Shoryureppa! The Ken Thread

If you’ve conditioned someone to block high, might as well go for cr.short x2 xx super right? Or if you execution isn’t too bad, how about cr.forward xx super? I have to admit, cr.short into super is my new favourite move right now, since I have a half decent pad and can execute Ok. I like cr.forward into super (I want to try crossup forward, cr.forward into super for mega damage), but I find it a little more fiddly to execute.

zwires favorite trick is empty jumpin cr.fwd xx super. you feel mad stupid when you fall for it lol.

Y’know, I can honestly say that, for maybe 95% of my matches, I never use my super. Against scrubs a DP knockdown > x-up :mk: > kneebash > walk underneath > :hp: > :hp: DP kills them outright. Against high level players, there are very few opportunities to condition your opponent to block high. And by trying to condition, you risk wasting a knockdown and not delivering any damage because they may see your low attack or overhead attack coming, so I usually go for a cross-up > kneebash > B.S.

You’re right about not having enough time or chances to condition better players, but you can still confuse them with 50/50 kneebash walkunders, hit confirm into super. If they block, go for another knee bash, or block anticipating a reversal. Are you any good at walk up throws? At close range, people don’t expect a walk up anything, let alone have the time to respond to it, so if you are feeling good, try a 2xcr.short into super instead of a throw. If you are pretty sure you can get them to eat a low attack, go for low forward xx super, or crossup forward into low forward xx super for massive damage.

Before I started trying to work this into my matches, I rarely used the super either. I’d tend to use it more as a buffed anti air, with the possibility of a juggle, or just a really nice reversal. Basically it was like a powered up version of a jab DP, rather than, “Ok, I’m going to go up to him and land a super” Being able to execute this better on pad now has changed the way I think of the super. I actually feel like it’s something my opponent should be keeping an eye on when I start to build up meter, like with Ryu, rather than largely ignore it.

Now, I want to ask about jumping punch cancelled into tatsu. I always use short simply because I can execute that fastest on pad. If I were to use roundhouse instead of the short tatsu, does it inflict anymore hit/block stun? It kind of looks like they are in hit/block stun a little longer, but some confirmation would be cool as I don’t have a reliable way of testing.

All of the HKs, aerial or not, inflict the same hit/block stun per hit…21 frames…which is the case with just about every special move. I hope Rufus is reading so that he can confirm what I just said.

Hey OJ, question: You know how DGV does his cr. :lk: > :lk: > cr. :lk: > super? Can Ken do the same combo? If so, how (in regards to specific button inputs)? i checked your FAQ and I didn’t find that specific combo.

Ken can only do short short xx super I believe and its better than ryus because it more reliable on most of the characters and easier to execute. You can hit confirm it, so if they block you dont have to do super.
D
I have to give a big thank you to moocus and damdai for showing me how to do this at WC Warzone II. After all these years. I am so happy right now. I got it like 15 times in a row in training mode on hdr. Usually Iam like 1 for 30

fucking sick you got it down, i bet a lot of options you never saw before just opened up. so much fun to be had! you won’t be a baller like me until you can confirm crouch strong link into super on fat characters, though :razzy:

oh snap…I got to try that now. Its weird cause I always brushed that combo off as something I couldnt do and recall asking you before about it, but when I went into training mode this time I tried a hybrid of what you and damdai said and it just worked. I think I was rushing the shorts to fast before, you have more time than I thought to hit the second short and then set up the super motion.

Not sure about that specific combo, but you can neutral :lk:, cr :lk: cr :lk: into super on at least Zangief and get the full amount of hits. [media=youtube]thtalDNf7Xc[/media]
I think it should work on shoto hitboxes too, but I expect you have to be really quick with the shorts and the cancel into super so you get it before they are pushed out of range.

Seems to work on other characters, but unless my timing is off, the first hit of the super is usually sacrificed. It works with Ryu because of how his super travels forward, unless the character is really pushed out, they are still in range to get hit by it.

If you are feeling ballsy you can go for crossup :mk::qcb::d::mk::db::l::p: for a 7 hit 90% combo :rock:

What did they show you that was so helpful? Just curious because I’m terrible at it.

Ok, let’s have another attempt at answering this. I went off on a tangent a bit last post. Assuming it would connect, the input would be:
:d::lk:, neutral :lk:, :d::lk::qcf::qcf::lk::p:
Essentially the same as 2x cr short into super, but with a neutral short thrown in between the cr shorts.

You may be able to do it this way too:
:d::lk:, neutral :lk:,:qcf::d::lk::df::r::p:
This would be a bit fiddly (maybe getting negative edge crazy kicks). I expect it works, but if someone can confirm that would be cool. I’m just working on the principle of Ryu’s cr forward into super, but changing the forward for a short. If someone has a programmable controller or is set up for autoit, it would be cool if they could test.

Or you could use cr.:mp: and link into the Shoryureppa after the crossup. I put that in the FAQ, I believe.

you can do it, and its the exact same way. but there the damage is less then if you do a short short super. because the third short pushes him back, so you get one less hit with the super. maybe on big characters you can get an extra hit, but for the regular characters the last super hit misses. short short super is still the best.

First mistake I was making was rushing the combo. You have more time than I realized to do the super motion after the second short.

I used to get crazy kicks all the time after the shorts, but now thanks to damdai, when I hold down back while doing the shorts, it doesn’t happen to me anymore.

Basically, hold down back. Do short, short then do the super motion after your finish release the arcade stick (thanks moocus) and hit short+jab. You have to hit short before jab but its not that hard just used your thumb and index finger. I was just mashing the two together earlier and it seems to work, but keep in mind you want your thumb to hit the short first.

I also found a rhythm that works for me, if you do short…pause… do short, then super its easier to break the combo down into to parts. Maybe I didnt explain that very well but I hope it helps.
If anything I would just do short short…then focus on super motion release stick and then short+jab. At first I wasnt getting the combo to work and would get the shorta but super wouldnt kara cancel (is that right?) but after about 20 of those i started to get faster at the super motion.

Oddly, I have been playing cammy and Gief more than Ken but this combo has giving me some new options.

Thanks for your help madgrab! I think I’ve been making some of the same mistakes you had been.

because of my lack of xbox live from being poor all i can do is think about the game instead of being able to play. with that, can you imagine if roundhouse or forward (either or) didn’t activate funky kick? ken would have a kara shoryu / throw option select like ryu does. post knee bash safe jump short to low short xx super on hit or option select on block would be so legit.

so i’m curious, are there any option selects associated with ken? i know high level ryu and fei players make use of theirs, i’m starting to feel left out.

The only one I know of is doing a DP as soon as your safe jump attack would normally hit. If it hits or is blocked, then hit stop means your DP does not execute. If your opponent tries to reversal (or something else that means your safe jump attack whiffs), then you get the DP as you land.

The theory goes that there is an input window of sorts where you can do the DP as you are landing, and it will come out as you hit the floor. If your previous attack is blocked, you are both put into hit stop (kind of like super freeze) for 14 frames, by which time the window has expired and you don’t get the DP on landing. This works in ST, but I don’t know if it still works in HDR due to it’s longer input windows, which may mean that you get a DP even if your attack was blocked.

I’ll give it a try sometime, but I’m not too accurate on pad.

I expect that if you do the DP as quickly as you would do it in ST, then it won’t come out since, I think, it still cues off the button edge to determine when the move happens. Holding the button down so you only get the first edge or using the negative edge of a jumping punch could help there.

I’m not sure whether anyone actually does any of these, but there’s a couple of possibilities:

In principle, you can option confirm a combo only if the initial move hits, or is cancelable. For example, you can do the commands for close fierce xx SRK, and you’ll only get the SRK if the fierce was actually close.

Similarly, you can option select to throw or SRK empty and whiff jumps by ‘installing’ the command during the time that would be blockstun.

You can also make a throw attempt and option select kara cancel into an uppercut if the throw doesn’t take:
towards + mk, down,down/towards + mp
In theory, this is a good option if your opponent is standing close while you wake up.

you can always hit me up if you wanna have a day of casuals at my crib dude. im always off weekends.