King I understand what youre saying about his air tatsu. I agree that its easier to use now, and hard do AA, but I still thinking that its use its not the very same. It changed.
If the opponent blocks it, you cant do a good frame trap, and if it hits yeah you can do damage and an easy tag. But in SF4 im used to use LK and EX air tatsu, in this game I found that LK wiffs a lot (maybe now Im doing something wrong…) and you have to do the HK version with a different spacing. No big deal about the EX air tatsu. In fact it seems for me that you have much more time to do something now. It looks like the opponent is frozen for hours when you hit it.
Im not having troubles using air tatsus. I use it a lot by the way. But since I started playing Ken and Ryu together I dont know why, but I found easier to hit an air tatsu crossing up with Ryu. And if the opponent blocks it, I feel much more confortable with Ryu`s too.
And seeing it from the opponent perspective, I dont see this “big trouble coming” when Ken does an air tatsu. As I said before you can wake up roll in this game, you have alpha counter, throws must be done very close, and Ken cant frame trap you when he lands on the ground. So I just cant see why his air tatsu is so feared. I respect much more a Mishima’s jump in than Ken’s tatsu. By the way, playing with other characters, the very important thing I started doing against the Mishima’s now is not jump, no matter what is happening I just dont jump, because I get countered 90% of the times against a Mishima air to air. And if a Heihachi, Kazuaya, or Jin gets a free counter you’re are in pretty bad situation. ^^
King, you said you do a 400 damage combo after landing an air tatsu with Ken, and no metter? Interesting, what combo is that? The thing about Ken’s Super I said before is when you tag in Ken and goes for s.MK, c.MK -> Super, the animation isnt full. Just checked here again in the training room. You hit the Super but the end of it wiffs. Ken only hits the full animation after tagged in, as far as I know, after a single normal move. Like c.MK -> Super.
About the kara thing, I said it about the “these days” Ken. His actual gameplay, his SF4 version, with kara commands, is very important. The old Kens didnt have kara indeed. But I was saying it about the modern Ken.
Juri_kills_friend, his c.LK is useful indeed. But I still think he needs his jabs.
Man, I was looking at Ryu`s frame data today and I found that you can combo after solar plexus and his overhead. Solar Plexus gives you +3, so you can go for a jab, for example, and his overhead gives him +4, and you can do a lot with +4. Not to mention the fact that both on block are very safe. I didnt notice that before. Im speachless about SFxT Ryu, he is unbelievable good.
Peace