he mean’t when he wakes up jump back and while in the air do fierce to hit him
You guys should not be jumping vs Gief in AE when he has U2, that thing will lock on you. Same with mp.SRK when he has U2 stocked. Use c.HP if you must anti-air him in those situations.
This matchup got harder in AE but still winnable. You have to stay with your footsie game using s.MP, c.MP and c.MK and pick your spots. Besides that you have to play the matchup a lot to understand Gief’s tricks and ranges he is effective.
what do i do against the twins? how do i get in? i find getting in and getting out of pressure very difficult. i wanna know everything there is to know when fighting against the twins as a ken player. thanks
flaming dragon punch to the face
late cr.tech OS cr.fp is an amazing tool to stuff dive kick. emphasis on LATE cr.tech cause if you do it early, your cr.fp will get stuffed.
eventually they will catch on and delay their dive kick longer than you can delay the cr.tech and thats when you mash srk
eventually they will catch onto both tactics and start baiting and that’s when you cr.tech OS cr.mk and that should hit them so they can’t blow up your cr.tech.
this is all early technology though but i have found this to be really useful so far.
oh ummm theres this one technique called blocking too but i have yet to figure that one out considering they have command grab.
I was playing against a Yun player who gave me some tips at CEO that helped me take some matches from him in a solid manner.
First, the twins have short limbs. Ken’s normals do a great job when they’re ground to ground. His f.mk, and cr.mk are both great for that.
For the dive kicks. One of several responses for several situations.
1.) If the dive kick is blocked ABOVE your hip (while you’re standing), it’s a free grab, OR, in Ken’s case, a free DP. If it’s below the hip then you’re stuck with being on even ground afterwords.
2.) Now, when they do their dive kick, cr. fp is a great way to stuff it if you time it right, or it can trade sometimes.
3.) Sometimes they’ll dive kick purposefully JUST short of you as a means to get in. When they do this, I was taught that cr. mp will actually stuff it! But you’ll have to get down the spacing with the twins for this to work.
Ken’s DP is a fantastic tool against the twins, and if you have meter, it can be a good to throw out (at times) so they know they can’t just spam someone with a fantastic reversal move. Sometimes it’s not about hitting them with the DP as much as having them FEAR it coming out. That fear can be your best friend.
Sadly, most of us Ken players enjoy rushdown, but it’s best to fight sort of lame against the twins, in my opinion, then “bursting” with aggression at times like Ken is good at.
Also, Yun’s wake up kick thing is a fantastic anti-air against your jump-in mix-up games, and it seems to not have to worry about being stuffed by j.lk like Cammy/Ryu/Sagat. So it’ll be a lot of ground games. Safe jump-ins might be a good idea, too!
Anyway, those are my thoughts! I hope these tools help you as much as they did me!
I’m still having trouble with good Bison players. If they get life-lead, then turtle, Ken feels very optionless. My jump-in mix-ups feel eaten up by his ex psycho crusher (if he has meter). And my normal approach of f.mk gets eaten if he starts sc. kicking. Not quite sure what to do here…
Stand strong beats twins high divekicks for free.
This matchup is the one i have the most trouble(probably the only one i have real problems), anyone have an advice on how to fight against AE T.Hawk?
vs yun st jabs beat his dive kick, although his dive kicks are fast it has a horrible hitbox
step kick is also good in this match up
This seems relevant so I’ll leave it here!
(replace with grab/jab/other 3F move as necessary)
heres my strategy
hawks are gona jump straight up alot, if u see it just f.srk him out of the air(make sure ur in distance), doesnt do much dmg but keeps the pressure off and has a long range, ex is even better.
punish blocked condor dives with step kick (or u2 if u selected it)
poke with step kick
throw out random st jabs or mp to stuff his lil dash attack, the one where the ex can go through fireballs
notice at what height he does his condor dive at, if he does it low height its prolly gona whiff and hes gona go for a spd or some crap. if he does it near the peak its gonna straight out hit u so just block n punish. ( if hes spaces it correctly he can cross u up too this normally happens when ur waking up so keep this in mind)
hope this helps
If Joutai or Joon sees this please put the above post in our match-up thread.
Nice Mayho, St.mp sure is a good answer against the twins’ dive kicks!!
So, I have spent some time in the lab today, trying to see what ken can do against yun.
First of all ,the same unblockable on fei also works on Yun.
Ideal Os’es are EX tatsu or U2 to beat late DPs. I prefer EX tatsu over U2, since U2 juggles and therefore does not do maximum damage.
So far, Yun’s Lk.Dp seems exactly like Deejays Lk.Dp. It autocorrects almost every crossup I attempted midscreen after throw, back throw, and srk knockdown. Sometimes it needs to be non-reversal to autocorrect, and sometimes it autocorrects even if it was a reversal. For example, after SRK knockdown, j.mk ( crossup ) forces all Yun’s DPs to whiff, except if he times them a bit late they will auto correct. After SRK knockdown, J.mk crossup can be OS’ed with U2 and it will beat Yun’s Heavy or EX DP on whiff with full U2.
I think we should keep mixing up Yun with old school mixups, as there is not a guaranteed setup against him at midscreen.
Ken can punish every special Yun has except EX rushpunch, and Lp.shoulder. I will try to comment on both:-
Ex rushpunch:
This results in an ultra combo on hit, and if blocked Yun still has 1 frame advantage over Ken. Here are some stuff I noticed about it.
- It is EASILY interrupt-able on startup in close range.
- At about halfscreen range, so far, it beats every normal ken’s has, and its pretty ridiculous to react to with SRK at this range.
- At almost full screen range, ken can stuff it with far.st.mk. Also, at this certain range, if ken throws out a preemptive cr.mk, ken will go just under the ex rushpunch, but still will be left at a small window to punish because the EX rushpunch has only 11 frames of recovery if am not mistaking. Still, no one will expect ken’s cr.mk to go under their ex rushpunch at this distance, so a throw at this point will catch Yun off guard.
Lp.shoulder:
Yuns always cancel st.mp into Lp.shoulder, they don’t care if it hits or not, as it is “safe” either way. Ken got 2 options depending on whether the Lp.shoulder hits or gets blocked.
- On block: Although it is not punishable on block, ken still has 3 frame advantage over Yun. At this point, throwing a Crmk will beat every button Yun presses. Ken can do Cr.mk OS mp.dp to beat Yun dive kicks, even at minimum height. ( Idea Inspired by Vryu )
- On hit: If you got hit with a combo that ends with Lp.shoulder JUST BLOCK! Because any button you press, Yun will beat it. At this point, every Yun usually go for another st.mp > Lp.shoulder to keep the offense, but it is still not a true block string. Ken can SRK or ultra between the St.mp and the Lp.shoulder. This doesnt have to be reactions, you should just know that Yun’s do st.mp > Lp.shoulder after hitting you with an Lp.shoulder previously.
Stating the obvious:
Meaty cr.lk > cr.lp ( OS sweep ) works on Yun.
Jab and st.mp beats divekicks as Mayho mentioned.
Cr.tech OS cr.hp beats divekick pressure. Though I don’t recommend this after blocking 2 lights or more.
Reversal Mp.Dp beats crossup divekicks on wakeup. Usually Yun can crossup with mk divekick after Bnb > dp only if you quickstand.
Not quick standing can throw off Yun’s pressure sometimes, so mix it up. I recommend quick standing after combos that shoots full screen, like the target combo.
So far, on paper, I feel like Yun is easier for ken than Yang. I haven’t seen a ken vs twins match yet, and have not played any. But I have been using Yang, and he’s more solid than Yun in terms of footsie, setups, and mixups.
^Nice picture Sycho. I have a question though: does Yang’s Dive Kick have better Frame Advantage than Yun’s?
Quick question… sorry I’m too lazy to read up on mechanics right now.
Isn’t there a fairly large window to tech throws in SF4? So even if a move is -3 on block, can’t the opponent still tech a throw? Regardless, most characters should be able to punish a high blocked dive kick with something stronger than a throw.
Or if you’re thrown while in recovery, does the game just not allow you to tech???
That Yun pic is a little misleading. If he hits you waste up it’s -3 on block, but if he hits you on block waist down it’s 0. You can’t punish with an SRK/Throw if he lands it low.
You can as mentioned in other threads knock him out of a dive kick with light normals and depending on your timing the heavier normals.
The Twins are an even matchup for Ken.
If yun divekicks your feet, he can actually be +3 on block. I was able to true block string between divekick and low jab.
i read somewhere (sorry, can’t find the source) that Yangs divekick has better frame advantage on block and hit (than Yuns).
not sure if it’s just me but i find that it’s harder to stuff yangs divekick.
Yes, Yang divekick has 3F extra blockstun and 1F extra hitstun than Yun, which makes his dive 100% safe on block against Ken no matter where he hits. His dive also hits a bit lower than Yun’s it seems, since at worst he is -1 on block. And any time he hits, he will be able to combo a jab, again no matter where he hits you.
This is correct.
The picture isn’t misleading, it’s the exact height where Yun is -3. A bit higher and he’s more negative, a bit lower and he’s less negative. Visualize a ruler where Ken’s toes are a +3 (or whatever, I haven’t tested that) and Ken’s head is -6, and use that as a scale of the frame advantage from bottom to top.