with the Shoryureppa SC. (Does this combo work in the corner? I don’t think I remember seeing it working there, but I could easily be wrong.)

If you want something more practical, try messing around with combos into Ken’s Krazy Kicks and always hold down the kick button for the overhead, as it recovers much faster than letting the kick hit.

It may be easier to execute, but ask yourself if it’s easier to tell that you’re hitting somebody after one hit or three. That’s why people use link combos and renda kara cancelling.

AH HA!!! GOT IT!!!

J.:hk:, cr.:mp:, cr.:lk:, Krazy Kick 1 (:qcf:+kick and hold down the kick button for the overhead!), cr.:hk:.

The overhead will allow you to link the sweep after it. It should dizzy.

Also, from NKI’s website (http://nki.combovideos.com)…

Xup.:mk:, cr.:mp:, cr.:mk:, Krazy Kick 1 (without the the overhead) is a ToD.

Man…that site is the bomb-dizzle for rizzle!

Hmmm, the wiki for (ST) Ken says that Ken has no guaranteed dizzy combos; u sure? Or is that some change for HD ken? And can you seriously continue to combo after a ground hurricane kick? I’ll sometimes end a hurricane kick with a shoryuken but I’ve never had it actually link. Wish I could test yer combo now but I’m at work :frowning:

The cr. hk actually combos after the overhead? Krazy Kick 1 is the lk krazy kick, right? I needa try that, sounds like my kinda combo…F work.

Thanks OJ, what characters did you test these on btw?

[quote=“TVTVTV, post:270, topic:50684”]

I was wondering if anyone here could tell me once and for all what’s Ken’s most dizzying cross-up combo that doesn’t include his superQUOTE]

A simple combo that seems to dizzy everytime is: cross up medium kick, low medium punch xx fierce dp. It’s 5 hits on almost every character and you can hit confirm it pretty easily. By hit confirm I mean, if you see the first two hits connect, go ahead and execute the fierce dp. If the first two hits are blocked, execute a safe move like a fireball or another low medium punch. This has dizzied every time I’ve connected it on ST:HD.

-wes

Does this work on Speed 3? I had the impression that you couldn’t combo after a hurricane kick unless it’s at speed 0.

I was under the same impression…don’t think you can.

And does anyone know if kara canceling ken’s fireballs help improve the range of his fireball trap?