So Zangief players say Ken’s EX DP beats Zangief’s Ultra 2. I don’t think this is right. Can anyone here confirm this?
Hell no, only Seth’s EX DP beats Gief’s U2.
Tech against Ibuki’s unblockable (combo into neckbreaker step forward st,lk jump lk). You can get out with wake up fw.mk
Just made a video for Sakura matchup x Ken, but I realize now it would really benefit any Ken player as well, so here you go. Enjoy! http://youtu.be/wru9z5sFy_4 Also, I am extremely jealous about you guys’s buffs.
Hey guys. I’m new to the forums, I was looking online for some advices against some matchups for Ken for a local tourney I have soon, I hope you can help me out.
Against Akuma, Bison and Cammy
Akuma: Man, one of my friends mains him and sometimes it seems impossible to beat him because of his mix ups. After a hard knockdown he gets me in a 50/50 situation with cross up tatsu xx sweep that resets the situation and a j.hk that hits on front. The tatsu I can avoid it by cr mk and punish but I get full punish if he uses j.hk. I wish I could get some general advice on this matchup.
I think this match up was really hard but after reading here it seems I need some knowledge.
Bison: anything to get off the pressure of scissor kicks and my mix ups gets blown up by ex psycho crusher
Also I play on pad, what are some useful controller config for karas? I can get kara thrown by setting L1 to MK.
IMO you can’t do much to counter Gouki’s , mixups after a knockdown, you will need to really watch out for his sweep instead.
In order to play effectively against Bison you will need to option select his psycho crusher with mp shoryu and his teleports with ex tatsu.
I can’t help you much against Cammy, i struggle against her myself. Practice safe jumps with hp and ambiguous cross ups (there is a video with the timings somewhere around here).
When i was using a pad, i just replaced lk with throw, mk is next to it so you can kara throw effectively with a little practice and crouch teching was easy as well. You will loose standing lk but kara throw is allot more usefull
Neutral game advice:
Akuma - If Akuma’s using jump back fireballs, use this to get Akuma into the corner. There’s not much Ken can do besides using this as a way for Akuma to give up positioning. If they abuse far roundhouse, try to whiff punish or block the first hit and crouch the second hit and get a punish combo during the whiff. Because of Akuma’s walk-speed, I’d recommend staying around more than half of one training mode cube away from his sweep during footsies. I would consider step-kick your best friend in this match-up but don’t abuse it.
Bison - Scissor Scissor would lose to SRK’s. Scissor into stand forward can be beat with Ken’s low strong if timed well. Fireball’s and step-kick heavy neutral game. Use fireballs to poke and condition him to jump if he doesn’t have charge or meter for an EX-Scissor or U2. Use step-kick to get in if he has charge and is waiting for the fireball. Mix-up with occasional neutral jumps to bait Scissor’s. Bison’s charge move (charge D, U+K?) can be ducked by timing a low forward as he’s coming down with the purple punch. If you’re confident, use low strong to zone out his stand forward.
Cammy - Fireballs used cautiously to get Cammy to jump. If you can react, try to buffer SRK’s during footsies to try and beat her dive kick (go to down, down-forward during your forward movement from time to time and hit punch if you see it coming). Step-kicks, and low forwards for defensive Cammy’s that like to walk forward poke a lot. Use fireballs and low strong to zone Cammy’s that like to space their long pokes (i.e. stand kicks).
I would also like to add that for Cammy, if she lands a spiral arrow try to vary your wake up time, Do not quickrise everytime as most Cammy’s will jump forward after the spiral arrow and put you into a vortex situation. For the most part try to vary your wake up times to keep her guessing if she knocks you down.
-step kick is excellent focus bait, make sure you’re using them at max range so you can follow up with an HP SRK
-use the feint as well when she focuses and imediately go into a kara throw
-Use U1 since there is a high chance of you landing a counter hit HP SRK
-Her CS does not auto correct on wake up so use this to your advantage when crossing her up (j.MK OR j.LK), make sure you land behind her, never in front
-Her throw range is really bad so use Kara throws to your advantage
-cr.MP might work a little better at certain ranges as it has 5 active frames and can be buffered to a fireball as well
-st.HK could be use but take caution as hers is slightly faster
-Use MP SRK if she cannon strikes in front of you, if it trades you get a free air ex tatsu or ex srk
You have plenty of tools in this fight actually. Ken is the only shoto that Cammy doesn’t destroy thanks to her bad throw range and Ken’s step kick
As for Akuma, like Joutai said it’s good to get him to back off into a corner but he may teleport away. If you’re using U2 however, the Akuma should stop throwing air fireballs when you have it stocked as you can punish his jump back fireball if he’s in your midrange area.
You have to basically be on the defense with this character, it’s very hard to play footsies with him because his walkspeed is .055 while Ken’s is .040 (for reference: Ryu .045, Oni .040, Dan .040, Evil Ryu .050)
Hey Caarlin I’m making a ken vs the cast match up video so make sure you comment to get the char you want.
also in this vid I play and akuma so maybe you can get some tips from it… if not watch my Mastering Mr Masters option select tutorial for advice on akuma and bison.
Hey guys did a video on guile
Guys, I’m having serious problems with Chun, DeeJay and Rose. Any advice?
For me Rose is the hardest match up among those characters you pointed. But the basic strategy goes the same for each one. Be patient, knock them down, be on point with your execution, take them to the corner, and be careful with their reversals when they have meter.
Chun and Rose have very good pokes. So you gonna eat a lot of them trying to close the distance. Once you’re close dont let them escape easily. Chun and Rose havea very good BD. But both take c.HK if you go for an OS after a knockdown. Their reversals are easy to be safe jumped too. Practice that and you’re good to jump free after a hard knockdown.
Good Roses know the spacing of the slide and spirals. But if somehow they miss the spacing be on point to punish her. Be careful with her throw range. Its big. She will catch you by surprise some times. Her dash is fast too. Its very common Roses going for a dash and throw sundely. Her MK is a very powerful tool against shotos cause it goes over your c.MK, remember that. Dont try too poke her slide, its useless in my opinion. Its very hard to intercept her slide with Ken. You probably gonna eat a counter hit, and take a combo after that. So work you zoning and put yourself closer to her, in a way that if she makes her slide, you block and have time to punish it.
Her c.HP is an incredible AA. So dont jump a lot. If you eat a c.HP dont do focus after that, she will break it with a spiral. Be careful when she has full meter. She can hurt you a lot with an easy hit confirm super.
For chun a would say that a well placed focus is your best friend. You can counter her hasansho, and you can absorb her pokes. Keep Ken on the ground, avoid go air to air with her. She will throw you or win with her air target combo. Dont use fireballs when she has ultra 1 or super loaded. Watch her dash, her c.LK, and c.HK. Avoid being in the corner. If youre there she controls you easily. She has a very float jump, so you have a lot time to react with some AA. In general you only loose this match if you let her control you. Pushing you to the corner with her pokes and punishing your bad fireballs. Keep that in mind, dont let her be confortable, play agressive but in a smart way.
DJ I dont know too much. Cause I never played a really solid one. But I know one or two things. DJ has some recovery frames on his fireball. So if you predict one, jump and punish the best way you can. Normally its very hard to jump at him cause his Ex up kick comes out very fast. So if you knock him down unless you know a safe jump setup dont jump at him. His up kick doenst hit you when youre crouching. So you can empty jump him and go low sometimes. His sobat kicks are punishable on block. For the EX I always do a raw fierce DP. Watch his zoning. His sweep can get your bad jump ins. He doesnt have that good pokes, doesnt do that damage, so you can get close with more facility. Remember to space well youre fireballs, cause he can pass through it with his ex sobat kick or ultra.
Theres a lot of stuff to cover about this match ups, but the basics are there. Look at the google docs page that is here somewhere in the forum, you gonna find good tips there too.
Peace
Hey guys,
What are Ken’s setups on rog post knockdown?
Thanks guys!
Hey dudes bison mu video is out
please share and subscribe
This whole time I have been using Ultra 2 in the Ryu match up, I considered switching to U1 but it seems harder to deal with Ryu using this Ultra.
I also noticed NGL Chris uses U1 against Alex Valle’s Ryu but… Momochi and Michael Tan both use U2 against Daigo. I am sure I saw some people here mention that Ultra 2 is pointless in this match up, but I don’t see how that is. If anything, Ryu becomes afraid of throwing fireballs in that range when U2 is ready. Even if you wont use U2, it seems to shut him down anyway.
The best thing about U2 in the Ryu match-up IMO is you can really convince the Ryu player to play footsies. If he tries to bait the Ultra, it gives you the opportunity to walk forward or use step-kick/FTK when he’s hesitant about throwing FBs. If anything, it’ll make them walk back more and get them cornered quicker.
Also, how many people buffer U2 after whiffing stand LK? You know, right outside of Ryu’s sweep range that they use to poke with during footsies. It helps you play with FBs during footsies lol.
That’s some high level shit Joutai!!
I find myself constantly buffering U2 when I get the meter and work my way into that range where I can punish Ryu’s fireball. Never thought of hiding it in the animation of the light kick…
I like it.
I’ve been trying to utilise Ken’s FTK in footsies a lot more lately. Had quite a lot of success with FTK into Kara fierce DP for the counterhit into full U1. Not a go to technique by any means, but that FTK certainly throws people off their timing a lot, allowing for Ken to close ground quickly.
Peace,
G.
Thanks G77!
I feel his FTK works well when combined with far HK, jumps and (Kara) dashes. I’m thinking of the range where step-kick is easily whiff-punished or stuffed. Similar to the range of my previous post on whiffing stand LK but slightly larger perhaps.
You guys may or may not have noticed, but the FTK has an okay amount of proximity block, meaning they can’t move backwards at a particular range, like charging a focus attack and trying to move back only to be stuck in the block animation. It is a well rounded tool to use with far HK and dashes during footsies because of this.
FTK is excellent against players that are hesitant in very defensive footsies (block or walk back a looooot) and is useful for mixing these types of players with the high/low/throw/DP or just closing the distance (think proximity block).
For poke heavy players, use the far HK when they try to poke you with lows from footsie range. If they poke with non-lows, like Bison’s stand MK, you may need to replace this with risky jump-in’s or kara focus dashes to get in. Stuffing them with a well time but risky crouch MP works if you have an excellent read (and FB FADC U2 for 45% of their life :)).
If they have that “hesitant poking”(I can’t think of a better term…does it make any sense?) style, where they try to poke you when moving forward and are very susceptible to feints (whiffing crouches or normals to bait a reaction), mix FTK with dashes. Use far HK if you feel a poke coming/whiff stand LK and whiff-punish. Dash if you can feel their hesitation to push a button. From here, you can either try to stuff the start-up of their poke or just throw.
I think I’ve spent too much time theory fighting lately
oh wow thank you so much. great format
guys, any additional info on beating Zangief?
Use far standing MP and Sweep as pokes when he has meter.
He can’t punish Ken’s sweep on block (actually he can’t punish fs.MK, fs.MP or cr.MK either)
fs.MK is pretty good too as a poke for the range, but fs.MP has more potential on block and hit.
The point is to prevent him from walking forward