Shoryureppa! The Ken Thread

Lk crazy kick sucks. Mk is best. Rh is good to cross up from point blank.

whats the best way to consistently buffer a DP from a crouching poke?
the two ways that I’ve been tampering with is
FORWARD -> DOWN + PUNCH/KICK -> DOWNFORWARD PUNCH

or…

DOWN + PUNCH/KICK -> FORWARD - DOWN - DOWNFORWARD PUNCH

i think the first way would be easiest, but i sometimes get the SRK without a poke coming out. Should I just learn it the first way?

The first way is probably giving you srks because the game allows kara canceling of normals pretty late in their animations. You can actually see the normal start and it’s still interrupted by the srk. You have to wait a bit more between inputting the normal and finishing the srk.

If you’re fast enough, I recommend the second way to avoid this problem. You’ll also avoid a mk crazy kick in classic mode when buffering cr.mk -> srk

Has anyone found any other mess ups from the easier inputting system. You can do a dp with the motion f,d,df,f. A hado should come out, but it doesn’t, a srk does.

If anyone else finds something like this post it up.

I admit though, on this stupid pad that f,d,df,f allows me to pull of srks on the right side, but I want the hado sometimes.

i find while using a controller i am always tossing out a hado instead of a srk…but then again my controller has taken a beating since SF is about all my x box has been used for since it came out

What’s your secret?! :wow:

I tried the Roundhouse Crazy on Ryu’s opening Hadoken and it got stuffed cleanly. Plus, it was nowhere near it’s range. Oh well, guess it’s only possible in arcade ST. = (

Also, can anybody confirm if Ken has faster startup on his Hadoken than Ryu?

I saw something by sirlin that indicated that the DC version and the arcade version are the exact same size, pixels and all. Are we absolutely sure that the crazy kick would stuff a hado at the beginning anyway?

You can see it for yourself at 6:35 of this vid:

http://ca.youtube.com/watch?v=yKdfsn…ext=1&index=69

Am I seeing things? Did he take a step forward? Cuz it doesn’t look like he did. I’m gonna try taking a step forward, who knows, maybe it’ll work. If not, I have other options, but that looked too good in the vid. If it works, it would be Ken’s best option to open against Ryu.

The link didn’t work, but I remember seeing that vid of aniken vs. daigo, and even when the timing was correct ryu always hit ken without trading i think. I wouldn’t mind seeing it.

blitzfu probably meant this video (starts at the position that he mentions):
[media=youtube]yKdfsnvg7Pw#t=6m35s"[/media]

Just an update… so you know you haven’t wasted your time…

I’m actually doing once in a while now in uh training mode… lol

Do you want to play on PS3 sometime? I’m decent and I’m sure you can improve my Ken…

Observation from playing last night… the overhead crazy doesn’t seem to be a good meaty as they can damn near throw my ass if not timed correctly.

Cheers.

Well its definitely the crazy mk non overhead, and it will only hit if the ryu uses a hado as soon as the round starts. Its more like a shenanigan than it is necessarily a useful strat. Don’t forget that across those fights, aniken whiffed that more than he connected.

I think it works from farther out than guile’s and ryu’s tho.

If anyone wants to spar occasionally send me a message, or friend request. I like being able to talk about what I’m doing wrong, and get help around that stuff.

I am having one hell of a time against Guile players. It may just be that they are much better than I, but is there anything a Ken player should know about this matchup? Somehow I am just always doing the wrong thing. Guile’s footsies are confusing, his new overhead is madenning, and he can be defensive as hell (booms, and then flash against a jumpin) or offensive (slow booms, follow with a jumping fierce into some mind numbing combo).

I know that I can hurricane through his booms, but he recovers way too fast to do this from anything but a super close distance.

try using his lk hurricane at the beginning of the round if they use a boom

You can jump in after a boom, but expect a trade with his cr.hp

You can hado trade him with booms, but feint occasionally with cr. then standing jab, if you can bait him to jump go for a srk, mp preferably due to its invincibility.

Otherwise, be careful, cuz you block his boom, and he has alot of options. He can overhead, cr.mk, cr.hk, jump in if your srk execution isn’t strong, walk up throw, backfist, sobat kick backward, and go to booming again. If you block the boom, try to reverse if you can.

Don’t let Guile get the upper hand in the battle of the fireballs. Force him to deal with your Hadokens. He’s a charge character, so he can’t keep up in a fireball war. And that’s when you Shoryuken his jump ins, or wait for him to land, and then continue pelting him with Hadokens, or mix it up with jump ins. Ken’s Roundhouse and Forward Tatsu can actually hit Guile before he recovers from a Boom from about quarter to half screen range, so use that as a mixup to your Hadokens. Also you can cr.Short his cr.Forward cleanly.

That’s good to know, and that cr.mp priority over boxer’s dashes works quite well. I saw in a video I think that Ken(cant remember) can use his cr.mp to counter Honda’s HHS. It might have been someone else though.

I’m having hell against Boxer-any tips as to what I can do?

You can see Ken’s weird, 1-hit, Short Crazy Kick at 0:38 of Desk’s Remix Combos Two videos:

I didn’t know you could combo after it tho. I’mma hit the dojo and try to figure out some more shit with it. = )