Shoryureppa! The Ken Thread

Whenever I play Claw, I try to figure out one thing right away. Are they a turtling, defensive Claw or an aggressive, rushdown Claw. If they’re defensive and always waiting for me to jump in so they can Flipkick me, I zone with Hadokens and force them to Wall Dive or Wall Poke or jump in so I can punish with Shoryukens, escape with Tatsus or just get into position if they use Fake Dive too much. I will also start the round against defensive Claws with a late Air Tatsu to hit their Flipkick attempt from behind.

If they’re a rushdown Claw, I jump in on them all day, since they’re not charged for the Flipkick, and then the crossup combos and tick throw shenanigans begin. I will also mixup my rushdown with Hadokens and Tatsus to throw them off balance instead of jumping in constantly. And don’t forget that a blocked or hit Wall Poke can usually be punished with walk up sweep, earning you the knockdown for a crossup or a mixup meaty.

If the Claw player is mix of rushdown and turtling (which is what I’m trying to make my Claw, but it’s hard), then respond accordingly with zoning or a rushdown of your own.

Claw’s not really that hard, and good Claw players are actually scared of Ken due to his massive range on the Fierce Shoryuken which will hit even their earliest Fake Dive from any range except full screen. I also try to figure out the pattern of their Strong pokes, and then psychic Jab Shoryuken. Most Claws can’t resist Strong poke at the beginning of the round, after a meaty Roll, after a slide and after a blocked Wall Dive, and I usually get them most of the time.

Its the turtles that rape me cuz they jump hado on reaction. Perhaps i could bait it, I fight more seriously n a room where i know who the people are like a few nights ago. Like when I perfected reno’s rog with just jab hado/sweep/st.hk. When I dont actively “know” who they are my mentality is different. Its too hard to type with this wiimote, I need to get a laptop.

@Kendrick
Once blanka gets close his jump rapes ur hado, and at 3/4 he can slide past ur hados, 1/2 he hits u. I say 50/50 because you cant let him get near u.

Those are are my hardest matchups + fucking dj and his wide ass MO’s!

I find it interesting that kens feel like they have an adv vs. claw, since i got the feeling that claws felt they have adv, perhaps its even.

^^No it’s not even. At high levels of play, Claw has the advantage over Ken. But IMO it’s not a massive advantage. Compare that to Ryu vs Claw, where I feel Claw has more of an advantage than vs Ken due to Ryu’s small range and slow recovery on the Shoryuken.

I totally agree with what blitzfu said regarding how to fight Claw. A lot of times, I just go back to what usually works against the CPU…especially because the CPU will instantly jump your Hadoukens on reaction when he’s in range. You can somewhat FB/DP trap him, but, in the end, you absolutely need to get the knock down on him and start Knee Bash stuff. For that, you’ll need the tool used by the upper-echelon Ken players…

…the psychic jab DP. Let’s face it, you know he’s going to use his pokes at some point. When your Hadouken can’t safely take away his pokes anymore, DP that claw!

This fight’s not impossible if you’re creative.

Whether it’s pokes or horizontal charging moves, without the Hadouken, your only other option is to psychic jab DP. Jab Hadoukens make your opponent have to do something to get around them. Pay attention to what they do and then either DP or sweep accordingly. Get that knockdown.

And, yeah…never throw a Hadouken against Claw or Blanka if they’re within jumping range (unless it’s in a combo or block string, of course) because they will jump it and the ensuing combo will either dizzy you or leave you one hit away from dizzy. (Claw has to work harder for that dizzy than Blanka does.)

Having played both characters extensively, there’s no way I’d ever say Ken has an advantage over Claw. Claw will win if his mid-range game is on point. There’s very little Ken can do about it at that range as only a psychic DP will save him. At any other range (except for full screen and being horridly predictable with jab Hadoukens because you’re just begging to get Izuna Dropped then), Ken can take control of the match by luring Claw into a knockdown situation.

So i want to try random dps to get a knockdown outside of learning and reversing his poke strings/patterns? I need to see this matchup because I just can’t visualize the psychic dp strategy here.

In HDR won’t vega’s throw range compromise the kneebash?

Sorry for the dissection, but I have fairly limited xp dealing with claws who have their turtle game down.
Tips for DJ?

Agree, besides his crazy kicks plus the overhead kick rocks!

i will be an extremely happy man when i master comboing into the hk… damn pad

Question regarding the hurricane kick: After connecting with a hurricane kick, is Ken left at a frame disadvantage as he recovers, or is it situational, depending on the stregth of the hurricane kick, opponent, and distance you use it from?

Edit: Another ken question, after I do the knee bash, it seems like there’s a time period where I can’t immediatly knee bash again. Is there a 13 frame “no throw” time period like there is when an opponent stands up?

According to the Frame Data, after the last kick of the Hurricane Kick hits, he is given 3 frames of advantage upon touching the ground. This is why…if you’ve looked at any good ST combo videos or combo FAQs (TZW Vol. 7…or just look at mine, too)…you’ll see that Ken can actually link a :hp: Shoryuken after a :hk: HK in the corner on Zangief (I don’t think it works on anyone else)…since it hits on the very first frame. (Of course, the link is so tight that it’s only guaranteed to work on Speed 0.)

yeah, speaking from personal experience, mostly the hurricane has just enough time to block on landing… or if you’re feeling mischievous… TiCK THROWS :DD

See posts 576 and 577. :slight_smile: I think the order of mischef goes…DP…Knee Bash…overhead…cr.:mk: XX :HK: Hurricane Kick.

Of course, this will all depend mostly on the level of skill your opponent is on.

lol, stuff like this is exactly why I <3 Ken

I’m pretty sure this is space dependent. It might be three frames advantage if the last hit of the hurricane kick connects, but frequently it does not.

well, obviously if you whiff the last hit you’re not going to have a frame advantage…

Don’t forget that that the fierce dp option still has a 25% chance of being unblockable, good for wtf! clutch wins :slight_smile:

Something that’s been bothering me OJ, do you have to hit confirm this on a standing opponent? Should I just go for the hk tatsu? Am I missing something?

^^

Both options are acceptable. The Forward Krazy Ken Kick combo would definitely work better on a standing opponent, though. If your jumping attack is hitting a crouching opponent, you’re much better off comboing into the Hurricane Kick since the knee part of it stands them up into it.

So short of better reactions I should cr.mp xx sweep(on block), tatsu(on hit), and tick throw(for spice).

I believe that 10 count rule still exists OJ. I got dizzied by a 4hit dj combo at the start of a round, no crossup. I didnt see it in ur faq though, course he probably has so many :frowning:

Just a couple questions

when ken does his jumpin and cancels it to hurricane kick, what jumpin attack is best for that, and what strength hurricane kick do you use to follow it up?

and another one

after hitting with knee bash on Vega, has anyone ever hit him with both sides of his hurricane kick? I’ve done this a couple times where I either walk into him after doing the knee bash and go right into the hurricane kick, or meaty crouch medium punch into hurricane kick… it looks cool and I wonder if anyone else has ever seen it.

I usually use j.Jab but sometimes also use Fierce. For the Tatsu, Forward, but any strength will do fine. I have seen the Tatsu hit on both sides, but very rarely, and I haven’t seen it in a long time. It used to happen a lot in CE vs the CPU Chun Li heh.