[list][]I believe Ken’s fierce SRK will beat any safe jump attempt cleanly. Strong and jab SRK may hit or not, depending on frame skipping due to turbo speed.
[]Blanka can only guarantee a trade, I believe, but it depends on which normal aerial attack Ken uses.
[]Honda should be safe after torpedo, so I suppose it is only useful as a desperation tactic.
[]Gief should be able to beat or trade with lariat.
[*]Cammy can use cannon spike but I guess it is not anymore safe.[/list]
I meant out of 3 dp reversals ken would only hit with one of them. I am confused about the honda comment. Do u mean desperation for ken or honda?
I percieve safe jumping as a 50/50 tactic, damage or u take special move chip. Its always the best option due to low risk/high reward. Except for the tier A who can hit ken in the air. However, theres always other options too.
Can anyone explain how to do kens: cr. short, cr. short, XX Shoryureppa. I’ve read through the wiki on renda-canceling but I still can’t seem to get the timing down at all.
He probably means that if Honda does a reversal headbutt against your safe jump, Honda is always safe, so it’s not really worth it to try to safejump him. Honda can also just block -> oicho and then you’re screwed anyway.
Basically you have no reason to jump at Honda.
Unless I do jump jab xx srk. I’d rather keep him out but you can still safe jump if he gets in.
First of all, this is my first post here and I’d just like to say thanks for all the info posted in this thread, been a great read and help for me, I’ve been lurking aruond here frequently from time to time to pick up advice etc. KUDOS!
Now, I was just thinking, regarding the Knee Bash I know you can learn how to make it hit more times than usual. I have seen some loosely formulated tips on this and I’ve also had Dav 35 tell me a little bit about his technique but I’d like to hear more about it - from what I understand you need to start hammering buttons within 13 frames of the move and then move the stick around, in the diagonal directions… is there anything more to it?
Also, if you spam buttons/stick to get more hits in - how do you deal with the follow up situation? Like say you’d like to do the jump in -> lp-> tatsu follow up, or maybe the walk under or whatever - do you stop your button mashing in the middle of the bashing to be able to do the follow ups correctly? Cause I just think if I mash away completely, I’ll loose timing of when the move ends to follow up with good timing… any tips/techniques here you guys know of?
Anyway hope I don’t make a mistake here and ask for clarifications for something that might have been covered somewhere but missed by me…
Either way, thanks again for all the info here and I’m happy with any tips I can get
see you online!
/Benchzomg
I move the joystick from diagonal up left thru neutral to diagonal down right, all the while mashing the mk button. Take around 2-4 knees after the initial knee and then stop mashing and hold diagonal up forward for safe jump attempt (character dependent), or wait for the end so you can walk forward or walk under and attempt to get some extra damage or a tick into another knee.
Cheers, I’ll be in training mode fer a bit now, already getting the hang of it
I’m probably a little late here, but 1 frame attacks will beat safe jumps on on lower speeds but due to frame skipping at higher speeds safe jumps and reversibility to safe jumps will be random !
What’s wierd is that hawk’s and sagat’s never failed. I tested on speed 3 default, and they never once failed. Neither did ken’s or blanka’s.
I have occasionally seen the first recovery frame fail to show. I would safe jump jab and it would whiff(almost always online) because that frame was dropped.
Random frame stuff doesn’t appear to happen that often though.
I’ll keep testing this stuff though.
Does anyone know the ranges on ken’s airthrow? I’ve been wanting to use it more, but I don’t know if its range is like most of the other character’s or does it have worse range like compared to guile’s backbreaker?
Hmmm…the SF2 Data page NKI’s website should have that since it lists throw ranges for everyone.
Disagree bro, hmmm the best strategy to play against honda is zoning, the headbutt as a reversal is the best weapon against safe jumps/cross-ups. As you know coth, i’m a Ken and Honda player, so i know what to do and what no to do against the fat guy.
bad news: cross-ups and safe jumps against honda are very risky moves.
good news: we’re ken players, so Honda has big problems against shotos, specially Ken and Ryu :pleased:
Oh i zone honda exclusively, but the point was that honda can’t actually beat the safe jump, but unless ken follows with an immediate srk he will get ochioed.
No, I don’t bother trying to tick honda, he’s like a grappler, so I play keep away.
You would be surprised what can happen in clutch though.
Hey OJ, I watched a video about “hyper st II anniversary edition” and noticed a combo by ken. There were two ken combos across the video, one with hyper fighting ken, and one with ST ken.
The ST ken combo was a crossup forward on a standing fei, into crouching forward, crazy forward overhead both hits, into st.mp/hp?
For simplification:
crossup mk, cr.mk XX crazy mk overhead, st.hp/mp?
I don’t know which punch it was, but I was wondering if it still works?
Wow…I forgot about that combo! I think it’s st.:hp: in the video, but the frame data says that either punch would connect. One day I’ll update my FAQ.
Is it easier to link than the sweep? Should I try more for cr.mk, I can’t ever seem to get the sweep after a mk overhead.
Far standing fierce has 6 frames of startup.
Far standing strong and crouching roundhouse have 4 frames of startup.
The frame data’s a pretty good source. I’m going for crouching roundhouse.
I didn’t realize that cr.mk/cr.hk had the same startup. I guess I’ll try harder.
Does crazy lk give more advantage than crazy mk?
Cr.:mk:'s hitbox may be suspect in trying to get that link to work, though.
It would seem that way, but, no…because the :mk: version starts more quickly and, therefore, keeps the opponent closer so that you can link moves afterward.