Shoryureppa! The Ken Thread

Why would you use Hurricane over SRK? More damage or stun?

It may be both but it’s whole lot less safe than Srk

More stun, but just a tiny bit less damage…unless you’re getting that thing to hit 4 times or something.

Of course, since I’m a :hk: HK loving Ken, I go for it because of the mixup that you get from connecting with the last kick. :slight_smile: I kinda wish the spacing wasn’t so hard to get, though.

But, yeah, if I know I’m going to hit, I usually end my combos with the ol’ :hp: Shoryuken.

I’d HK instead because it’s just fun to use, but yeah fierce shoryu seems the safer choice.

Fixed. :slight_smile:

I think a whiffed or blocked Fierce Shoryuken is a whole lot more punishable than a Hurricane Kick that doesn’t connect fully…at least…in offline play. But, in the case of using something when you absolutely know that you’ll hit with it (i.e. your opponent is dizzy), definitely opt for low-risk power over stun. Fierce Shoryuken all the way in that situation.

If only Ken’s HK worked like it does in SF3:NG. :slight_smile: Ok…that’d be too much. Never mind. :slight_smile:

How’d it work in the first iteration of 3?

Hmm hmm hmm…haa haa haa…HAA HAA HAA HAAAA!!!

Oh…sorry. The power went to my head there. Umm…man…Ken was pretty overpowered in that game, IMHO. :slight_smile: Not only did all of the Hurricane Kicks hit flawlessly, but hitting with the last kick left you in cr.:mk: range with zero frame advantage. SOOOOOOO many mind games could be played in that situation. My personal favorite was to cu.:mk:, cl.:mp:-cl.:hp: XX :hk: Hurricane Kick and then either cr.:mk: XX :hk: Hurricane Kick, walk up :mk: Knee Bash, overhead, :lp: Shoryuken, Shinryuken (because they did 50% and you got TWO of them…that’s why that was changed in Second Impact), or (if they were crazy enough to throw a projectile) super jump and repeat that first combo for the sho’nuff dizzy. I loved that first option…a lot…still do…even in other Street Fighters…because it often resulted in a dizzy opponent. And dizzy opponents are best for what?

COMBO PRACTICE!!! :slight_smile:

Of course, Capcom went and shortened the range on the first knee of the HK in Second Impact, so you now, after hitting with a HK, you have to walk or dash forward before hitting with cr.:mk: in order to be able to get the knee hit of the HK to combo (which guarantees the combo against crouching characters). The EX HK, however, worked a whole lot like the NG HK, so get a little meter and you get dangerous again.

Of course, James Chen had to go and negate all of my fun back in 1996 or so when I played him at a Southern Hills Golf Land Tournament by picking Alex and simply blocking and ducking my combos! Yes…I was his first round fodder. I’m not bitter, though. :slight_smile:

What do you guys think would be the best fit to Ken’s HK? Making it push back further on the last hit? Seems like this move and his super are honestly the weakest links for Ken.

Y’know, if you asked me this question even a month ago, I would’ve said that I would give anything to have Ken’s tatsu knock down like Ryu’s, or at least push the enemy back so that Ken was wide open for a counter. Now, however, I absolutely love it. Not only does it feed my hunger of seeing a big hit combo, but doing x-up :mk: > cr. :mk: > :hk: tatsu leaves the opponent wide open for a follow up throw (although you need to get the timing down). You can pretty much dizzy Vega and Sim off the combo alone, but following up with a throw gets a dizzy roughly 80% of the time (statistic wholly made up, but it does happen often enough). I’ve ended rounds in less than 15 seconds off that sequence alone (with a follow up combo, of course) after my opponent gets a DP off an opening move jump in.

As for his super…:lame: I use it as a reversal or as an anti-air with a follow up :hp: DP for three hits. My execution is horrible so I can’t combo cr. :lk: > cr. :lk: into super.

It absolutely does NOT need to push back further on the last hit. What it needs is to consistently connect all of the hits. IMHO, if you hit with the beginning knee, the last kick should, ideally speaking, connect every single time and earn you that one frame advantage mix-up situation that many Ken players love. (And yes, it should be one frame advantage for Ken. Why? That last frame of hit-stun can be used by the opponent to reversal special move. So, Ken can still avoid that reversal by using either the :hp: Shoryuken or the Shoryureppa. And the mix-up game begins…)

Theoretically speaking, I’m thinking that the reason why Ken’s HK works so much better in any SF after ST is probably because Capcom was able to control both how much a move pushed back and how many frames it put you in hit-stun for. (It looks that way, IMHO.) In the Alpha Series, as far as I can tell without actually having or looking at frame data, it doesn’t push back like a hard hit does, but it puts you in hit stun for that long. That, IMHO, is the way it should work. Somebody feel free to correct me if I’m way off…or confirm this if I’m correct…'cause I’m really just guessing at this point. Anyone?

As for the Shoryureppa, it is what it is…very good anti-air, good for catching pokes, a good reversal (now that I can be used as one), and it juggles pretty nicely. Also can’t forget that it makes anyone silly enough to try to safe jump on Ken lose 50% damage. It doesn’t go full screen like the better supers in the game, but I don’t think that would fit Ken’s playing style. Ken is meant to be rushdown…and the super fits him. Sure, if he had the Shippu Jinrai Kyaku, he’d jump up a few spots on the tier list, but this isn’t Alpha or Three, this is HD Remix.

Sweet baby Jesus, would I love that!

No love for the Shinryuken?

Only if it did 75% damage…AND YOU GOT TWO OF THEM!!! BWWAAAHAHAHAHAHAHAHAAAA!!!

Sorry…some of that powah from SF3:NG Ken was still hanging around. :slight_smile:

Honestly, I think if he only had the Alpha 1 Shinryuken (probably the one with the most horizontal range and vacuum power out of all of them) to replace his current Shoryureppa, that would make him slightly worse than he currently is.

The best supers have horizontal range and speed. Boxer and Ryu have supers that are definitely the best in those areas. Certainly helps them tier wise.

That’s true OJ. Shinryuken would probably not work that well in ST’s engine. Not unless it was buffed to Xmen vs SF levels. :rofl:

I always thought that the reason Ken’s RH Tatsu hits more consistently in Alpha than ST was cuz it spins faster. But obviously the Remix Tatsu’s last hit doesn’t hit as consistently either, although that’s probably cuz it doesn’t exactly spin faster, but just travels across the screen faster, while still spinning at the same speed as ST. Tho I could be wrong. But I think you’re right that Alpha’s Tatsu just doesn’t push back as far with each hit as Remix’s Tatsu, but without data IDK for sure.

Yeah I was playing some Alpha today and it does seem alot better in that game, but it is a game I am pretty much a noob in.

His super, yeah it’s decent as an anti air, but it’s not really that much better than a fierce shoryuken imo. Guile’s super FK is much more efficent damage wise than Ken’s super when people jump in. I’d either like to see it push out more horozontially on the inital frames (like make it jump out more kinda like Sagat’s) or have it do all the hits that it would normally do on the ground, to an airborne opponent. It is still pretty much a once in a while land it type deal. Aniken only really uses it as a finisher via jump in on a guy he KNOWS it will land on. I like to play with it via footsies and bait a mistake, but it is very dangerous and not in Ken’s favor on the risk vs reward scale. It could be easily fixed IMO.

On a side note I am currently in love with Ken’s standing roundhouse. Man this move is soo good to bait with. I am finding it immensely useful in the footsies game to punish people and it’s good to catch people before they hit the ground, if they jump from too far out. This is officially my “move of the week”.

ken’s super is a lot better than you think, you guys are making it sound worthless.

Ken’s super is soo situational and the high level vids show that really the only time it is used is in a sucessful jump in, where you know you got the hit confirm and at that point in the game, it’s usually overkill. Maybe people like Aniken aren’t really experimenting with it enough (in regards to ST), or they may have settled on the idea that it is soo limited as to be almost not useful. It is better in HDR thou, but the same situational awareness apply. It would be ok with how it is now, if only it were safer on block or miss, sorta like many other chars supers are safer on block and the miss… not only that but those safer supers have TONS more options for the set up. Verdict?: Ken’s super is one of the worst in the game.

i think the people trying to take ken seriously would appreciate it if you wouldn’t post bullshit like this anymore. you talk as if your word is solid, but you’re spreading false info. his super is only good on an empty jump in? are you serious? there are quite a few ways to land his super. it’d probably be better if you would have asked how instead of passing it off as worthless just because you don’t know how, or because aniken doesn’t do it often.

Shoryureppa certainly is no Shinkuu Hadouken, or Boxer’s Super. But the fact that its completely invincible, easy as pie to cancel into, and does 50% of your health isn’t something I’d say is “near useless”.

There are worse supers out there that have less initial horizontal range and speed. The Shoryureppa is not worthless at all. Since the first part of the move is basically a :lp: Shoryuken, treat it as one that carries a whole lot more risk…and a whole lot more reward if it hits. :slight_smile:

Don’t forget that you can juggle with a :hp: Shoryuken afterward if it hits as anti-air! You might actually be able to juggle afterward if you hit with it so that the opponent hits the “wall” at the apex of their knockdown reel. I don’t know that for sure, but it’d be something to try out.