Shoryureppa! The Ken Thread

You’re probably just timing it late.

Has anybody else tried Ken’s Hurricane into Super?
2:24
[media=youtube]0kDDB4D6X6o[/media]

I’ve been trying it for an hour now, and just can’t get it to connect. I’ve tried it against Ryu as in the video, with the same setup, jump back in the corner, air Fierce, etc., as well as other setups, and against other characters too, Zangief, Fei, but no dice. I can get Ken’s Overhead into Super no problem, as well as Ken’s other super combos, eg cr.Fierce, Super, so it’s not my skill level.

I’ve never seen Ken’s Hurricane combo into Super. Seems to me like it could have been photo edited.

I’m sure it is legit. Like everything else in ST, it is HIGHLY dependent on characters, spacing, and timing. I’m sure there is a reason you have to start with Ryu dizzied too.

its legit. the timing is just super strict

I need help vs Chun and Gief. Chun’s s. strong alone seems to beat all my pokes, and psychic DPs often just miss to eat the same move over and over again. Gief’s Lariat makes my fireballs useless, and I can’t play footsies against a character that will do huge damage to me even when I’m blocking. Kneebash feels suicidal too.

Apparently it’s not the dizzy, but can only be done on speed 0, because other speeds drop frames so they can be faster. I was trying it on speed 3. That’s too bad, would be nice if it was possible on all speeds…would turn Ken into a REAL monster. :badboy:

Ken is great vs. all the random scrubs online. Not quite as much fun as Zangief, but less likely for you to lose to random shit. Knockdown --> crossup forward --> st. fierce XX fierce DP --> dizzy --> repeat.

Is it silly to try to start a tick throw loop as your opponent is getting up? ie, throw a meaty cr. short/forward? It seems like that’s a recipe for getting counter-thrown. If the short/forward connects (either hit or blocked), then I’m okay, right? But if I mis-time it (which is ieasy to do with the cr. short), then I’m completely vulnerable.

It seems like the best option when you knock your opponent down is either to throw a meaty fireball or go for the jumping forward cross-up (and potentially starting a tick throw loop there)

Does that sound about right?

I have this same question.

When I get a knockdown my goal is to get them opponent into a knee bash throw loop, and I can’t seem to do it :). Is that a bad goal/plan or is there a better way to set it up?

I either end up getting counter thrown like the gentleman mentioned or instead of a throw Ken goes into a the close forward kick animation (it’s like a high vertical kick) instead of a throw. I am not sure why I get that close forward kick animation.

EDIT: I try to setup the opponent by doing a c.short as they rise to force them to block, and then go in for the throw. That is when I get the kick mentioned above instead of the throw.

Help me I’m a ken player that hates the knee bash move! Just does not feel right to use.

Any one of those setups is good. I’m not preaching about how Ken should be used or abused = ), just giving my opinions and how I use him.

I think the best thing is to be unpredictable. (ie. don’t always go for the meaty cr.Short into throw or the cross up into throw) Mix it up and keep your opponent guessing. I prefer to go for the cross up or meaty Hadoken into throw because it’s harder to reverse, but once in a while I will go for cr.Short or jumping Short in order to stay unpredictable.

There’s other setups too, cr.Strong>throw, cross up Forward > cr.Short > cr.Short > throw, or if your opponent is just sitting there doing nothing, walk up and grab.

If you get counter thrown, it’s probably cuz you’re playing a pro who’s good at reversals, or a scrub who keeps on mashing buttons after blocking and gets the counter throw by luck. Either way, I don’t let that stop me from going for the throw loop, cuz it’s better to have your opponent guessing how to get out of your throw loops, than you having to guess how to get out of your opponent’s throw loops.

If you get the close Forward kick when trying to Knee Bash, it’s cuz your opponent was too far for you to grab. Just make sure you’re grabbing them at point blank range or close to it. Ken’s Knee Bash range was nerfed since ST, and I’m still adapting to that too, and once in a while I will get that close Forward too. I haven’t tested this yet, but I think the Knee Bash has the least range of all Ken’s throws. If so, that sucks.

Are you kidding? Knee Bash throw is one of Ken’s best weapons, if not the best. Ken is one of only 3 characters in the game with a throw loop, the other 2 being Boxer and Dhalsim, and they’re top tier characters. If I were you, I would use it as often as I can.

Thanks Blitzfu :slight_smile:

As for the talks about the juggling Fierce DP, I think it’s just easier to net its three hits, and not so much being able to juggle INTO to. I remember there being talks about his Strong DP being able to juggle during testing betas and it proved ridiculously strong. They took this out, of course.

Also, I can’t remember off the top of my head, but after a Knee Bash, say you jump jab. Is it suppose to hit as a tick prior to using a Hurricane Kick? Or am I just being retarded even mentioning the hurricane kick?

I coulda sworn a hurricane kick was part of the loop…

@power333: Jab fireballs fuck gief’s shit up bad. And if you mix it up with the other versions it’ll keep him on his toes. If he Lariats a fireball, walk up sweep. If he banishing flats the fireballs, st. roundhouse far/ DP close. Poke him but dont carelessly poke him, or else his nutts are gonna be slappin against your head before his SPD.

Free dizzie combo: cross up mk, cr. mp, hk Hurricane, hp shoryu

Knee bash against Gief isnt as bad as you think. You just have to keep him guessing. You can make him eat alotta DPs if you fuck with him enough.

[media=youtube]wCseWmfIjzU[/media]

By the way, could someone explain some Ken basics to me.

Also, is it possible to play at this game’s speed with a controller, or would I really need to buy a stick?

The Fierce DP can still juggle. I think you have to catch the opponent in the air (or bounce them off a corner) with the first fierce DP though.

Coth_X, have you seen Ken’s wiki on the main website?

http://www.shoryuken.com/wiki/index.php/Ken_(ST)

Not exactly that way, but you can Air Tatsu into Shoryureppa on certain characters. I’ve done it on all the shotos, Guile and Boxer, so I can confirm it works on them.
Timing is strict; only the last hit of the Air Tatsu can hit, and it must hit very late. It’s not a corner only thing, it does seem a little easier there though.

I’ve been trying to get the j.HpxxAir Tatsu trick from 0:13 in that video and then combo into his Super, but my timing is crap so I can’t tell if it’s me not doing it right or if it doesn’t combo.:confused:

Edit: Just got it to combo on Ryu in training.:wgrin:
j.HpxxAir Tatsu, Shoryureppa 6 hits, about 70%
Looks really cool.

Thanks for the link and I will certainly use this information.

However, seeing is always better than reading, I need to see it applied. Any vids that show these strats in realtime, not just a combo vid.

I would never do the j.Jab>Tatsu as part of Ken’s throw loop, as I figured that would push him back too far, and for a throw loop, you wanna be as close as possible, especially with Ken’s low range on the Knee Bash. But just for fun, I tried it in training, and it works beautifully. = )

Knee Bash>j.Jab>Air Tatsu does push Ken farther back then simply j.Jab or j.Short, but not THAT much farther. You can still go for the Knee Bash again but by only a difference of a few frames. So pros will see it coming, but pros would see a throw loop coming anyway, regardless whether it’s j.Jab or j.Jab>Air Tatsu. And the Air Tatsu actually has a psychic advantage over simply a Jab cuz the opponent will be like, “WTF? A Tatsu in the middle of a throw loop? Wha…he’s still coming?! Oh sh…” hahah That alone makes the additional push back worth it.

Thanks for the heads up Vandal_Hearts. = ) Now to see if it will actually work against a good opponent.

HOOOLLLYYYYYYYYY SHIIIIIIIIIIIIIIIIIIITTTTTTTTTTTTTT !!!

I can’t believe it works! And on SPEED 4!! And so easy! It’s so easy, I got it on the first try in practice mode. Jeez, I was even able to get a 7 hit on the Cammy dummy by doing j.Fierce as early as possible, but not in the corner as the pushback is too much.

Thanks for the info izanagisama, you REALLY gave me some ideas now. :badboy:

I tried crossup Air Tatsu into Super but that only works in the corner. = ( Still, it’s good tho…

This is actually the by far more preferrable way to do the Throw Loop. J.Jab into Tatsu into Throw is much more effective than just Jump Jab, though it’s good to mix the two up from time to time to throw off their timing. But the reason why J.Jab into Air Tatsu works so well is because you put them into Block Stun right when you land. You have SO much frame advantage at this point that you can walk up Throw or walk up Sweep. Plus, the block stun is really awkward, so once you get good at the timing, it’s really tough for them to Reverse. I can’t really explain why it is, but it’s one of the hardest tick Throws to escape in the game.

  • James

Wow, thanks jchensor. It’s good to know that this strategy is actually the best way to get Ken’s throw loop to work. Funny thing is, I’ve never even seen good Kens do that to me or other players when doing the throw loop. I had heard about it, but since I didn’t see it being done, I figured that my pushback theory was the reason why. I should have tried it myself though.

But if he gets frame advantage with the block stun off j.Jab>Air Tatsu, then the pushback doesn’t mean anything at all, as Ken is still VERY close to the opponent. Good, good stuff.