Ultimate Ken (Everything you should know)

in any game a winning tactic is a winning tactic.

in 3s especially, where so many moves have remote uses for obscure situations that probably only exist between the two players playing the game.

not really any advantages over short short, except short jab short is easier to hit confirm, however it’s better than short short short super because short short short won’t hit some characters that’re standing, and short jab short will.

Starting a confirmable low chain with c.LP can be good if you treat it like a low tech by doing d+LP+LK. Useful after a dash because they might try to throw before you hit them. Either you make contact first, or you tech their early throw. In general, people don’t attempt a parry when Ken dashes at them under non-wakeup/reset circumstances.

pherai summed it up best; c.LP might be semi-useful in obscure situations, but the vast majority of the time, you’ll want to start with c.LK when pressuring/comboing.

I have trouble linking b.MK or UoH into SA3. When should I start motioning? I’ll probably get it off once in a blue moon, but a lot of times it doesnt come out, or it comes out too late after the 2-hits has already been counted.

Ken’s UoH can link into SA3 from a far distance right? Or only on wakeup?

I usually start the buffer at the very end of the moves animation. Just play with it. Do it a little bit latter, see if it improves, and if not, do it a little bit earlier. Just don’t repeat the same thing over and over and wonder why you’re not improving.

Yes. Uoh can link either at max distance (although for ken it doesn’t have to be totally max) or as a meaty on wakeup. Just get used to the distance the same way you would get used to the timing.

B+mk will take practice and it’s partly a personal thing. I start doing quarter circles when the first hit connects, but I do them kind of slow when compared to short short super or low forward super.

As for UoH link, SAIII will connect so long as the attack hits late. So it works both on wake up and from far distance. When you do it on wake up, you throw out the UoH early so that only the last few active frames will connect when your opponent gets up. When you do it at far distance, you space it so that the UoH travels just far enough to catch your opponent during the last few active frames again. Since the UoH connects later than usual, you’ll get enough frame advantage to link into super.

edit: Pherai beat me. :sad:

Hey I think I got the hang of it now.

For UoH, I buffer the first QCF right before it hits, and after it hits, i quickly do the last QCF+K for the SA.

For b+MK, I buffer the first QCF right before the animation ends, and then I quickly do the last QCF+K for the SA.

Now I just need to work on getting it off all the time.

I just do the motion after the attacks. no buffer.

but that’s just me.

I’m not that fast yet. :mad:

Which is probably why I also need to link his target combo with a fireball. I won’t get it off constantly without.

Maybe it’s just because of my stick, but then again, it’s my first stick so I can’t really tell if it is.

I use the fireball after the target combo of the time just because it’s less of a headache myself. Take maybe 2 or 3 points of damage less or something like that so it’s not like it’s not a viable option. Stick to it I would say.

It does 1 less point, but it helps you get a sliver more of meter, so you have to weigh your options given the meter/opponent health situation.

i just start buffering when i see the first kick of the b+mk hit

I think I’ve found a good use of MK where you hold down the button for the overhead.

Stay in dash in-throw range from the opponent, and poke with standing MK. If they dash in, they take the hit and naturally crouch block, where your overhead quickly follows and you combo to SA3.

Crouching MP on reaction to hit confirm is probably better, but I can’t do it and this combo is really awesome if you pull it off. Try it out.

^^ if they do get hit by st.mk while dashing in and they happen to crouch block afterwards, there’s enough time to then see the overhead part of the mk and block/parry accordingly.

Yeah, well if your opponent is that comfortable in the fight against you you have more to worry about than an overhead to super combo. It’s not supposed to be easy to react to.

Now you got me curious why anyone jumps into a dragon punch in SFII :amazed:

THANK YOU!!! I made a thread a couple of days ago asking for advice on Ken mixups and pokes, but got nothing. good shit

I just played a newcomer to 2DF and didn’t have much success with it, but he was kind of learning and getting used to it as he first had to set up his buttons and missed on most of his combos… anyway, it’s far from practical, and is mostly useful when you want a poke to cover preemptive anti-airs with the standing MK instead of a crouching MK. I’m gonna try again tomorrow…

Do the motion after the first hit connects and make sure that the opponent is crouching. However, chun-li only takes a single hit when she’s crouching so you will have to do it while the it connects.

As for the uoh, it must hit at the tip of the fist and has a short kick distance to make SA3 hit. Also only applies when the opponent is crouching.

ken is white