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ni-ten
02-10-2006, 09:11 AM
I have serious problems on wakeup situations,mainly on xbl.
I am ken and i have knocked this other ken down.
When he lies on the ground.in state of invincibility
he can buffer a shippu(which) normally has 2 frames startup.
I go for the attack with cr short x 2 into shippu.
How many frames do i have from release of invincibility of this other ken til his shippu comes out?
Also some charas stand up faster than others.
Any info or list on this?

greensyo
02-10-2006, 10:50 AM
first off xbl is crap for 3s

if you crouch short x2 and the guy does the shinpuu you pretty much have to be block animation already. If your leg is still out there your going to get hit by it. That shit is crazy invincible. As for frames trying to avoid it id say something like 1-3 frames maybe. i'm not a frame guru but it sounds right to me.

try to bait the meter out so he cant use the wake up super and rush him down carefully. ken deals mad damage.

Try the UOH combo range. If they counter with super you get bounced, if they block standing your safe that is if you are the right distance, if they crouch thats a free super or rush down if the opp. isnt paying attention. If your opp isnt a rookie dont try the rush down and go for the link super. This wont work against all characters. Just a strictly ken vs ken matchup strat.

I thought all the characters in 3s have the same knockdown\techroll time. Are you tech rolling? might sound dumb but I have heard some stupid shit on this forum.

ni-ten
02-10-2006, 11:12 AM
Thx for the fast reply.
I only techroll when needed i.e. against urien.
Although i could techroll almost everytime as no one ever goes for ground crossups.
But playing on live or any other internet connection i have the feeling some frames are
completly vanishing in that lag.
I think i read somewhere that some charas stand up faster and some fall faster i.e. hugo.

LakeEarth
02-10-2006, 06:20 PM
I thought all the characters in 3s have the same knockdown\techroll time. Are you tech rolling? might sound dumb but I have heard some stupid shit on this forum.
They all have individual knockdown/techroll times. Chun gets up slowest, I forget who gets up quickest though.

Gaijinblaze
02-10-2006, 08:40 PM
http://web.archive.org/web/20041103193058/www.karathrow.com/tables.html

Head there for wakeup frames. Just quickrise every time, on XBL probably no one will do ground crossups and you get meter for rolling.

If they're doing wakeup super on you, try whiffing a c.LK or jab right before they're fully up, then block. Wakeup super is one of those things that you're inevitably going to get hit by sometimes; it's up to you to limit how many times those scrubs are catching you with it.

greensyo
02-10-2006, 09:57 PM
They all have individual knockdown/techroll times. Chun gets up slowest, I forget who gets up quickest though.

wow didnt know that

ni-ten
02-11-2006, 08:02 AM
I thought yun gets up fastest.

FSgamer
03-16-2006, 02:23 PM
I have serious problems on wakeup situations,mainly on xbl.
I am ken and i have knocked this other ken down.
When he lies on the ground. in state of invincibility
he can buffer a shippu(which) normally has 2 frames startup.
I go for the attack with cr short x 2 into shippu.
How many frames do i have from release of invincibility of this other ken til his shippu comes out?
-Backdashing & punishing works wonders, you have no idea.
-Throwing on wake up works in certain situations.
-XBL = lag owns all

Pay attention to what the other guy is doing. If he keeps throwing random shit when he gets up (HP Shoryuken, SA3, etc), try to make him whiff his attack (block, parry, backdash, whatever).

1hitparry
01-22-2007, 07:48 PM
This pertains to the question I had on the Ken vs. Ken wake up thread, but I didn't want to get too off topic, so I decided to post here.

1. Why fierce dp over jab and strong?
I'm not really familiar with the game mechanics so I haven't taken any invincibility into consideration.

2. Why fierce dp xx super?
Doesn't that scale the damage? Or is that recommended just because it's more reliable than just plain wake-up super.

GoLD-ReaVeR
01-23-2007, 01:04 AM
Fierce DP avoids the most normals/special/supers compared to the other dps, for example close MP,HP stuffs reversal LP srk but eats reversal HP srk. If you catch someone doing UOH or some other slow move on you though, you could LPsrk,karaLPsrk, does more damage then a plain super:P

Now, why plain (wakeup)supers are bad. Lets say you're moving around looking for a way to hit your opponent with one of your pokes, and all of a sudden that superflash appears(you haven't pressed anything yet), you'll block and punish. So there was no point for him doing the plain super. Now lets take that same situation on wakeup except now you're delaying for throw, the super flash appears and you have shitloads of time to block. While with wakeup shoryu there's no announcement whatsoever until that move is already midexecution.

Hope that helps...