Shoryureppa! The Ken Thread

So I lost to a honda 3 times tonight, because of cr.lp TT Bearhug.

Ken can’t reversal throw it, and the timing is very hard for reversal srks.

That is all.

Was it against Norkeh? That guy has a tough tick throwing game. My matches against him always end when he gets close.

Edit: I just noticed you changed your sig. Wanna switch to SFIV with me?

He just said that the timing for reversal DPs is very hard…but…yeah…if you let Honda in that close, that’s pretty much going to be your only option. I’m still convinced that Ken is Honda’s worst nightmare, though…especially if you keep that Hadouken/Shoryuken Trap on lock. Ken’s :hp: Shoryuken covers too much range for Honda to easily get inside it’s range without ending up burned.

Well, I was making small mistakes, and when he got close, I KNEW IT WAS COMING, and wake up reversal wouldn’t come out, and then by the second match I figured out that reversal throw was out of range, and reversal srk after a cr.lp is bullshit timing.

I’d rather play SFI.

[media=youtube]A_GBlxee9XM&feature=channel[/media]

Found this.

Is it me or does it look like ST ken moves faster than R.ken, is this just the “PS3 has different timings thing”?

All those super combos, started to think I was watching OJ :wink:

The last fight too, where he pokes, moves back, counter poke misses, then he moves forward and punishes.

Yep…as I just said in the Honda thread, per T.Akiba’s SF Data page, E. Honda’s normal throws have the same range as Blanka and Dhalsim’s fierce throw. E.Honda’s Ochio Throw has the same range as Zangief’s normal throws. The only other throws that outrange any of Honda’s throws are any of Zangief’s or T. Hawk’s special/super throws.

Everyone else has to rely on a reversal special move to beat Honda’s tick throw attempts. Gotta input that reversal Shoryuken on the 11th frame of hit/block stun or you’re getting hugged up.

Yeah…keep that sumo guy away from you.

I’ve been using more j.mp and j.hp, and found those attacks will stuff hawk’s dp, hawk’s dive, great air to air, and will stuff ken’s fierce srk cleanly alot of the time. As well as beat lariat, hit some crouching opponents and is cancelable to air tatsu. Although, I’m having a very difficult time with that cancel. I can do it in training against a moving cpu, but not online?

Furthermore, I will no longer do post knee bash safe jumps against guile online anymore. I’ve been experiencing a problem with this only online, when I immediately follow a knee bash with a jump against guile, ken teleports behind guile and then they both land at the same time. Its sort of what happens when you try to immiediately jump on chun, except its not suppose to happen that way on guile. Only online, and I’m getting tired of it.

You’re welcome CrapCom, I hope you did indeed laugh all the way to the bank with my $15.00.

T. Hawk strats: you got 'em; I want 'em.

The problem for me against T. Hawk is that there is no bell curve for him. People who pick him are either unbelievably terrible or unbelievably good - there’s no middle ground (or at least that’s what it feels like). Plus, T. Hawk is the most foreign character for me to fight against. I honestly feel like a scrub fighting against him. I haven’t found the perfect balance of rush down and keep away to put up an effective fight against him. I know I should keep him away, but empty jumps and walk up throws drive me crazy.

Jumping mp/hp are great against dives and his dp. It doesn’t always stuff his dp so be careful with that. His pokes are better, so watch srk spam. His dp has incredible range, but has horrible recovery, you can be hit from farther out than you would think, so watch hados on wakeup. If he jumps you should be looking to use mp srk.

If he starts ticking and he’s good at it, you are toast unless you can reverse him at the right times.

Think of him as a more mobile version of gief. He has less health, but a somewhat easier time getting in. He moves faster too.

Play jiggly and gridman on xbox. That should get you some xp against hawk.

[media=youtube]ZWgYkU_YWOw&feature=channel_page"[/media] are a few Zangief specific combos from Ken’s strong hurricane.

Wouldn’t that be a roundhouse Hurricane Kick or a :hk: Hurricane Kick?

And I know for certain that you’re using a fierce or :hp: Shoryuken to follow those up, as it’s the only non-super move Ken can follow up a Hurricane Kick. (It also hits on the first frame, like the Shoryureppa SC.)

Yeah that’s a hk hurricane. I’d prefer crxup gief, since no gief gona let you walk up and hk tatsu them.

Ooops that was the booze talking. :chat:

Just a question: which version of the j. jab > hurricane setup leaves the opponent in block-stun the longest? I’m talking about the setup where you link a mid-air hurrican from a j. jab, and then knee bash when you land.

I don’t know if there is really much of a difference. They can all be used for ticking, so there may not be a difference.

No difference. All of the Aerial HKs stun like a jumping hard punch or kick, so they put a standing opponent in hit stun for 11 frames and in crouching hit stun (or block stun, if it’s blocked) for 21 frames.

If you hit a crouching opponent with j.hp, will the tatsu still combo? I thought it whiffed on crouchers.

Lemme quote my updated FAQ on this one. This is from Ken’s cross-up sub-section…and I pretty much copied it for Ryu and Akuma because the hitbox is the same on their versions.

(Begin quote)

Aerial Hurricane Kick (jump,d,db,b+kick): (Standing) Crosses up everyone; (Crouching) Misses Cammy, but crosses up everyone else.

(End quote)

Based on that, the Aerial HK only whiffs on Cammy…no matter how good your timing is. If you hit a crouching opponent with j.:hp:, I think there’s a chance of the HK comboing, however, you would want to hit with it as early as possible. Since j.:hp:'s hitbox does reach pretty far down, I think starting with that move makes a followup hit with the Aerial HK feasible on crouching opponents. That’s something I haven’t actually tried, though…on a crouching character. Standing characters…I know that works all day long.

The j Fierce does whiff on a few crouching chars (Blanka), esp in the corner. But mostly it does connect, you have to time it super late tho. Air Tatsu can be hard to cancel due to the late timing (I get grounded Tatsus instead of Air Tatsus), but yeah, it will combo. J Jab will whiff on all but the biggest chars.

Yeah, I have a new found love for j.hp, it just seemed like I’ve had my air tatsus whiff on crouchers alot. I’ll keep practicing it.