Does it have to be an empty jump forward or does this work with an empty neutral jump too?

Does this work regardless of how early he does it? Say if I’m landing right into it, do I still have time to do the special move regardless? I felt like I was mashing DP after empty jumps but still eating the Ultra fairly regularly. Was it my timing or was it due to how close in underneath me he was?

ken forums lookn beefy as of late. keep te good stuff comin

It can be off any Empty Jump. If Abel releases the U2 at the right time, it doesn’t matter how close he is. The reason why it’s best to Empty Forward Jump is because you want your SRK/Ultra to reach him when you cancel your landing frames. If you Empty Neutral Jump or Empty Back Jump and cancel into an SRK/Ultra, Abel can just hold his U2 and bait it out.

The timing is similar to Ken’s Jump-in MK > U2.

For sure. By the way, you going to EVO?

Wow great stuff!

Joon when u say , C. LP > CS. LK [Option Select Kara Throw] is a good for abel, whats that cs.lk [kara throw] part mean, crouching low kick then kara throwing¿?, by the way i have read most of the post here, but i still haven’t found a “complete” tactic against all the chars for ken, just some for rogs…and a little more. Do u know if there is a post that joins those little tips for the diferent matchups?

I havent read about it so ill add a little trick to land and air ex kara tatsu, when i ltech a normal throw, i backdash as soon as i can, then jump forward + quick ex tatsu. It works most of the times for me to land an ultra, or Fierce DP.

^^

I hate Akuma…that is all…lol

Why does Capcom make these perfect characters and then give them low HP?:rofl: Everyone should have some type of weakness darnit!!! Can’t stand these boss characters with there answers for everything and vortexes–so cheesy…

I’m about to start playing gouki like Viper–straight get it and rush!

ggs last night lilsix–I wish our connect was good, I couldn’t show you fully how much I improved tks to you–but it was good fun…I like how you seem to test the waters out with c.lp too–gonna use that more often before I go in for a kara.

You guys should try out rose as an alt. I played ken forever and then tried out rose and picked her up in less than a day. She’s a great counter-pick to akuma. Not saying that she dominates him or anything, but reflecting/absorbing his fireball game, soul throwing dive kicks, and sliding in footsies is sweet (beats his s.hk)

As Joon says, it is quite subtle (about half one of those grid squares IIRC? Is there a naming convention for these?) but when infreqeuntly used, it can be enough to give you another option during a mid range standoff, or after closing ground really fast if a kara throw doesn’t quite reach. If you can get your placement just right so that you look out of SRK range, but use your kara to bring you into safely connecting the first or second hit, then you’ve got a safety FADC. Or you’re fucked if it’s a back dash :/. Wouldn’t recommend using it all the time, but useful for the occasional foxing.

Basically just extend the range of any of your SRK uses (erm. obviously).

Anyone have good uses for Kara Fireball? I tend to use it to help close slightly on fireball spammers… show them that they can’t zone me out forever. But then I have the luxury of playing people who spam fireballs all day :/. Not likely to be worth much on better players. Maybe sagats?

CS. LK = Close Standing Light Kick. Basically, you crouch LP and you Kara Throw (F+MK ~ LP+LK). If Abel blocks, you get C. LP > CS. LK. If he Back Dashes, Kara Throw comes out and grabs him. If he does any of versions of roll, including EX, the Kara Throw auto-corrects and grabs him.

There isn’t a post here on match-up, but we have this: http://shoryuken.com/showthread.php?t=208753&page=17. I can help also.

That set-up is nice. I remember someone saying it’s good after a Forward Throw too.

haha Akuma is so ideal; fast walking speed, Sweep and FB. Ken’s U2 helps a lot against him.

Rose is GOOD now! The only thing she lacked was damage output and “get off me” move, but now she has U2.

I personally use Kara F. SRK a lot. It fits Ken’s rush-down style really well.

The only time I use Kara FB is full-screen FB war.

Thanks for the tip!!

I have notice that my playstyle has changed a lot since i read all this stuff, but still have a long path to become a good player. I also noticed that i take less risks on wakeups, i only cross-up when im sure, dont dash like hell all the time, and dont use FA for AA… ok, but i have lose a lot of damage instead. I have lose due to some lag the targetcombo+dp punish, and also i dont have enough frames to land a standing hk and cancel for a fierce shoryu, i used to punish with this after a success FA. Instead i gained the OS crouching tech (i am trying to make it work consistently, damm lag) that helped me to take some offensive BNB combos. At the begining i was a fucking turtle with some chars like rog … How do u guys punish now at Super i haven`t used yet the lowforward+shoryu, i think is good for that.

I am trying to get more BnB combos i mainly do the c.jab - c.lk - c.mk - Hado , c.lk or c.mk - ex tatsu , the cross up mk - c.lk - ex tatsu , mainly those one… what basic combos do u use more (i know it depends on the situation… but we have our own playstile, isn`t it¿? )

Huh! is someone from Europe here?¿ i love to play with people online, but most of you are too far away ^^

Thanks for all :smiley:

I’m from Europe. You will find the most people from europe on the neoempire.com forum.

Your welcome. Yeah, I feel like this game is really logical. For example, theres no need to reversal if you have life-lead but if you do it throws people off.

I personally like to C. LP’s into F. SRK, but I try to 1-frame link C. LP > C. HP as much as possible. A lot of Ken players try to CS. LP/FS. LP > C. HP because it’s a 4-frame link, but a lot of times CS. LP/FS. LP whiffs on crouching opponents. The only time I do an EX Tatsu combo is when I can put them in the corner or my F. SRK is out of reach.

Have you guys seen this new combo video?
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Not sure if this is known but he appears to do a meaty cross up ground tatus in the corner against dhalsim which appears to link into f.shoryu so it’s at least +3 frames.

That’s interesting. I’m going to Training Mode and see what else we can find about this.

I was able to link C. MK on hit in the corner too. You can also hit them in mid-screen after a Throw or a Sweep, but you can’t follow up with anything. If timed correctly, it always hits/block stuns them even if they are crouching on their wake-up.

Does it only work on Dhalsim?

I cannot get the timing at all on a Ken dummy in training…

I’m not sure, but I think it depends on how the character gets up and if their head or feet is facing towards you.

I did some tesing and have come up with the following info:

The cross-over tatsu can only be done when the opponent lands with their feet towards you.

It can be done after techable knock downs as well as untechable ones.

You do land at what i believe to be +4 frame advantage (possibly more), but unless you perform the tatsu “into” a corner, the pushback is too great, even to land a kara-fierce DP.

It DOES NOT hit crouching opponents, nor does it stand a crouching opponent up (major bummer).

You can perform the cross-over tatsu anywhere on the screen and it works after the following situations:

Sweep, lk.tatsu.
lp.DP, dash forward, lk.tatsu (on grounded opponents).
Forward Throw, lk.tatsu (crosses over), lk.tatsu (cross back over and hit).
After a fake U1, lk. tatsu (crosses over), lk. tatsu (cross back over and hit).

Because it whiffs on crouchers, I can’t really see it being useful, but it does look cool if you do a fake U1, cross over twice, end up in the corner and combo off the cross-up lk.tatsu!!

Because I was playing around so much with Ken’s lk.tatsu, I forgot to see if it worked with any of his other tatsu’s. I’d assume it would work, but there would be no follow-up attack obviously.

Just on a side note from this, does anyone ever use a lk.tatsu immediately after a FADC’ed fierce DP to cross-over? I haven’t had a chance to put it into a match yet, but I thought that it has potential as another mix-up to add to Ken’s game instead of the guarunteed damage from a mp.DP.

Due to the fact that the FADC’ed DP is a techable knock down, it doesn’t really work like a proper reset opportunity (unless it’s a CH) because the opponent can see Ken dash under well in advance, but the lk.tatsu “obscures” the opponents wake-up animation, crosses them over AND leaves you at + frames for the meaty cr.lk or whatever wake-up games you fancy…

I don’t think there is time to step back and make it an ambiguous cross-up (like you can after sweeps, forward throws and Fake U1’s), but you can switch in a lp.DP instead of the lk.tatsu to stay in front of the opponent and still land at + frame advantage. Slightly lame compared to say, the mix-up madness of Abel and Ibuki etc, but a mix-ups a mix-up right?

Peace,

G.

P.S. - Slowly getting the hang of the stick. It’s been a week now and I can almost do everything I could before. Still struggling with the Ultra motion after a FADC. I’m getting a lot of ex fireballs and ex DP’s that I NEVER got before on the pad. I can do motions much quicker than on the pad, I just lose where my fingers are in the heat of battle and end up looking VERY stupid indeed…

Was Ken’s shiryuken changed? It’s doing 505 (it should be 500) damage and I’m getting 411 damage on average out of F.SRK > FADC > Air EX Tatsu > Shinryuken before I would get 350 max…

From what I know, the cross-over Tatsu set-up will hit/block stun crouching opponents on their wake-up as long as it’s timed right. It works like Cammy’s Hooligan.

I don’t know if I’d use F. SRK > FADC > L. SRK, but F. SRK > FADC > LK Tatsu is pretty good! I’m going to try using this.

P.S. Hang in there. It took me a full month to master using a Fightstick, but it was worth it.

Not that I know of. I’m still getting 500 for full U1 and 459 (with 15 hits) for F. SRK > FADC > Air EX Tatsu > “fake” U1.

Full Shinryuken by itself did 546 in vanilla and the F. SRK > FADC > EX Air Tatsu > Partial Shinryuken did about 360ish - 390ish dmg, depending on how many hits you get from the both the Ex Tatsu and Shinryuken juggle.

Don’t know bout Super though since I’m still waiting for that to come to PC haha.