rogueish 1
11-23-2008, 09:39 AM
Ken notes that will help advanced ken players
Kenfinite aka ken's corner infinite=j.lp, j.lp, j.hp, hurricane kick (you can also j.lp, j.lp, hurricane kick but its character dependent)
Kens MIDSCREEN infinite= j.lp, j.lp, j. up+lk or (j.lp, j.lk, up+lk (2 version only really works better on hulk or when character gets to low)
You can link shinryuken to both infinites by either juggling with a deep s.lp, s.lp, shinryuken (you just have to adjust your timing a tad for the midscreen infinite and jump or walk forward a bit so the s.lp hits deep enough otherwise shinryuken will miss.) or shinryuken directly after the last hit of the infinite.
When you land any of ken's standing infinites (j.lp, j.lp, j.lk, j.hp or j.lp, j.lp, j.hp, hurricane kick) on sentinel you should attempt to combo him until you reach the corner and finish with s.lp, s.hpxxqcb+kk super instead of shoryureppa as it can be mashed for more damage as opposed to shoyureppa.
Extra note if you hit your opponent with a deep cr. roundhouse and decided to shinryuken you can add more damage by tacking on a hadoken before the shinryuken. Combo will go cr. rh, s. lp. hadokenxxshinryuken. It is not a bread and butter combo and should only be used for flash.
MIDSCREEN infinite notes:
-You can start the midscreen infinite off a connected tag in, a corner shinryuken or ofcourse help by an assist i.e. psylocke:aa, rogue:throw etc...
-It does about 81pts. of damage maxed out and you have a few options to reset the infinite with.
Option 1 is jump forward with a rep of his infinite and it will cross up you will land on the other side of the character and juggle with two s.lp, s.lp, shinryuken.
Option 2 is to dash to the other side of opponent and launch into his hurricane kick madness or c.lk, c.lk, combo into shoyureppa
Option 3 is to end the rep with kens command roll which is pretty much the same as his roll but a little slower with a few frames of invincibility could be good if they expect the reset and mash out a assist. (Just a theory)
Option 4 after you end the infinite dash and cancel it into his command roll. He will cross them up twice ending up one the side he originally started on. Only trick is doing it as fast as possible so the motion will be like canceling a dash into a hadoken.
Option 5 fk grab and mash
-j.lp, j.lk,j.lp, j. up+lk, is a easier version of his midscreen infinite that only works on sentinel, juggernaut, and blackheart (also if you mess up the infinte on sentinel just continue doing it because that version of his infinite doubles as a standing sent infinite.
-if you sense that the character is getting to low to make the next rep of his j.lp, j.lp j. up+lk version of his infinite combo change the next rep to j.lp, j.lk, j. u+lk for one rep however the timing on the next rep is a little tricky so i normally when i notice the character is getting to low to continue i will try to s.lp, s.lp shinryuken.
If you think the midscreen infinite is to hard learn then you can do one rep of it then do j.lp, j.lp, j.hp, f. hurricane kick and that does 57pts. of free damage.
Kenfinite notes:
If you want quick easy damage but havent got the corner infinite perfected yet you can do j.lp, j.lp, j.hp xx into hk hurricane kick, launcher (before the opponent hits the ground) sj.^lp, hk hurricane kick.
Also midscreen you can do a rep of the kenfinite and when you land do you have 3 choices to add extra damage
Option 1- do a hk. hurricane kick
Option 2-do a standing hk (very hard)
Option 3- shoryureppa (only let the first wave hit) and DHC. Of course all DHC wont work but some useful ones are proton cannon, hailstorm, colossus headbutt (thats for VDO). You cant cancel into hsf but if you delay the timing a tad you can cross up with it and all three sets of drones will hit.
Option4- shinryuken (frame cancel DHC) some useful ones are sent plasma ball, goodnight sugar (thats also for VDO), head crush.
Kenfinite aka ken's corner infinite=j.lp, j.lp, j.hp, hurricane kick (you can also j.lp, j.lp, hurricane kick but its character dependent)
Kens MIDSCREEN infinite= j.lp, j.lp, j. up+lk or (j.lp, j.lk, up+lk (2 version only really works better on hulk or when character gets to low)
You can link shinryuken to both infinites by either juggling with a deep s.lp, s.lp, shinryuken (you just have to adjust your timing a tad for the midscreen infinite and jump or walk forward a bit so the s.lp hits deep enough otherwise shinryuken will miss.) or shinryuken directly after the last hit of the infinite.
When you land any of ken's standing infinites (j.lp, j.lp, j.lk, j.hp or j.lp, j.lp, j.hp, hurricane kick) on sentinel you should attempt to combo him until you reach the corner and finish with s.lp, s.hpxxqcb+kk super instead of shoryureppa as it can be mashed for more damage as opposed to shoyureppa.
Extra note if you hit your opponent with a deep cr. roundhouse and decided to shinryuken you can add more damage by tacking on a hadoken before the shinryuken. Combo will go cr. rh, s. lp. hadokenxxshinryuken. It is not a bread and butter combo and should only be used for flash.
MIDSCREEN infinite notes:
-You can start the midscreen infinite off a connected tag in, a corner shinryuken or ofcourse help by an assist i.e. psylocke:aa, rogue:throw etc...
-It does about 81pts. of damage maxed out and you have a few options to reset the infinite with.
Option 1 is jump forward with a rep of his infinite and it will cross up you will land on the other side of the character and juggle with two s.lp, s.lp, shinryuken.
Option 2 is to dash to the other side of opponent and launch into his hurricane kick madness or c.lk, c.lk, combo into shoyureppa
Option 3 is to end the rep with kens command roll which is pretty much the same as his roll but a little slower with a few frames of invincibility could be good if they expect the reset and mash out a assist. (Just a theory)
Option 4 after you end the infinite dash and cancel it into his command roll. He will cross them up twice ending up one the side he originally started on. Only trick is doing it as fast as possible so the motion will be like canceling a dash into a hadoken.
Option 5 fk grab and mash
-j.lp, j.lk,j.lp, j. up+lk, is a easier version of his midscreen infinite that only works on sentinel, juggernaut, and blackheart (also if you mess up the infinte on sentinel just continue doing it because that version of his infinite doubles as a standing sent infinite.
-if you sense that the character is getting to low to make the next rep of his j.lp, j.lp j. up+lk version of his infinite combo change the next rep to j.lp, j.lk, j. u+lk for one rep however the timing on the next rep is a little tricky so i normally when i notice the character is getting to low to continue i will try to s.lp, s.lp shinryuken.
If you think the midscreen infinite is to hard learn then you can do one rep of it then do j.lp, j.lp, j.hp, f. hurricane kick and that does 57pts. of free damage.
Kenfinite notes:
If you want quick easy damage but havent got the corner infinite perfected yet you can do j.lp, j.lp, j.hp xx into hk hurricane kick, launcher (before the opponent hits the ground) sj.^lp, hk hurricane kick.
Also midscreen you can do a rep of the kenfinite and when you land do you have 3 choices to add extra damage
Option 1- do a hk. hurricane kick
Option 2-do a standing hk (very hard)
Option 3- shoryureppa (only let the first wave hit) and DHC. Of course all DHC wont work but some useful ones are proton cannon, hailstorm, colossus headbutt (thats for VDO). You cant cancel into hsf but if you delay the timing a tad you can cross up with it and all three sets of drones will hit.
Option4- shinryuken (frame cancel DHC) some useful ones are sent plasma ball, goodnight sugar (thats also for VDO), head crush.