Shoryureppa! The Ken Thread

i haven’t had time to practice.

Can you still jab Blanka/Honda/Bison out of their respective torpedo attacks. Also, what jump attacks can knock them out of them if im in the air.

Ken primarily, but if you know Guile’s too that’s cool.

Maybe we should talk about individual character match-ups in detail. I’ll start… for some reason I really suck against Blanka. Argh. That dog. I was playing a decent but not very good Blanka and I was still getting owned. The guy wasn’t even doing regular Blanka shenanigans (tick throws, hop cross-ups, etc.)

I don’t know what to do to him when I get a knockdown. Cross-up forwards are a definite no-no because of his vertical ball and electricity. Jumping jabs seem like they’d work if angled right. Do they have priority over blanka balls and electricity? I imagine you can’t hit blanka high because his ball and electricity will get you (no jump jab -> air tatsu mix-up?), but a low enough hit would at least open the door for mix-ups.

What about on the ground? His bite has more range than Ken’s knee bash, so I’m afraid to walk in and do a crouching short to go for a mix-up.

Does Ken’s strong counter or trade with most of Blanka’s normals? What about his rolls?

I don’t really know how to play Blanka. I don’t trust jumping in on knockdowns or walking forward (because I wouldn’t be able to react fast enough to his blanka ball or even some of his normals). I end up playing a Ryu fireball/dp zone, except Ken’s not great at that.

Any tips?

Blanka and Honda can be hit by st. or cr.Jabs, but I’m pretty sure that Bison can’t. As for jump attacks, mostly their Torpedos will all hit you in the air, but in the corner and in some situations/spacing, they can all be hit by pretty much any jump kick. Same for Guile.

You may be worried about meatying or walking forward on Blanka cuz of his Ball and long range normals, but you gotta remember that your opponent is AFRAID of doing his Ball and normals cuz of Ken’s Shoryukens, Hadokens and Jabs.

You gotta get inside your opponent’s head. Blanka is hard to attack when he’s knocked down cuz of his Roll and electricity, true, but remember that you can bait him into doing elec or Roll on wake up. Walk up and walk back out of throw range when he’s knocked down and see what he does. If elec, sweep or Hadoken or Shoryuken. If Roll, block it and then next time he’s knocked down, do a meaty Jab Shoryuken that will stuff the Roll. If he blocks it, you may get punished, but at least you’re showing him that you’re confident enough to mix him up and that you’re intelligent enough to get inside his head.

Same thing for the Knee Bash loops. Blanka can kill a j.Jab with elec, but a walk-under can block his elec, and then he can be punished. If he blocks the cr.Short tick, Ken is within range of Knee Bash so go for it. I was only talking about situations where Ken is not in range for a throw but Blanka is, like blocked cr.Strong or cr.Forward. It’s all mind games. Once you get inside your opponent’s head, it’s like reading a book or watching a movie, you can see what’s coming.

I’ve heard that Ken’s cr.Strong works great on Blanka’s normals and Ball, but I haven’t had much experience with that. I use cr.Jab for his Balls and I stuff his normals with Jab Shoryuken.

Another great way to understand matchups is to use the character you’re having a hard time with. Fight with that character competitively, learn their normals and specials, see how opponents react to what you do.

I forgot to add in the Blanka matchup that Fierce Slide will go under Ken’s Hadokens, so do the Hadoken/Shoryuken trap from about half screen. Same for Dhalsim, but not for Dee Jay and Vega’s slide, they can get hit by the Hadoken when sliding. And Ken’s GREAT at the Hadoken/Shoryuken strategy, as long as you know what your opponent can counter with.

I know this worked in oldschool ST, but have you actually done this in ST:HDR? If you can reverse between headbutts, thought they were going to fix this in ST:HDR?

-wes

someone should stick the matchup post that blitfu put up! On the OP or something.

Pronto!

Can someone identify may one or two Bread and Butter Combos with Ken? Maybe one non crossup? All the combos on the Wiki start with a Jump or Crossup. Are there any that don’t? How should you punish a dizzy opponent if you can’t cross them up?

BTW, that matchup post already helped me against Akuma. I hurricaned a Super and lived to tell the tale :).

Think Ken has moved up a tier? I hope so

Most of the time, when I get a dizzy, the opponent doesn’t have too much life left. I usually just do st. fierce xx fierce DP, or cr. short cr. short -> super (or just the super to make it even easier).

I really don’t do many jumping-in combos that aren’t cross-ups. I hardly ever get the chance. A good one is:

Jumping jab -> air hurricane kick. If they block, go for the tick throw. If they take the hit, crouching round house for a 3-hit combo.

jumping fierce/forward, cr. forward xx. fierce DP should hit most opponents if deep enough (not Chun Li).

In general, I usually cancel a special from a cr. forward. Fierce DP is usually preferably if I know they take the hit. A fierce fireball usually is too slow to hit the opponent on a non-cross-up (and doesn’t knockdown or do much damage anyway). Hurricane kick won’t knock down and doesn’t dizzy much in this game. Medium crazy kicks should hit though.

Of course, being able to hit confirm (ie, cr. short, cr. short, renda cancel DP/super) is ideal because you can use it to go into tick throws if they block and do the combo if they take the hit. That’s not useful for jumping in non-crossup. It only really works either from a cross-up or just as a standing up combo.

doesn’t matter if you’re a good player, does it? :wonder:

Thanks downRup. I had a question about the j.jab, air hurricane combo. What type of air hurricane kick should it be? Short, forward, or Roundhouse?

Thanks again.

Blitzfu good match yesterday- Anyone know how to do that fierce dp juggle?

It doesn’t matter which Tatsu you use, they all have the same blockstun/damage.

GG. The Fierce Shoryuken will only juggle when Ken lands before his opponent’s body does, which is very rare. Usually Ken lands WAY after. Juggles happen when you blast your opponent into the corner with Shoryuken or Super, and the opponent’s body “catches” on the wall while Ken continues to land and can then follow up with Fierce Shoryuken for max 5 hits with Super, and max 3 hits with only Fierce Shoryuken.

There are some situations where Super can be followed by Fierce Shoryuken juggle out in the open, but they’re rare and you have to keep your eyes open after every super for an opportunity to juggle.

I’ve also had issues where sometimes Ken and his opponent would switch the directions they’re facing between shoryukens, so you have to make sure you do the motion in the right direction.

thanks, theres a combo I was working on but its hella hard to combo but I’m sure it can be linked or hit confirmed. It’s a Jumping fierce and then IMMEDIATELY after a Roundhouse(HK)hurricane followed by a Shoryureppa- i did it yesterday on Ryu in training and it’s a six hit but the timing is strict as hell.

Blitzfu, good games yet again-your DeeJay beasting and you kept stopping my crossup but thanks to you I got a few new weapons to play with.

Thanks D. Your Ken is hella good, you got all his tricks down and use all of them smartly. Smarter than I do anyway. And your Ryu is damn good too.

You should check out this SRK thread:
Shoryuken > Online Forums > Playstation Network>SSF2HD Remix: good games thread

thanks man-Looking forward to more games with you and anyone else interested. Anyone else try that combo I said I tried out? I think It’ll only work with your opponent in the corner. I want to start a tournament.Not online however. If anyone has any ideas, get at me.

That combo j.Fierce>Air Tatsu>Super was discussed a couple of pages back. Thanks to izanagisama again for pointing it out. It works out in the open too and you can actually get 7 hits if you time the j.Fierce early.

thanks for clearing that up for me.

I hate CHun Li. OMG. I got outzoned by a decent-not-great Chun. Her jumping forward has such priority and she has such a small hit box. I kept missing my crorss-ups against her.

She has a surprisingly good fireball. Fast charge, start-up, fast recovery.

I’m more annoyed than anything. I need to play her smarter and not let her control the match. That, and not making dumb mistakes