Shoryureppa! The Ken Thread

The later in your jump you hit it, the more frame advantage you will have, as Ken will recover faster due to reaching the ground sooner than if you did it earlier. But either way, you will get the same amount of hitstun/blockstun.

Well im not sure I comboed jab into tatsu, and the tatsu came out while i was in midair(like up to my opponents face) since HDR gives you a bigger time window to execute moves, try inputting QCB+:hp: then press :lk: or :mk: immediately after, I used this when comboing into the j. :lp: or any other jumping attack. I hope it works but if it doesnt work please dont shoot/kill/murder the messenger. lol

J. punch, air hurricane, is all sorts of awesome. It gives you a decent amount of meter and leads to a variety of options.

Let’s see what i can think of.

Throw
Srk (bait a counter throw)
Cr. forward/roundhouse fireball
Super

Am I missing anything else?

How about kneebash, walk under, crossup neutral jump :lk:, crouching :lk: x2, kara cancel into super

Oh never mind you said after the hurricane kicks, how about bait a reversal, then punish(simply block after using hurricane)?

Or after the hurricane lands, crouching :hk", cancel into hurricane kicks, :hk: crazy kicks for the crossup for those it applies to?

[media=youtube]BsIi9aU4QGI[/media]

Nevermind, it was downRupLYB not Coth. Sorry, my bad. Has anybody confirmed his tests? I tried to, and I see no difference with any strength.

If you’re in range, you can use a regular throw to push them into the corner and start your trap game.

I really don’t see any reason to use any Aerial HK other than the :hk: version. Plus, the :hk: Juice Aerial HK is the one that I know works well…especially on tall characters. Trap Sagat in the corner in practice mode, why doncha? :slight_smile:

You know why that works so well? Because a meaty :lp: Hadouken in the corner can start a combo! :hp: Hadouken…cr.:hk:…:cr.:mk: XX :hp: Hadouken…You must read my FAQ! :slight_smile:

And, yes…that “PREDICTABLE!!!” cry must be used in that situation. :slight_smile:

Hk goes the farthest, and I think Lk finishes before it can hit a grounded person.

I’m not 100% sure on the ranges either, but I know the Lk is near useless for actually hitting them. I’d stick with mk/hk.

That being said ground lk tatsu has the most pushback on block.

I really hate his tatsus to be honest, hard to combo, horribly unsafe, not that great on damage. It gives a decent throw/dp setup, and great stun in combos. Meh. I’d stick to just using air tatsu and jump punch xx air tatsu.

Also OJ while im at it the question you were asking about :hk: tatsu comboing into :hp: srk or super here’s your answer if you havent already found out. It is a one-frame link, and only works with moves that come out in ZERO frames, and works on characters other than Zangief although it is most likely to work on Zangief because one last thing is required, the final hit of the tatsu must connect in order to combo it into anything and this does not happen often. If you get lucky and the final hit of the tatsu connects, you can combo it into those 2 moves(super and :hp: srk since these two moves meet the criteria). Due to Sirlin speeding up the tatsus, the last hit of this move is more likely to connect compared to Vanilla ST. Also Thnks for the combo instruction manual at the beginning of the faq, helped me connect combos more consistently.

EDIT: Meant to clarify something, last hit of ground tatsu only not aerial.

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Awesome, although I wish kens hurricane kicks still had knockdown. Tomo is the ultimate street fighter teacher. Stereotype voices make me lol though. You should hear the Dhalsim one, its like “I have a secret weapon under the counter if you shoplift my store,Guy walks out quickly, please come again to the Kwik E mart”. heh totally OT getting back to ken

I totally prefer using meaty fireballs while the opponent is in the corner and making them eat a standing :hk: if it hits or even if it gets blocked. I seem to have an easier time hitting my opponent at the earliest possible moment with fireball after a throw. The tiger knee hurricane kick a.k.a juice kicks is giving me trouble right now, and it is a deadly weapon after a meaty fireball but my tiger knee hurricane kick execution is at like 60% are there other ways of doing this move other than :uf:,:d:,:db:,:l:. Is it possible to do this using :uf: :hcb: motion instead? I havent tried it but if it is possible to do it this way then I rather would because it feels slightly more mindless to me to jump and do a sloppy hcb afterwords than having to skip from uf immediately down to back. Ill take additional inputs for consistency any day.

I love meaty projectiles in the corner, too. Then again, since I’m a known combo lover, that’s not really news. :slight_smile: But, yes, with Ken, they set up so many nasty mind games.

I was just thinking about this yesterday. You know…with the constant 15 frame input that special moves now have, I would think that :qcb: and then :ub:/:u:/:uf:+:k: should produce Juice Kicks pretty consistently. That’s another option to try. I tend to rely on doing the latter motion you mentioned very quickly…much like doing a grounded 270 for Zangief’s SPD.

I just watched [media=youtube]0skojgDTjME"[/media]. I’m curious as to why Tsunoppi used World Warrior Ken specifically. Going from SF: World Warrior to HDR, I really don’t know how Ken looked through each version of the game. I’ve read Sirlin’s guide about the buffs and nerfs Ken got for HDR but that’s the extent of my Ken history knowledge.

Also, what’s the difference between O. Ken and N. Ken? When I find a ranked match where the host has set up a classic match, I don’t know which version to pick. Is one definitively better than the other?

That’s funny, I *just *finished watching the same video. :rofl:

IDK why anybody would use WW Ken over his other counterparts. He deals more damage and dizzy, but also takes more damage and dizzy, Tatsus are slower and don’t knockdown and don’t combo, Shoryukens have the same range as Ryu, no Air Tatsus, no Knee Bash, no Crazy Kicks and he can’t tech throws. But he does have completely invincible Shoryukens, but so do CE Ken and HF Ken, and they have faster Tatsus and wider, faster Shoryukens.

O.Ken only has completely invincible Shoryukens and more damage dealing potential over ST Ken (N.Ken), but he has no Super, no Knee Bash, no Crazy Kicks and can’t tech throws. Also, O.Ken can crossup with j Roundhouse same as Ryu. ST Ken is exactly the same as R.Ken, except for the Remix changes.

There are a lot of other tiny differences, but those are the major ones I think. Somebody feel free to correct me if I’m wrong.

That’s pretty much it, but I thought tatsu’s knocked down in WW? Did ryu’s not cause I thought ryu/ken were the exact same in that game?

All WW Ryu and Ken special attacks do not knock down, unless they hit the enemy in the air. The tatsus also have no invincibility during startup or recover.

OT: the fact that the worse player by far won shows just how much AE sucks. He got OCVed by Hawk later, I believe.

WW Ryu/Ken’s Hurricane Kick is such a bad move that, whether the first kick hits or is blocked, because it doesn’t knock down and is slow, it doesn’t even combo into itself!

If I had a choice outside of ST, it’d be HF Ryu and Super Ken for me.

R.ken’s tatsu still has a property like that. I think the lk.tatsu is the only one that combos reliably since it ends after the second hit.

That’s better than not comboing at all no matter what range you hit with it, though. I’ll take it the Remix version, especially since it moves forward so quickly.