Shoryureppa! The Ken Thread

Haha, glad it helped. I was hoping for the cross-up air tatsu>super midscreen too, but yeah, it’s still cool.

Also, just curious, but why you playing on speed 4? I thought 3 was the generally accepted speed… Did I miss something?

3 is the default speed but I wasn’t sure which speed you were using to get that combo to work, cuz if you were using 0 then it may not work on 3, cuz of frame dropping at higher speeds. So rather than ask you and wait for a response, I figured if it works on 4, then it should definitely work on 3. What’s the point of a combo that only works on speed 0 right?

Can you knee bash your opponent longer any how, such as by doing the same type of input you do to get out of a hold?

I finally got the cr. short, cr. short xx super DP combo to work.

I can get it off somewhat regularly (ie, one out of four times). I was doing it with this motion:

:d: + :lk: , :r: , :qcf: with a :lk: around :d: or :df:, :qcf: with a :lk: + :p: around :df: or :r:.

I think the :r: between the cr. shorts was for timing only. ie, it helped space out the three shorts better and avoid accidentally doing one of his crazy kicks. Is that kind of weird? I’m using a pad (PS3).

I’ll have to add this to my daily reps (along with juice kicks and tick throw loops).

So now that I can sorta do it, how do I use it? The obvious thing is tick throw loops. Are the 2 shorts instead of one so I have enough time to react to whether the opponent blocks or not?

I suppose this would also be useful for cross-up combos, since it would give me enough opportunities to try to tick throw.

I imagine doing cr. short + cr. short xx regular DP would be easier. I actually haven’t even tried that yet, but being able to do that would be useful for when I don’t have a full super bar.

Any other uses for this “kara” canceling (or is it renda?)?

EDIT:
So after thinking about it, I’m pretty sure I can get rid of the first :r: and clean up the motion. I think what took me awhile to “get” how renda canceling works. I kept trying to rush through the input of the second qcf, but I didn’t need to. There’s no direct canceling the 2nd cr. short into a DP (obviously), but my hands kept rushing through the second qcf thinking there was. Once I slowed down things came out cleaner. Renda canceling, my mind is slightly blown.

Mash Forward Kick and the directional inputs.

Also known as hit confirm.

It’s renda cancelling.

how does using j.fierce into tatsu affect the throw loop? Is it way better to just use j.jab into tatsu?

thx blitzfu

I mentioned a couple of post back about how I was having problems doing tick throws with Ken. I would try to setup the opponent with some c.shorts and then go for the throw, but I would get his close forward normal instead. I think I found my problem. I believe it is because I am trying to throw them while they are in either hit stun or block stun. You cannot throw someone when they are in one of those states, so the game would execute the normal since the throw was not allowed. This makes sense to me because I KNOW I am pressing :r: + :mk:.

The main reason I am posting this is for others in the future who might have the same problem. There is a great thread on the throw system here:
http://forums.shoryuken.com/showthread.php?t=169992

Can’t wait to get home and start trying tick throws now that I have a clue about the throw system.

Jumping jab seems easier and more forgiving. It also has less knock back if they block which puts you in a better position to throw and mix up betwen: sweep/low combo/dp.

On a separate note, my favorite new remix only combo is officially: low short x 2, fierce dp. I simply wait to see if the two shorts connect and if they do, I do the super motion + short and fierce. The beautiful thing is, if you have a super, that comes out instead of a dp. If you have no super, you get a fierce dp. On ducking opponents and in the corner, the dp hits twice (or a 3hit dp on big opponents for a 5 hit). On smaller, standing opponents, it scrapes them for a quick 3 hit knock down combo. The best part of course is that this combo is hit confirmable, and that it always knocks down which sets up knee bash mixups very nicely. Look for me online under WesTcyde for some games sometime all-

-wes

So I think I got a more correct cr. short cr. short xx shoryueppa.

Just the standard :d: + :lk:, :qcf: with :lk: at the :d:, :qcf: with :lk: + :p: at the :r:

The tricky thing is the spacing between the shorts, because one :lk: is hit on the :d: and the :lk: + :p: is hit on the :r:. Other than that it’s not too hard.

I’m all for hit confirms with ken; I’ll look for you next time I’m on.

Good idea. I’ll have to try the fierce one. When do you do the combo? As the opponent is getting up?

I have a couple of question about hit confirming ken’s super:

1.) Is it recommended that I have different fingers on the short and punch buttons? I’m able to combo the 2 cr shorts and st short and do the motion, but when I punch, nothing comes out. I’m probably punching too late, so how should I posistion my fingers to make this easier?

2.) Is this one of those “random things” in st where even if I do this correctly, it won’t come out all the time? If so, what’s the percentage for failing on a correct input?

I can’t do it on command yet, but…

  1. I use different fingers. I’m using the PS3 pad, and I have short on “X” and punch on “R1”, so I can push them simultaneously.

  2. I don’t think so. It should come out every time (correct me if I’m wrong). There are some tricky parts. The short that’s paired with a punch needs to be a standing short, so often when I mess up I get another crouching short (ie, I didn’t bring the pad back to :r:, it got stuck at :df:.

I know I’m bringing it up to :r: because I see a standing short and it combos. I know I’m not supposed to see it, so I’m guessing the punch takes too long to come after.

Can anyone confirm whether the shoryeppa combos 100% of the time with proper input?

This combo connects a 100% of the time. The only similar combo that doesn’t connect is Ryu’s cr.Short>cr.Short>cr.Short+punch>Super, but that’s cuz there was a bug in ST that prevented this combo from working 50% of the time even if done properly. I don’t know if they fixed this bug in Remix.

The only info I could find in the SRK wiki about Ken’s Super combo not working was this:

"Note that this combo doesn’t work 9 times out of 10 against a standing Chun even if executed perfectly, because Chun is too skinny and the first hit of the Super will completely whiff and give her the opportunity to block the rest. "

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

So, it’s not that the combo doesn’t work, but that standing Chun Li is too skinny to be hit by the first hit.

Ok, cool, thx. One thing I can’t understand then is why Ken isn’t ranked higher. He’s got an awsome hurricane kick, crazy kicks, good overhead, awsome shoryukens (all 3 of em), and a throw loop you can hit confirm your super into. Is it just that this combo is still tough enough to be executed rarely? Anyone have some aniken matches of him doing this?

Juice kick

I always see the juice kick command as uf, qcb, +k really fast but I am never able to do it. Instead I do qcb,uf,+k and it comes out. Does anyone know if this juice kick has the same properties as the other? It seems very fast but the arc may be a little high. And I love FP/JP into air hurricane->knee bash/walking DP mixup…good stuff right there!

It should be the same thing. Are you using a stick to do that? I couldn’t get it to come out with a pad. In some ways that motion ought to be easier to do.

I was able to get it to come out maybe once out of every 5 tries using the qcb,uf motion, and I’m using a pad. But it always goes backwards and away from my opponent. Does it go forward and toward to your opponent everytime** using that motion?

**

I think it’s cuz Ken has only one knock down special move, Shoryuken. Compare that to Ryu who can knock down with any of his special moves. Knock downs are very important in ST as you can then control the fight and setup your opponent for meaties, tick throws, crossups, etc. Ken’s Roundhouse Crazy Kick can also knock down, but it’s hard to setup. I’m trying to figure out ways to use it better, but it seems to work best only on big opponents.

I think Ken will be tiered higher thanks to his Remixed changes. Only time will tell tho…