Shoryureppa! The Ken Thread

That *is *pretty interesting. I’ve never seen that before. I wonder if the Ryu player has to do a normal attack on wakeup for it to be replicated successfully. It looks like the Ryu player in that vid did a cr Strong on wakeup. Even if it can’t be replicated, I can see it being used to avoid some attacks up close that have a hitbox that reaches behind Ken. Like pretty much all of Claw’s pokes. Kinda like Chun Li’s close st Forward passing through Ryu’s Super in NKI’s shenanigans vid. Good find moocus.

No you are right out of 1000 people you are the only one that sees what we aren’t seeing. I bow to your wisdom :china:

Can a meaty fireball be thrown so that one must block forward (like in a corss-up)?

I suppose theoretically it can, but I don’t think i’ve ever pulled it off, and I’ve thrown some really early meaty hados.

It seems like they get blocked anyways.

I’ve heard of it being done with Blanka balls and headbutts, but I was curious as to whether the character proper had to issue the hitbox in order for a cross-up to occur.

My new favorite thing is :r: :d: :df: :lk:, :lp:

Oh yeah!

It’s probably possible but, for most characters, would require schenanegans like having the knockdown happen after the projectile is thrown. Akuma’s air fireball, and teleports are possible exceptions.

mk/hk tatsu do same damage, and presumably the same stun. Except for the special cases down below, which accounts for what like 70% of the cast :lol:

Tatsus comboing after knee These results are from point blank, looking at how inconsistent point blank is, well. . .

Ryu- All tatsus combo

Honda- Only hk tatsu combos after knee, lk/mk tatsus are blocked after initial knee

Blanka- Only lk/hk tatsu combos after knee, mk tatsu is blocked after initial knee

Guile- No tatsus combo after knee hits {o.O}

Ken- All tatsus combo

Chunli- hk tatsu combos after knee, lk/mk tatsu is blocked after knee
(side note for chun, the hit after the knee looks like it hits her on the back of the head?)

Gief- lk/hk tatsu combos after knee, mk tatsu is blocked after knee, also hk tatsu hits 4 times on gief.

Sim- All tatsus combo, and hk tatsu hits sim 5 times! :rofl:

T. Hawk- All tatsus combo, and hk tatsu hits hawk 4 times.

Fei long- All tatsus combo, and hk tatsu hits fei 4 times :lol:

Dee Jay- lk/hk tatsus combo and hk tatsu hits DJ 4 times, and mk tatsu is blocked after knee

Cammy- All tatsus combo (seriously?), hk tatsu hits 4 times (seriously!? I mean I can understand the men. . .)

Boxer- All tatsus combo, hk tatsu hits 4 times, and hits 5 times if boxer is dizzy.

Claw- lk/hk tatsus combo, hk tatsu hits 4 times, and mk tatsu is blocked after knee

Sagat- only lk tatsu combos, sagat can sneak in a block some time after the knee with the mk/hk tatsus. (I call bs)

Dictator- lk/hk tatsus combo, hk tatsu hits 4 times, mk tatsu is blocked after knee

When I say that the tatsu can be blocked after knee, that automatically means a combo will fail, assuming the opponent holds back or down back. Furthermore, in some cases like guile the next hit after the knee is blocked, and in others you might get one hit after the knee, and then the next gets blocked like dictator.

Tatsu effectiveness is all over the place due to hit reels, and hitboxes. It only reliably works on the shotos, fei, and hawk. :rofl:

Hk tatsu is great for occasional mixups, assuming your opponent isn’t ducking under it.

My final verdict is :tdown:

I agree with your observations. However, I disagree that Ken is being played at optimum level in Japan. Perhaps a decent to high level… but still no where near optimum. I also think HDR is alot smoother than ST, which makes Ken much easier to play and allows alot more flexibility. Ken is one of those characters that takes a really long time to master because timing and execution is crucial when you have alot of complex joystick movements in your arsenal. Ken’s super is not obviously effective. It requires alot of skill and practice to be able to make it effective in certain situations. Once you’re at the level… the super becomes VERY effective. If you can’t read your opponent well or you’re offensse is not aggressive, you probably won’t land it. And alot of times… its the 'threat" of it that really matters. this forces the opponent to play tighter defense giving you a better chance at sealing the win. At high levels of play… opponents rather get hit by something else than open themselves up to a short short super. This is where you’re getting your value. There are alot of 50/50 situations where the opponent does not know if you’re gonna knee bash, dragon punch, overhead, or short short super. However, you have to play pretty aggressively to put yourself in those situations. Its simple math, the more often you are in those situations, the higher the likelihood of you landing the super. Its not as obvious as Ryu’s super where people will throw it out every round no matter what. the key is to keep it as a a threat to open up the defensive to other attacks.

At the most optimum level of game play for Ken… juick kick over fireball into super on reaction will work everytime and meaty damage. Level of difficulty… HIGH. Possible— yes! Done often… No. Used often as a threat … No. Why? difficulty too high. My personal conclusion… there is a whole level of ken game play untapped… and if you’re looking for Japanese players as the benchmark… you will never be THAT good. They are no where near optimum level.

Another one of my favorties… force whiffed round house… walk in… crouch short once… super. You cant do two shorts because you won’t get in deep enough. One short + super gives you the flexbility of not having to go in too deep and still be able to land a meaty super. No hit confirm needed because whiffed roundhouse is automatic hit. Difficulty- high. Done often? I haven’t seen it done by any Japanese player yet. Possible? Very if you practive enough. opportunities? Quite a bit, but you have to be good enough to force a missed cr. roundhouse.

If you keep and open mind… there is a level of game play untapped. If you already set limitations… you will obviously be limited.

With that being said… Id take Ryu’s super over Ken’s super anyday :). ryu’s super makes it to easy. If Ken had ryu’s super… Ken is easily untouchable. EASILY

Easily one of the most annoying things about Ken’s tatsu. Number one, it doesn’t knock down period; number two, it doesn’t combo against Guile at all, leaving Ken open even after a direct hit. :mad: Yet it goes through Sonic Booms.

That and the others where one or two of the tatsus don’t work. Sim is hilarious, he gets hit 5 times and he’s smaller than the big guys. Yeah though, tatsu is a joke move as far as im concerned, use it sparingly.

hello! first post!

cool things …

ive combo’d two fireballs

i usually fierce srk at start and end up on opponents backside, then do it forward and get a deep 4 hitter combo !!

I use a lot of dp’s…people on xboxlive call me ni99er and all that stuff…say i use turbo etc but they only talk smack when I win!

you all probably know the forward kick low to hurricane with high kick is the easiest to stun people…also low medium kick into fp dp

thats all i can think of right now…and i could be wrong…

if you only knew how many times i try to get this goin!

All good stuff. I think I noted most of this on my HDR Cross-up, Link, and Combo FAQ on GameFAQs.com. Take a look at it and see if you can do all of the Ken combos. Have fun with it. :slight_smile:

Hey FreshOJ i made you an Avatar:

http://img709.imageshack.us/img709/376/freshoj.png

:lovin:

That made me lol.

OJ please use that as your avatar.

LOL. Poor guy, he loves his FAQ.

Nice