Shoryureppa! The Ken Thread

HAMMER:

You should post that in the bug thread. It’s definitely not what was intended. And in the bug thread, I think the first post has a link to Capcom’s site’s bug thread. Might as well enter it in there as well. Since they are making a patch, probably good to try and let them know as soon as possible!

  • James

LOL. I played you yesterday as green suited Ken. I remember that username cause I started laughing when i saw it.

damn im lost now

To get this back on track,

Does the super still link after the hurricane kick? Can you still lock sagat down in the corner with the comboed juice kicks?

what’s the most damaging combo to do in a mirror match if key whiffs fierce shoryu and lands right next to you? i try doing st. fpxx fp shoryu. but i usually get thrown out of it.

Not trying to be cynical here, but to be honest… don’t go for the Combo. Ken lands so fast that trying to time a proper Combo when he lands, while possible, is VERY hard and will get you killed more often than you’ll probably like. So, now that Ken’s Fierce DP Juggles, I’d actually suggest just Fierce DP’ing Ken before he lands. Get all three hits, good damage, and you won’t have to worry about him landing first and Throwing you.

  • James

Completely agree with Jchenser here. Kens fierce SRK, unlike Ryu’s hits on the very first frame, it is not smart to try and time your hit right and there is always the possibility you eat the SRK. Just get in your own SRK like chenser said and get the wake up mix going. Because of how good Kens SRKs are, it is tough to get silly with wake up games and what not, and in my opinion it is best to stick to throwing fire balls, stuffing jump-ins and playing some footsies. Toss out the occasional standing roundhouse and juice kick over fire balls here and there to keep him on his toes.

Another thing you can do is hurricane kick over them on wake up, (jumping version) and if they srk it will hit them from behind if it is late enough. You can also hurricane over them while they are on the ground right?? (I am pretty sure you can…)

Count on the other Ken to try to get you in the knee silliness and take advantage of its shorter throw range and occasionally toss out the roundhouse throw, which has better range and puts you back in fireball silliness range.

Not to be rude, but why do you use crazy lk?

It’s blue box extends horizontally towards the opponent, and could be stuffed with a jab. Not to mention it doesn’t 2 in 1.

I tried to do lots of lk and hk crazies in a row the other night. It worked for me, it kept doing the kick I was pressing, it didn’t switch to mk.

To build meter quickly and in one place. to be able to go into the overhead without moving forward etc. it has it’s uses.

I can see the standing in place, but it also has the slowest overhead. I’m just wondering how functional it can be.

thanks for the response guys. i’ll post back up with more questions later.

Not to completely go against the grain or anything…but doesn’t Ken have a Shoryuken to Shoryureppa juggle or something that would work if someone whiffed a DP move?

You an juggle off Fierce SRK apparently.

Coth: Right on the slower overhead, but it doesn’t move you forward. Sometimes you want to do the overhead but not move forward. People eat the overhead, you link the crouching Roundhouse -> wake-up shinanigans ensue.

You want to mix up what you use, and getting the hit on the short as opposed to the forward crazy kick leaves you closer to the opponent i believe. Again, throw shinanigans ensue. ST has been around too long to have stuff that is of completely no use, and even if the move just built meter like silly that would suffice, but you can do other stuff too. It has its uses, you just have to get creative.

I was able to toss it into the mix and it does well. Your mileage may vary. :looney:

Be careful with that sweep link, it apparently only works if they take the overhead hit crouched. I don’t depend on ken’s overhead too much, I prefer wakeup sweep/hadoken.

Uhhh, it knocks down which is great for ken considering his tatsu is almost useless, and his hados don’t knock down.

That last sentence, how do you do a roundhouse fireball? You mean fierce? Yeah, that easier motion is kind of nice. I use it to do a srk just because its there. Try walking forward then pressing db,d,df,f punch.

Are you rushing ryu down? Or trying to hado with him? Get in his face and yell, while he eats a crazy kick or a shoryuken!

  • As someone who mains Ken, all I can say is “Wow”. Ken’s crazy kicks are quite usefull… Overheads, combos, mixups…etc

In terms of your issues with Ryu:

  1. Don’t let yourself get into this situation

  2. Don’t let yourself get into this situation

If capcom removed any advantages other characters had over other charactors this game would suck.

Hard.

You can actually link even if they get hit standing up. You can do, for example, vs. Guile:

Cross-up Forward, Low Short XX QCF + Forward (hold kick for Overhead), Low Roundhouse.

That will all connect only if Guile is standing (otherwise first hit of QCF + Forward whiffs).

  • James

Coth: What Chenser said. You can in fact link the crouching roundhouse of any of the crazy kicks (the roundhouse one has to have the first hit blocked of course, cause it knocks down.) Like I mentioned before, your mileage with the move will vary but I certainly don’t recommend not using high and low mix-ups with ken. It all leads to knockdowns or frame advantage that each lead to some serious damage from other mix-ups. This is why Ken is so damn fun.

I am really struggling with Ken against Blanka, and a good Gief.

Any help you can provide on general “never do this”, “look for that” kind of strategy would be awesome.

HDR Blanka can be a tough match, you can’t punish Blanka like you use to be able to in vanilla. I suggest making sure you lock the hori-ball with crouching jab and be ready to pop out a jab srk for the rainbow ball. if you can keep him from getting in and trying to bite/ get his ball combos on you, you can win, but it is tougher than it was for sure. I suggest throwing out the jab srk a lot to stuff throw attempts cause that bite has crazy range. Look out for random slides etc. You have to work.

With zangief you want to keep him out. Don’t play the inside game with him unless you know that the person you are playing can’t deal with the knee bs and your mix ups. toss a lot of fireballs intelligently and knock him down when her tries to get past them. watch out for crouching roundhouse. it will kick your ass.