
For blanka I like to do alot of hadokens when im at a very far range and when im in mid range i do alot of c.mk to hadokens. If u see him doin electric sweep. do foward mk a lot to get close and poke. Always block low unless you see the overhead rolling thing coming at u because blanka can always throw out the long range punch sweep thingo.
ive seen ken used efficiently. as you go higher in the ranks in championship and im not referring to "G3" Here, you see different tactics. around the end of G2 and and beginning of G1 you see people who know him in and out. sure shoryuken can literally just spam out of nowhere, but who tells the player to just rush in and take it. and everyone has some sort of move with priority. if you ask me. Im kinda glad sagat is getting nerfed. too much if you ask me. also remember. look for people with better skill in player matches. its all experience in this game.
@best
dude you talk a bunch of crap. just stfu and play. i hate watching your arrogant ass go on every character page and talk that trash. if you are good then just stfu. im begging to think you are a scrub cuz you parade around about how much gp you have when you know gp doesn't mean jack. there are many pro and good players who could care less about gp. so for someone as "good" as you parading around about your gp claiming to be the "best" is simply proof that you are not the best. you give ken players a bad name.
As I posted in the news section, here's my trouble and questions about Ken and Super Street Fighter 4:
I've played it for couple of days, and of course I love it. But Ryu can still link his first ultra with DP, and since I'm a Ken player since SFII, I was looking for his new ultra that could supossedly link with DP focus cancel, BUT YOU CANNOT !! Did someone how to link his second ultra ? Except with an ex fireball cancel focus... Ken doesn't seem stronger from what I've seen so far. And with the new characters and the ups for the other ones, it'll be hard to compete :-S
@297
You simply can't link his Ultra II to a DP > FADC. You will need to use Ultra I for that, keep in mind although it does 321 damage in both versions of SFIV it's far from being terrible. Damage was reduced for several characters across the board for example: Ryu DP > FADC Ultra I is now 398 (down from 440) So leaving this at 321 is actually a buff for Ken. Then there is also the chance of getting a counter hit which is a big bonus now.
SquallSaga #297
Ken's ultra2 is great, but you need to be one hell of a player to use it well.
You're right, DP into u2 doesn't work. You can still connect it if you're fast and get partial damage, but it's not worth it. You will only get 180-250 damage from it. It's not that great on counter hit either. Counter hit allows you to connect with the first kick (therefore you don't need to do the ultra immediately), but highest damage I was able to get was 304 (and it was character specific).
I was also disappointed that DP into u2 doesn't work, but keep your mind open: they didn't want to make another ultra that you could do after an uppercut. read more...
1. EX air tatsu
You can use it as a cross-up and non cross-up. Cross-up is usually more useful because it changes the angle of your jump and deceives the enemy.
EX air tatsu (especially as cross up) is a great set up. It's very difficult to block, timing and range are lenient, and only one EX bar is required.
The only problem is its difficulty to hit confirm. It just doesn't give you enough time to respond to it and you might end up guessing at times. Watching your enemy's movements might help. Once you see the enemy slightly moving towards you (or missing a move, lol!) you might deduct that he won't block and give yourself enough time to hit confirm it.
Some bigger characters get hit twice with the EX air tatsu (It's more difficult to get 2 hits for the cross up version). That useually gives you enough time to hit confirm and removes worries about guessing with the ultra. Just be careful cause 2 hits as cross-up push the enemy further from you and make the distance for connecting it more strict (funny, but sometimes the ultra connects after 2 hits even when you miss the first hit of ultra2 - that just proves how lenient the timing for that set up is...)
Side note: It's possible to get 3 hits from the EX air tatsu on game's biggest characters. That gives you even more time to hit confirm and increases the damage to over 500! It's very unlikely to happen, but it's a cool little detail to know (forgive me for this, lol!).
It's possible to use regular air tatsu as a set up but the timing is way more strict and possibility of hitting a standing enemy (especially as a cross-up) pretty low. If you really want to try it use LK tatsu as cross-up and immediately follow with the ultra.
2. Jumping HK/HP
It's nothing new that you can connect with an ultra after a jumping HK/HP. Many ultras can do it and Ken's Ultra1 can do it as well. However, there is a slight difference between Ken's Guren Senpukyaku and other ultras in that matter.
Ken's ultra 2 has only 6 frames of start up (while Shinryuken has 9 and some other non-grabbing ultras even more). That allows you to hit the enemy early/high and still connect with Guren Senpukyaku. It basically gives you enough time to hit confirm from the jumping HK/HP into ultra. It's still not easy to react to it, but advantages from learning it are undeniable.
It allows to use ultra 2 without wasting meter, worrying about being late (which was often the case with Shinryuken), and offers good range (almost entire range of Ken's jumping HK).
With ultra2 trying to jump over a projectile might still be risky, but way more rewarding if you make a good call. You can get full ultra without FADC.
Another great trick that works great in conjunction with cross-up EX air tatsu is using HK/HP as a FAKE cross-up. Lets say you score a knockdown and try to find a way to land your ultra. Get close to the opponent so he thinks that you gonna attempt a cross-up, but do it in a way that you still hit him from the front(HP might be slightly better here cause you can connect it from shorter distance from the enemy) and have your ultra ready. Try to hit the enemy high/early to give yourself more time to respond to what the enemy does.
Side note: Practicing in the training mode with the blocking option set to random might improve player's hit confirming for that set up.
3. Hadouken FADC
While Shinryuken could be used after FADC Shoryuken, Guren Senpukyaku can be used after FADC Hadouken. It's Ken's most versatile set up for ultra 2.
It's an awesome way of landing ultra 2 and the only reason why it's not listed as no.1 is it's timing and difficulty. First of all, you will need some decent amount of practice to use it at all (it's harder to pull off then FADC Shoryuken for ultra 1) and also the time window for it is way narrower then for ultra 1 after Shoryuken.
Timing for Hadouken FADC ultra 2 is strict. To connect it, you need to immediately dash after Hadouken and execute the ultra right when the dash is over.
Mastering that set up can make particular Ken player really dangerous allowing him to land full ultra anywhere on the screen after basic attacks like croching mk or target combo.
Examples of combos that can be used in an actual match (generally anything that can be linked with Hadouken can be further FADCed into ultra 2):
I. Crouching LK - crouching LP - crouching MK - Hadouken - FADC - Guren Senpukyaku
(Not easy, but how dangerous... just land a crouching LK and get full ultra! Some players might prefer to use another crouching LP instead of crouching LK (makes it bit easier).
II. Jumping MK - target combo (MP,HP)- Hadouken - FADC - Guren Senpukyaku
(Target combo might be tricky to land on some characters)
III. LK air tatsu as cross up - crouching MK - Hadouken - FADC - Guren Senpukyaku
(I love that combo! If you do it well LK tatsu will deceive the enemy into believing that you're not doing a cross-up. You can use EX air tatsu for even better results, but then you will need to sacrifice 3 EX bars)
IV. Jumping HK - standing HK - Hadouken - FADC - Guren Senpukyaku
(The strongest one, but somehow seems limited. Not as great for confirming as other ones and also if you expect to land a jumping HK you could just follow it with ultra 2 without FADC)
Those are just examples to give you an idea of what you can do with ultra 2. Be creative and find out what works best for you...
Side Note: Using Ex Hadouken instead of Regular Hadouken might give you slightly better damage and minimally more lenient timing, but it usually doesn't outweigh the cost of using another EX bar for the combo. Also, sometimes second hit of EX Hadouken pushes the enemy further from you (it might push him out of your range)
4. Standing LP (close and far)
It's pretty unbelievable, but due to Guren Senpukyaku's fast start up you can link both versions (far/close) of his standing LP into ultra.
It's a cool-looking set up. You can hit some low or high jabs and then after a final standing LP get the full ultra! It's meterless, easy to confirm and very easy to do... oh WAIT! (laugh)
It's not easy at all - the timing is very strict (it wouldn't make much sense to make something like that too easy, wouldn't it?).
There's one more problem with that set up. It doesn't deal consistently with crouching opponents. Generally far standing LP hits the crouchers and close standing LP doesn't. It might be tricky though to confirm with the far one from correct range. There are also some character specific issues that you might run into...
I don't expect players to rely on that set up too much, but if you find someone who uses it consistently in actual matches let me know!
5. Close Standing MK
A 1 frame link, need more? It's cool that something like that is possible (due to Guren's fast 6 frame start up), but forget about having any actual use of it. I would still want to see someone pulling it off in a match though... at least once!
Anti-projectile property
Ultra 2 is invincible to projectile attacks throughout the entire duration of the ultra; therefore it might be used to punish fireballs from mid to close range.
However, it shouldn't be used from whole screen range (it isn't as good of an anti-projectile ultra as Chun-Li's Hosenka or Bison's Psycho Punisher). Also, remember about projectiles with short recovery time (like Guile's Sonic Boom) - they are very difficult to punish (I'm sorry for some obvious stuff).
Don't block projectile ultras (like Chun-Li's Kikosho) if they are meant to chip you to death. Ultra 2 takes care of them!
Ultra 1 (Shinryuken) vs Ultra 2 (Guren Senpukyaku)
Ken isn't a character with one ultra being clearly better than the other.
True that Shinryuken comparing to other ultras in vanilla SF4 was limited and its Shoryuken FADC would usually connect for not more than 300-320 damage (which was a small reward for entirely burning your ultra meter and half of the super). Often it was just better to end a combo or punish with EX Shoryuken (which itself would deal 240 dmg)
However, as Shinebox #298 pointed out, "Damage (in SSF4) was reduced (...) across the board for example: Ryu DP > FADC Ultra I is now 398 (down from 440 (more like 476)) So leaving this at 321 is actually a buff for Ken. Then there is also a chance of getting a counter hit which is a big bonus now."
321 doesn't sound that bad anymore and getting a counter hit rewards you with 540 dmg (which is more then Sagat's, Ryu's, and most other character's set ups now). Also, keep in mind possibility of using Shinryuken after the super combo or Shoryuken>EX air tatsu (for getting big damage). Add its usual priority and anti-air property and ultra 1 doesn't look that bad in SSF4!
Shinryuken still has couple od downsides that include very narrow range, terrible recovery, and limited set up/punishment options.
True that Shoryuken FADC is an easy, veratile, and safe set up, but that's basically it for ultra 1. EX air tatsu is very tricky to land because you might run into range and timing issues (adding the usual problem with hit confirming it) and jumping HK/HP needs to be done very late which basically kills your chance for confirming it.
Guren Senpukyaku is more veratile, but also more demanding in terms of execution skills. You can't just blast your uppercut (hoping for a counterhit) and then easily FADC into ultra. It seems more appropriate for advanced (and dedicated) players that will learn the timings and precise usage for the ultra. If someone doesn't want to struggle with timing issues Shinryuken seems a better and more straight-forward choice.
Shinryuken allows you to deal greater damage, but Ultra 2 is quite damaging too and is more likely to fully connect.
Guren Senpukyaku is safer when completly missed and recovers better. Both are still punishable when blocked.
@Nelaelu : Thanks for all the time and efforts you put into explaining all those things ! Thanks a lot. I knew all the way to connect the second ultra, except for the MK and the LP. I'll try that, see how I can manage to pull that off. Regarding the other ways, as you mentioned, the biggest problem is that you have to guess before landing U2. And that's what makes the difference with other character who feel "safe" to use when you wanna connect your ultra. It is true that the Hadoken FADC allows you to put it in a combo before, but the timing itself of hadoken > FADC is really tricky, so you may land your combo, for example while crounching LP, MP, MK, Hadoken FADC U2, but if your timing or the distrance between you and your opponent is a little bit off, you'll land it for nothing and get punished.
Anyway, I'll try and train with Ken, 'cause I just always played him since SF II, and I guess you're a big fan too, and it's really nice to talk with you about it ;)
Aslo posted this on SRK because they have way more people on that site...though i much prefer the layout of eventhubs. Anyway...
Ok, I have several questions and thank you in advance to whoever takes up the task of helping me along:
First of all. Am I a Noob? On the one hand I probably only win about 1/4 of my online matches, can't focus attack cancel into ultra to save my life (more on that in the next question), and seem to get dominated pretty easily by serious players. On the other hand, I have loved Street fighter since SF2 in the arcades and would actually lose sleep at night in anticipation of the Super Nintendo release. Took a really long break from video games while I was in college and got back into them a couple years ago only to find that the competition is rediculously good now at street fighter... So just because I'm not an expert w/ over 3000 pp online does that make me a noob?
Next question: Can't pull off Ken's trial 16 bc I'm not getting the FADC-Ultra in time. I can do everything but the ultra. Is there a short cut motion or do you really need to input forward, forward, double fireball motion, 3xpunches, all in the span of like one thousanth of a second?! Uhhh.. Can someone explain how this is humanly possible.
Next Question: When I am able to pull off an online win, i get hatemail. What's that all about? Are most online players jerks or is it just my luck?
Last Question: That kara throw that ken's supposedly able to do...i'm beginning to wonder if it's possible, i tried a million times, i input forward and mk to do his stepping kick and then almost immediately i throw, i've tried it so fast and he just finishes the kick every time! I found that if you hold HK down with forward he'll do a fake kick, is this the real way to do kara throw in SSF4? If so it'd be nice to have that cleared up?! Also why the f do they call it a Kara throw??? Thanks guys...
@SquallSaga #311
Thanks a lot!! It's so nice to see that someone appreciates my work!
That guessing game with Ken was sometimes driving me INSANE... but I got little bit better now. I get timing for Hadouken FADC pretty consistently and if I play strong opponents I use that as my primary set up. The range isn't really that tricky I think. If you're worried about it get rid off one of the jabs (lets say jumping MK - crouching LP - crouching MK - Hadouken FADC - ultra2). It's still very confirmable... (I'm mostly worried about the timing when I use Hadouken FADC).
I haven't stopped using Ex tatsu and jumping HK/HP though. I like using Ex tatsu early in the round (especially if I manage to get ultra before my enemy... preferably through Focus Attacks). At least if I guess incorrectly I can't be punished with anything significant (If I connect I can get nice advantage for that round though!). Also that set up is so easy to do (you can even pull it off in a very laggy match, lol!) and so deciving for the enemy (i'm talking about the cross up version).
I'm getting better at confirming jumping HP/HK into ultra2. I can't of course use ultra everytime I connect HP/HK, but I'm already pretty succesful on enemy's wake up. Especially if I made him aware of my cross up set up earlier (then he's forced to guess).
Honestly, I don't even try those other set ups (LP, MK) in actual matches. Maybe someone with INSANE execution skills will be able to use the LP one consistently, but definitely not me (laugh). I would say the timing for LP is at least 2 times more strict than for Hadouken FADC! I don't even wanna mention the MK set up - I have huge troubles getting it even in the training mode, lol!!
I've played Ken since SF2 too!! (SF2 Champion Edition to be exact). Thanks again my friend and good luck!!
@Patrick #312
1. I wouldn't worry about the "noob issue" at all. Some players just picked it up cause they need an excuse for losing some easy matches. Alternatively, some use it because of their superiority complex.
Street Fighter needs people like YOU (or at least someone you described). First of all, it would be really sad if only nerds played SF (I feel like offending myself there). It's great that someone become so amazing at the game, but SF needs also players that just learn basics and have fun playing with friends (or online)! It's all about having fun, isn't it? Also, nobody can become a great player right away. It's a process/journey... I have a friend who learned how to play SF about 3 years ago. He was pretty bad for a long time, but gradually he was getting better and better (and now he gives me some hard time, lol!).
2. Regarding the Trial no.16: Sorry, I don't know about any shortcuts. You gotta do it pretty early + watch the opponent so he doesn't get out of your range. Some of Ken's FADC are tricky (same with his Super then Ultra in the corner). You just gotta work on some of that stuff patiently... it doesn't come all by itself like in some other games!
3. Like everywhere else you can find many a$$holes online (many suffer from the same problems as described in no.1) It's even easier for them to write sh1t online cause they don't need to face you in person (cowards!!). Fortunately, there are also some friendly players online who stay respectful no matter what the outcome of the match is.
4. Kara Throw: You gotta do it practically AT THE SAME TIME. Try pressing forward MK, LP, LK all at once first - you should be able to get it couple of times. Then try to press MK SLIGHTLY earlier (but just a fraction of a second earlier) to get better at it. Kara throw makes Ken glitch forwards therefore extending his grabbing range. It's not much, but it makes huge difference!! Btw it might be a pain on a regular controller... (also, once you start using it online expect to get more hatemail than ever before, lol!)
I remember reading somewhere why those are called kara (cancels), but I forgot... sorry!
Thanks alot Nelaelu. It's good to see that there are some down-to-earth Street Fighter fans out there! I'm going to keep at it and I'll probably get the hang of the FADC ultra and the Kara throw eventually. Right now I've been focusing on playing patiently and trying not to be too aggressive. I can't land his ultra unless its as the apponent is jumping in at me. But i'm going to practice trying to do an ultra after a combo. I think if you can consistently land an ultra in a match, its a real advantage. so i'm working towards that. Thanks again for your help! Take care.
Nelaelu :
No problem, I really enjoy seeing intersting Street Fighter players liking Ken as much as me and trying to pierce through his mysteries ;). Too bad there isn't a private way to give you my msn, I would have liked chatting with you !
Concerning Ken, yeah, it's a big BIG plus to be able to chain hadouken FADC, I'll keep training until I can masterize that ;)
@ Patrick : Don't worry, you'll see the more you play, the more you get better.Even though I'm supposed to be able to link SRK FADC Ultra, sometimes I just miss and get a Ex SRK instead. And even more now that I switched for an arcade stick (it's been almost 2 months now), and when I'm on the left of the screen, gosh I have trouble for the Ultra O_o.
Anyway, for your questions, I'd answer the same as Nalaelu. Don't worry about the insults, I didn't get any for at least my last 30 matches. And for the Kara throw, yeah, put your fingers on MK, LK and LP. As soon as you begin to do your forward MK, press all the three buttons. With time you'll get the exact timing ;). Keep the training !
SquallSaga #318
I have a question. You said you switched to an arcade stick. Could you tell me: do arcade sticks really help with accuracy? How different is playing with Ken on it? Are arcade sticks more durable?
I've been using MadCatz SF pads since the release of SF4 (i couldn't stand the regular xbox controller for more then a day). They are OK, but couple of things really annoys me about them. First of all, I already broke 2 of them, so they DON'T seem very durable (unless it's just my playing style, lol!).
Secondly, Ken's kara throw is tricky as hell to execute on them. I have to use my thumb for all 3 buttons which doesn't seem that accurate. I can still get it most of the time, but maybe on arcade stick it wouldn't be such pain! Some with some other trickier moves and combos...
Kickx3 and Punchx3 buttons (especially punchx3) don't seem that easy to access. I got used to them, but do u think they are more accessible on arcade sticks?
Are there any sticks you would recommend?
@Patrick
Ya i totally agree with you. I knew that Crossup HP is not something which you can keep doing unless you have totally master the spacing. But you know Crossup MK is too predictable... And i trust that you know sometimes during a match if you manage to do something which the opponent nv see it coming, it can totally change the match into your favour..
Ragnarok #325
That's why you gotta mix things up. Sometimes attack low, sometimes use overhead, sometimes cross up, sometimes fake cross up, sometimes just come to the opponent and (kara) throw.
When you use jumping MK don't make it an obvious cross up. Use it in a way that the enemy can't be sure which way to block...
If you wanna use something really tricky to block use ex air tatsu. It changes the angle of your jump so use it from further distance than regular cross up. Than you can get a nice combo or ultra going... (LK tatsu is pretty good too, MK and HK tatsus are tricky to land)
@ Nelaelu :
Well, other than the things I said earlier that I couldn't do very easily, the bad aspects for the stick at the beginning is how slower the manip' for the shoryuken is, and for the ultra you can't just do the manip a lot a fast hoping to get it that way, you have to time a lot more your moves. But so yes, it is way better than pad after a while. You're more pricise, and then you can play on stick for you whole life, and so the sopport you play on (playstation, 360...) doesn't matter anymore. And yeah, the kara throw is A LOT easier to do with the stick, and the 3 buttons too are easier to get, of course. With the pad, I had to choose on one button either 3xK or 3xP, , but you don't have this problem with the stick. Same for throw and focus, you can use the six buttons in any way you whish. And yeah, except if I throw my stick from the window, it is made FOR players, so you can't break it, really. It would have a long time ago with me if it could ;). The one I have is the Hori one. It cost me about 200 swiss francs, so around the same amount of US dollar.
Hope I could answer, don't hesitate to ask if you have other questions ;)
Ragnarok #330
I usually use ex air tatsu as cross up (then ultra), but regular air tatsu works too. It has better range then regular jumping HK so you can surprise your opponent. Non cross up version is also more likely to hit twice and you don't need to worry about correct range. Cross up version is usually more deciving though...
Once I was fighting a tough Guile and in the final round I was left with 0 life... he still had around 40%. I managed to get him with one of my block strings, then did an ex air tatsu cross up into ultra2.... and victory was mine!!
@330+331
Just started playing Ken (My 1st shoto). The cross up tatsu to Ultra is very helpful as I was struggling a bit to pull off the FADC into Ultra 2.
Cheers :)
Super_Shoto_Fighter_4 #332
Yeah, cross up tatsu into ultra2 is very easy to hit. Its only problem is its difficulty to hit confirm (you may end up completly guessing at times). Hadouken FADC takes time to learn, but it's easily hit confirmable. Good luck!
Nelaelu;
I definately recommend switching to a stick. ALL motions for ALL characters are easier, even for trickier ones like C.vipers super jump cancel to ultra 1. It takes some time to train your fingers to the buttons (I found) but when you try the stick its easy to feel how precise you can make every motion (no need for shortcut motions EVER).
I started with a madcatz SE fightstick (not a great choice) but I have now modded it with sanwa parts, the total cost for the SE stick and the sanwa bits no more than about £70 so this could be a cheap alternative to an expensive pre-made sanwa stick?
Also a general note, I see you guys like the hadoken, focus cancel to ultra set up; This can also be done without dash cancelling the focus attack, if you use an EX hadoken, you can hit with a level 2 focus and the opponent will crumple, giving you loads of time to hit an ultra or follow on with another combo. Hope this helps!
Oh yeah! Check out Vesperarcade youtube channel. He has posted great informative guides about switching to stick and what the benefits are from a specifically street fighter perspective. He also has video guides for how to step your game up.
Drippy_Nozzle #334
Thank you very much!! I ordered the Madcatz TE stick. They had a great deal for $90 at Dell (it is posted here at EH). Almost everyone told me that sticks are better (THANKS FOR YOUR ADVICE GUYS!!)... and I made up my mind. Actually, I had NO other choice cause my last fightpad recently broke (I had 3 of them). They were decent to play, but the worst thing was their poor durability. You could get maybe 6 months of regular playing and then you had to get another one (or replace the rubber buttons inside... which are not easy to get seperatly).
About the set ups: Ex hadouken into lv2 focus seems difficult as hell! I know about it (shiznit! I didn't inculde it in my Ultra2 big review, lol!). I think dashing after EX hadouken and then ultra2 has easier timing and deals more damage though...
I think EX hadouken FADC is the safest set up for ultra2. The timing is only slightly better than for the regular Hadouken, but it makes quite of a difference. You won't be late... unless you really mess up! It takes one more ex bar, but if you have it available (and you're sure it will connect) use it. I didn't recommend using ex hadouken FADC in my review (comments 300-309), but I changed my mind.
Nelaelu;
Glad to see you took the plunge- and looks like you got an excellent deal. Your game can only improve for it in the long run.
I agree, the FADC from EX hadoken is definately the best set up; I have been mucking around in training and the timing for it is really nice, so it can easily be worked in with your bread and butter game. j.MK, c.LK, c.LP, c.MK, EX hadoken, FADC ultra 2 or something like that.
For those of you "flashy fighters" out there, a couple of mega flashy FADC combo's. They are of seriously limited use due to difficulty, and burn through EX meter, but if your execution is up to it they look stunning when performed;
j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.MK, HP Hadoken
(7 Hits - 2 EX bars)
^Open with the cross up j.MK or j.HK from far, or from a grounded c.LK for decent damage. The second HP Hadoken can also be replaced with EX Hadoken or EX Tatsumaki Senpukyaku to increase damage / flashyness. Suprisingly easy to land the second c.MK.
j.MK/j.HK, c.LK, c.HP, HP Shoryuken FADC, EX Air Tatsumaki Senpukyaku
(9 Hits - 3 EX bars)
^I could get 9 hits consistently but you can get more or less depening on when the Tatsumaki Senpukyaku connects. FADC on the second hit of the HP Shoryuken. If the opponent is in the corner you can juggle them at the end with Shinryuken (Ultra 1). This looks REALLY flashy if you get it right.
j.MK/j.HK, c.LP, c.HP, HP Shoryuken FADC, HP Shoryuken FADC, Shinryuken (Ultra 1)
(15 Hits - 4 EX bars)
^FADC the first HP Shoryuken immediately, the second on the second hit to juggle with Shinryuken. Lots of flames going on so it looks awesome.
CORNER ONLY-
j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LK, c.HP, HP Shoryuken FADC, Shinryuken (Ultra 1)
(17 Hits - 4 EX bars)
ALSO CORNER ONLY-
j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LK, c.LP, c.MK, HP Hadoken FADC, Guren Senpukyaku (Ultra 2)
(21 Hits - 4 EX bars)
These last 2 are really rather tricky, but they (obviously) look the best. Have fun trying these out.
Ooops, sorry, despite scanning through before posting I made 2 little mistakes;
the second combo above should say-
j.MK/j.HK, c.LP, c.HP, HP Shoryuken FADC, EX Air Tatsumaki Senpukyaku
and the fourth should be-
j.MK/j.HK, c.LK, c.LP, c.MK, HP Hadoken FADC, c.LP, c.HP, HP Shoryuken FADC, Shinryuken (Ultra 1)
Sorry about that.
Thanks a lot Drippy_Nozzle ! I'm glad to see passionate Ken players like me. Your combos look amazing, the day I'll be able to pull that off in real matches, I'll be really happy.
For the time being, I end up a lot with the EX tatsu in my combos, and I just wanted to know WHAT you'd recommand after that ? It's really only guessing, but I feel at disadvantage : If I do a Shoryuken, then he wins if he does a shoryuken (Sagat beat me) or block. I win if he tries the throw. If I throw, I'll eat the Shoryuken, and if I do nothing or try to jab really quickly (and that's really unerving), I'll get throwed out. So I have AT LEAST 50% chance to get punished after I succeeded one of my combo. Someone with a solution ?
@SquallSaga
Using option select d-LK+LP might be the best choice. I haven't really started using it yet (I'm trying to master the stick right now!), but if done correctly you will jab LK, but at the same time if the enemy attempts a throw you will tech it. With option select you only need to worry about uppercuts...
I'm not sure about all of this so anyone feel free to correct me
Ex tatsu leaves you with +1 frame (HK tatsu is -1 and MK tatsu 0), so you should be in a good position after connecting it. Ex tatsu is a great combo ender. It deals nice damage and has great range.
However, some people prefer HP Shoryuken as a combo ender. Using HP Shoryuken allows you to save meter for FADC and other stuff. It also knocks down the enemy, so you can start your offensive game over again (+works on crouching opponents). The main problem with it is that when you drop a link it leaves you completly vulnerable (ex tatsu is safer).
Ex tatsu is still very useful even when you don't use it in combos. It's the most damaging punishment if only 1 stock/bar is available (sHK-ex Tatsu does 320damg, add jHK and it rises to 376).
@SquallSaga
About the stick:
I've been using Madcatz TE stick for couple of weeks now and I know one thing for sure: I'm NOT going back to a pad FOR SURE!
What I love about it is how comfortable using ex moves is. I HATED how on a pad you had to use additional buttons in the back of the pad. I could do some combos with lets say HP Hadouken easily, but would have troubles using ex hadouken instead! Now I can just press two punches/kicks instead of one and it works... and feels SO MUCH better!
Also, all charge and half/whole circle moves are WAAAAY easier to do. I don't need them for Ken, but whenever I feel like messing around with someone else I know that they will be there...
I still have troubles doing some combos, but I feel like I'm making progress and soon my execution on a stick will surpass my execution a pad...
THANKS AGAIN SquallSaga, Drippy_Nozzle, and OTHERS for your advice!!
@SquallSaga;
I totally agree with nelaelu on option selecting after the ex tatsu against opponents who have a decent uppercut.
If you have meter to burn you could end with a HP shoryuken, allow 2 hits and then focus cancel on block, this can often lead to a throw set-up if you FADC forward after failing to connect the shoryuken. A dash back should put you well out of harms way. When in doubt after a tatsu combo, block, and be prepared to tech.
@forsaga
That's CORRECT. You can do kara throw with f-HK, but it seems it has slightly worse reach than f-MK, therefore everyone uses f-MK.
Ken can also perform other kara moves, for instance kara hadouken, shoryuken, and focus attack. Nobody talks about them cause they aren't as useful/safe as kara throw. A good player can probably make some use of them though... (if not kara hadouken is a cool show off move, lol!)
I
Hey guys, do you know that Ken has 2 VERSIONS of ex airborne tatsu-maki?? I wasn't aware of that as a pad player, but now that I switched to a stick I was able to figure it out!
First I started getting the 2nd version on accident (and get mad cause it would throw me off), but now (thanks to the "show imput" option in traininig) I can see the difference between them.
To get the second version you need to press two kicks IN FAST SUCCESSION instead of pressing them at the same time (or using Kick x3 etc.) It's kinda like Ken's kara throw where you press fMK slightly sooner than LK+LP.
Second version of ex airborne tatsu makes Ken stay longer in the air, travel in a straight line, and slope more gently. Because of that you can pretty easily get 2 HITS on smaller and 3 hits on bigger characters! That lets you hit confirm for ultra (especially Guren Senpukyaku) MORE EASILY!
Getting correct spacing might be tricky though and you CAN'T use it as a cross up... but still, I though it was worth mentioning here.
Please let me now if you know anything about that 2nd version (which I call for now KARA AIR TORNADO, lol!) or if tried messing with it... CHEERS!!
Ken is like MC Hammer... =u= "can't touch this" XP
hello guys
new here,just started this game,and loving it
i downloaded some of ken's combo,and found something very interesting,and can't figure out how to do
i see in a combo which have ken doing a H shoryuken
then seem to stop it and continue with another H then another means 3 H shoryukens in a row
another demo shows a H shoryuken then a air Tatsumaki Senpuu-Kyaku
how do you do that ? is very nice to be able to do so...
hope someone can help...
thanks amillion
@ #356
Well, you do the H Shoryuken, and right after it hits you press Focus Attack and you press forth twice to cancel it. Its called Focus Attack Dash Cancel or FADC. This motion has to be done very fast. it will take you some time to get used to it. once you master that you can do great combos. Oh, and it also takes 2 bars of your super meter.
how do you punish his f.mk into cr.mk cycle? it seems to have a lot of priority that I cant even land a jab in between, btw his lp dp recovery is extremely fast that sometime I find it hard to punish with a sweep.
@4
Don't think so. A good Gief player will read that and can punish that easy with Ultra #2. Gief, w/ meter, is a big problem for Ken. IMO
Correction to the Guide:
Opponents CAN in fact safe jump on Ken. Only Light and hard shoryukens start in 3 frames, and both are not good Anti-Air options, so its likely that ken will trade/get beaten. Ken's Anti-air shoryukens viz. MP shoryuken and EX shoryuken both have 4 frame startup. So they cannot beat safe jumps.
not update -_-
>> http://www.youtube.com/watch?v=S3sO9z...
@ sections spamming crouching light punch counters the rolling attack DO NOT use hadokens, cause at mid range it can be countered easily with a knockdown by blanka's crouching fierce or EX rolling attack DO NOT jump in too much cause the jump up rolling attack counters that too. u need to mix kens tick throw and crossups to win against top tier blanka users. also try to predict blankasd ultra one wake up counter by jumping back and blocking high then countering with kens ultra 1 always make sure to use ultra one against blanka
@ sectionz spamming crouching light punch counters the rolling attack DO NOT use hadokens, cause at mid range it can be countered easily with a knockdown by blanka's crouching fierce or EX rolling attack DO NOT jump in too much cause the jump up rolling attack counters that too. u need to mix kens tick throw and crossups to win against top tier blanka users. also try to predict blankasd ultra one wake up counter by jumping back and blocking high then countering with kens ultra 1 always make sure to use ultra one against blanka
@Nelaelu
Ken's air ex tatsu is not hard to land. There's a small but pretty effective set up. Just forward throw (you must be in mid-screen or a least not completely in the corner) back dash and immediately jump forward and as you're coming down, do that EX tatsu. It is a cross up and a VERY sneaky one. The awesome thing about it is that once you jump after the back dash you can choose between crossing them up with an ex tatsu or just hit them from the front with a normal attack since the jump in looks pretty obvious.
I use this set-up all the time and after my opponents start figuring it out, i then hit them with a normal move instead of cross up ex tatsu
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