Shoryureppa! The Ken Thread

i’ve never seen that before, but that may be because it is useless if it works. it’s also not about left and right side, but near or far side (their side or your side).

yeah, i linked that video in the info box.

:confused:

ok matchup help time :smiley: . I get decimated by deejays that can play a good keep-away game (and guiles but not quite as much), and mirror matches give me issues. Any help would be appreciated, but I’m on a 360 pad so extended combos would be nigh-impossible.

I’m playing this blanka player that toe to toe he cannot beat me but god damn dude bites me twice and i have no life left. How the hell can i stop this guy from tick grabbing me? thats all he does…I try using down medium punch but its not working out, or my timing is off…this is pissing me off these grab characters take way too much life.

Just as Ryu’s Hadouken is the bane of Dee Jay’s existence, remember that you can out-projectile him. Even if Ken’s Hadouken has worse startup, you can still throw more of them than Dee Jay can throw Max Outs. Use that to your advantage and make him have to deal with your projectiles. He will have to jump at some point. When he does, you know what to do.

By the way…when you do knock him down with a Shoryuken, an extended combo will be helpful…but so will setting up Knee Bashes. So, if you can’t do one, do the other.

And…oh yeah…get a joystick. Touch of Death combos have a great habit of stopping everybody when you connect them. :slight_smile:

There are two counters to throws that you must master…

  1. Reversal throw.

  2. Reversal special move.

It’s that simple. It’s just not that easy. :slight_smile: But, the bottom line is that you need to master reversal timing. If you can either throw or Shoryuken on the frame right before you come out of hit or block stun, you’ll stop that throw attempt. (This is where “pianoing” becomes very useful. For info on that, go to Sirlin.net and watch the Street Fighter tutorials.) At the very very least, you’ll tech out of the throw if you try to reversal throw and mistime it.

And, no, normal moves won’t work unless you’re dealing with a really badly timed tick throw attempt. Remember…throws take zero frames to start up. That crouching strong you’re trying has at least 4 frames of startup. Only a move that can be done one frame before the throw can be done (your own reversal throw) or a move that cannot be thrown (a move with invincibility) will do.

I also cover this information in my Combo FAQ on GameFAQs.com when I list tick throw setups. Throws aren’t cheap. You just have to predict when they’re coming.

Thanks OJ, a stick is definately on my list of things to buy in the near future. As for combos/kneebash setups, I <3 Kneebash, so i’ll keep that in mind.

Also, any advice on mirror matches (y’know, other than ToD the guy…).

Can someone explain when ken’s Fierce DP juggles? Seen it a couple of times but never been able to do it.

The only advice I have regarding any mirror match is…know your character and know your opponent’s tendencies. :slight_smile:

I mean…with Ken, you know what to watch out for. Repeated Jab Shoryukens? Hit him out of the air. Only hit him when he lands if you’re playing offline. Overheads? Block Krazy Kicks high and don’t sit in down-back too long. Knee Bash Shenanigans? Reversal pianoed Shoryuken is your friend. Learn how to piano reversal throws, too, since Ken has four throw buttons. The occasional suicidally thrown Hadouken? C’mon now. Jump it and dizzy that dude! :slight_smile: Cross-ups? Ummm…“How dare you execute a jump attack at me!” SHORYUKEN!

As a Ken player, you know what tactics get you killed and what tactics are successful for you, so watch for those things. I can’t think of anything specific to this mirror match that isn’t readily obvious…except for…the cross-over-and-back Roundhouse Krazy Kick trick that moocus posted a video for a few posts back.

Oh…and please don’t forget to crouching fierce any Ken player foolish enough to whiff a Hurricane Kick.

Since everybody flies up to a specific height when they get hit by something in the air, if you want to juggle anybody with anything that can juggle, your best option is to catch them as high in the air as possible. So, go into Training Mode, and practice catching your opponent with the fierce DP as high as possible and you’ll start to see when the Fierce Shoryuken, Shoryureppa juggle is possible. (Of course, keep in mind that the deeper you catch your opponent with the Shoryuken, the more worth it this juggle is.)

Another tip that’s a bit harder to put into practice is that most juggles work best when your opponent gets hit out the air and ends up caught by the corner just before they hit the ground…a bit above Ken’s head, if you will. You’ll note that they pause for a split second as they hit the “wall”. That’s the perfect spacing for many of the bigger juggle combos in the game.

ok, more help time as ive been getting my ass kicked lately… 1 question: In what situations can ken’s hurricanes be used without being immediately punished, because it seems like even when i hit with them i get beat up as soon as i stop spinning.

I hate to keep starting my posts with the same thing, but…

…read my FAQ! :slight_smile:

Did you know that you can actually link a :hp: Shoryuken after a Hurricane Kick? If you check the frame data on it (http://nki.combovideos.com/flame.html), you’ll see that after you hit with the last hit of any version of the Hurricane Kick, you actually end up at a +3 frame advantage. 3 frames is only enough to actually link two moves: Ken’s Fierce Shoryuken and his Shoryureppa. However, given that ST uses occasional frame skipping in order to achieve the increased speed, it’s very unreliable unless you’re on speed 0.

That being said, you need to think of the end of the Hurricane Kick like SF3:New Generation Ken’s HK. At the end of it, you end up close (or, if you corner them, right next to) your opponent and you get juuuuuuust enough time to either throw, block and bait a move, or Shoryuken if you think they’ll either try to throw or hit you. Ken has zero landing frames on his HK, so you get to decide what to do immediately upon landing.

Mind games. Final frontier. Set a course and go. :slight_smile:

I’ve browsed through the first 12 pages or of this thread. I’m trying to pick up Ken as a back-up character to my Honda and Blanka. There are too many common enemies between Honda and Blanka, and I think Ken fills these gaps nicely.

From reading this thread and just in general, here’s the most useful info I’ve picked up (some of it copy/pasted), with some questions:

KB: Knee Bash (MK Throw)
TSK: Tatsumaki-Senpu-Kyaku

Best Tick Throw (best frame advantage):
j.LP, air-TSK, KB (for looping this, sometimes you should wait and time the jump after KB, walk slightly back for chun-li etc, depending on character match-ups)
I’m not real clear on this, but supposing you do jump to early (from holding UF) for some character, what are your options if you completely whiff?

Alternate Ticks for Throw Loops
j.lp, KB
c.lk, c.lk, KB

Juice Kick (Rainbow Hurricane)
UF,HCB+FK (any kick should be the same) If he rises up, you’re doing it too slowly.

Reverse juice kick at start of round for spacing. Reverse Juice also good for instant overhead/chip and spacing against Zangief. Can’t be SPD’d out of it obviously.

Combo into Super
c.lk,c.lk, qcf,d,df,f+HP+lk (Renda Cancel. Cannot be buffered off of two c.lks. Works for both Fierce DP and Super)
j.hp, air-tsk, super

Ken’s MP-Throw has the most range. (Is this the exact same throw as HP? If they are exactly the same, might as well piano it)

HK throw has less range supposedly but slightly more damage (is an air throw too.)

More throw info, after KB:
*
Ken can walk under: Ryu, Honda, Blanka, Guile, Ken, Chun Li, Sim, Hawk, Dee Jay, Cammy, Claw

Ken can’t walk under: Gief, Fei Long, Boxer, Sagat, Dictator

For those he can’t normally walk under, he can if they are close to the wall, but not if they are as close to the wall as possible.*

I think you can usually c.hk Honda after he headbutts through a fb, unless of course he was in range to hit you with the headbutt or his headbutt is psychic and timed right. Correct me if I’m wrong. If from across the screen, you might have to walk up a bit before the cr.hk to get in range. I’m still new to Ken, but this is just what I’ve observed. If not cr.hk, than standing HK or whatever has range (hk hurricane perhaps?).

Unfortunately I haven’t played a good throw-loop Ken in awhile with my Honda, but it seems like you shouldn’t attempt too many throw loops against Honda because of Ochio. Command throws are always > regular throws, frame-advantage wise. Again correct me if I’m wrong on this.

^^^ Sounds good, but once you dive into matchups there is volumes of info

thx oj, didnt know you could link the HP srk, my timing must be just slightly off.

Yeah, any more detailed than that, and it’s too much theory to keep in my head. Best to learn the rest through practice (like the match-ups). At least that’s how I would have to operate.

You and most of the world. The last time I linked a fierce Shoryuken after a DP was SNES SSF2…about 10 years ago! Of course…that happened to be shortly after I saw that you could do that on the TZW Combo Video Vol. 7. (The one that David Wright a.k.a. SF2Freak transcribed into a FAQ.)

Oh…in case you’ve instilled enough Shoryuken fear in your opponent and they sit there and block, you can really wreak havoc by working in his overhead and then…if they become afraid of that and block high…

MMUUUUAAAAAAHHHAAHAAAHAAHAAHAAAAAAA!!!

Cr.:mk: XX :hk: Hurricane Kick :slight_smile: If they ate a full Hurricane Kick earlier and they weren’t dizzy, they should be by now! (Sorry…as I typed that, I had flashbacks of what I absolutely LOVED to do on SF3:NG. Shinryuken Ken was definitely overpowered in that game.)

I just learned who I could zone (boxer, honda, gief, fei, cammy), rushdown (dictator, sim), mixed/bait (ryu, dj, ken, guile, chun, sagat, hawk), 50/50 (blanka), and just give up (claw). As far as akuma goes that mp dp/super is extremely useful for dealing with that air hado.

yeah my biggest problem with the hurricane seems to be guys that habitually try to throw me when i land

I know this has probably been confirmed at some point, but most mention of the juice fail to mention this, and that’s that each strength of kick does affect the distance.

lk juice kick is the shortest, mk juice is slightly longer than lk (about one stance longer), and hk is of course even longer (by another ken-stance-width or so). I confirmed this in training mode. I first noticed it didn’t look right when I could only get it to come out by piano’ing the kicks, and it just looked like it traveled a lot less. As someone who only just did juice kicks on purpose for the first time a few minutes ago, it took some doing to specifically get each strength of juice kick from full screen to come out.

So piano kicks helped my execution, but I think it amounts to null when you consider the fact that most of the juice kicks advantage is in the further travel of the hk version. That’s not to say the HK version is any slower. Only frame data can tell us for sure, but I’m pretty sure the HK is just as fast as the LK, and if not, only 1-2 frames slower. I’m telling you the LK version is only slightly more than half-screen.

As a blanka user, I can see how using the different strength Juice Kicks can be very nice for spacing and mix-ups, but this’ll of course require perfect execution. Either way, I wouldn’t recommend piano, because then you’re just as surprised as your opponent as to where he lands.

Just give up vs. Claw? I hope that’s not what you meant! I think this is a great match-up for Ken. Also, I think Blanka is way less favored vs. Ken. A patient Ken can still control the match from full screen with fireballs. Blanka has to get psychic in this situation most of the time. A rainbow ball is easily punished when it’s whiffed in order to dodge an fb, so most Blankas will go for simply jumping over, at which point another fireball will smack him. He can’t reach you from full screen with his j.hk unless you throw the fb after the jump starts.

I don’t have those two matches psycho-analyzed or anything, but coming from a Blanka user, Ken is scary when he’s good, but usually I walk into those matches pretty confident online, since shotos are scrubs most of the time there. I’ve played enough against Vega with Ken, that I’m convinced Ken loves this match-up. A good Balrog is scary to me though.

Anyway, I’m going to practice some more juice kicks. I doubt if I’ll ever get them with much consistency, but you never know.

Another thing, I’ve gotten the j.hp, air-tsk, super to work some of the time, but it’s really hard for me. I at least know I can combo just about any normal after the j.hp, air-tsk though, which is pretty nice. By extension, I think I’ve got his j.lp,air-tsk, tick throw down.