First off, its about time that something like this showed up and I’m suprised I beat everyone to it. Everyone else with alot of other characters have covered a massive ammount of ground when it comes to playing a good executed character like Yun, Urien, and Chun. So lets get something straight here.
Ken is absolutly the most balanced character in this game, and when used properly and excellent observation of your opponent, Ken can certainly win in an incredibly brutal fashion.
Now some of you may already be saying So and So beats Ken like this when he does this. This move stuffs Ken’s whatever. This super is something Ken cannot deal with. Blah blah blah. Lets get another thing straight here.
Ken has many, many things in his arsenal. Unlike most of the other characters that are designed and thats the way they are. Its like a cocktail. You got to have more then just the liquor, otherwise its just shit. Ken is definatly not like that. Ken can work in many, many ways. Which makes him versitile and ultimatly unpredictable.
This thread is not about what combos are the best or what does more damage. Everyone should know that stuff already, and if you don’t then look it up somewhere else because it won’t be here.
This thread will be in 3 parts: Toe to Toe, The mixup, and the Wakeup.
If I think of anything else, I’ll add it.
For now, I will add a small section off the top of my head and I will update the thread at a later time.
The c.mp xx SAIII vs. c.mk xx SAIII:
One is faster with shorter range. One is Slower with longer range. Not sure by how many frames, but it does make a difference.
This is easy however. Both of these are what they are. Use them on a case to case basis.
Pokes you probably don’t usually use but should because they work well (when used right ):
s.mk (hold): Yes sir, You’d be very suprised on how that one gives you a lot of area for claim. Try throwing it in your corner mixup. On both close range and just out of range. I personally don’t use the last two hits of it for hit confirm xx SAIII. I use it just for poking and damage reasons, but if you can connect it, then go for it.
s.mk (Pressed once): Once it becomes obvious to whoever you’re playing that he can’t beat you on the ground, this one becomes your new friend when he decides to go airborne. Sometimes, you can just smell the jump, right? Before he/she even does it and when they do its shot down with this. This thing also works mid screen as well, but for another purpose of course. It sure does stop the dash ins from the likes of Urien and Makoto.
f.mk (Pressed once): Much like Chun’s f.mk, this one sort of works in the same way.
Updates soon…