View Full Version : Ken Strategies and Matchups
Ranevski
08-13-2004, 06:27 PM
Since most strategies and tricks are matchup-dependent, it makes sense to group the two together. Discuss anything useful in actual matches here, from specific tactics, to character-dependent move counters, to overall gameplans. The more specific you get, the better. It would be greatly appreciated if you took the time to test out everything you plan on saying in training mode to make sure that it works and to provide some numbers for stuff like damage and dizzy amount.
Other than that, try not to piss anyone off or start any flame wars.
caliagent#3
08-23-2004, 08:34 AM
vs. athena i find it a lot better to stay on her with s.lk and using light hurricanes to go over her c.fierce. I usually do s.lk, c.roundhousexxxlight hurricane then react accordingly to what she does. I mainly use a lot of throws, close s.roundhouse when i get the chance, and s.lk
Jeffzorz
09-15-2004, 02:17 PM
how do u punish blanka ball consistantly with ken
epsilon_
09-20-2004, 01:40 PM
Hm, Choi gave me a few tips on c-ken in IRC. He said against a Chun thats poking you, dash at her, that way even if she does hit you with s.mp, she can't combo into super because you'll be airborn while dashing. Also be persistent, with Vega too. He also said you need to land a crossup combo to beat Sagat haha.
ein05
09-20-2004, 11:59 PM
c-groove ken.
in real match play this works. i do it a lot...but it has 2 b set 2 either full screen or 1/2 screen...
with level 2 or 3 meter
full screen:
jab hurricane kick,(land)lp,lp,fierce hurricance kick,(land)lk,lk, (by this time the enemy should b in the corner)level 2 dragon punch, c cancel(roll), level 1 super(can't remember the name of the super but its down-toward with kick instead of punch)....damage on this is crucial...great 2 use in like round 2 or 3 after meter is boosted up.
1/2 screen(just about the same thing):
fierce hurricance kick,(land)lk,lk, (by this time the enemy should b in the corner)level 2 dragon punch, c cancel(roll), level 1 super(can't remember the name of the super but its down-toward with kick instead of punch...damage on this is good 2
note: this requires good timing & buffering but 1nce u get it down & hit some1 with it this is really a tide turner especially when you're down 0-1 in rounds.
REALPLAYER
10-03-2004, 06:38 PM
On Ken....
Ken is a fustrating character to use, because the majority of his game revolves around RC funky kick whoring. Seriously, there is NOTHING (and I mean NOTHING!!!) that Ken possesses that can't be easily countered besides RC funky kick.
St. Rh....rollable, jumpable, JD-punishable and really doesn't even have that much range contrary to popular belief.
Fwd + RH...a little better than st. rh but suffers from the same weaknesses, just to a lesser extent.
Fireball....when used like a poke (i.e. Sagat st.fwd), it's pretty decent, but unfortunately, this game is dominated by grooves with roll, making it VERY VERY VERY risky to use. It's still a pretty decent poke against non-roll grooves---makes it a little harder to punish, but be weary of small jumps.
RDP + Kick....the good thing about this move is that no one ever counters it. The bad thing about this move is that it is EXTREMELY punishable if they get tired of being stupid and decide to do something about it. You can roll, super, CC right through this move and fuck Mr. Masters up hardcore.
s.short....I don't think many people realize, but Ken's s.short has the EXACT same range as his c.fwd and c.roundhouse. It looks like it has shorter range, but it doesn't. Standing short is good in the sense that it can stuff a lot of moves (i.e. slide attacks) and that it's bufferable into short Funky kick. But this move will trade sometimes....NOT in Ken's favor (it's a short :sad: ), so it has to used carefully. Still one of his best moves. *shrugs*
So as you can see, most of Ken's best tools are HIGHLY punishable....that's where RC Funky Kick comes into play.
RCFK is NOT highly punishable. Let me break down some common in-game scenarios and how RCFK deals with ALL of them.
1. You RCFK, your opponent sticks out a poke, they get kicked in the grill. Basic.
2. You RCFK, your opponent jumps over it, Ken recovers in time to block or DP.
3. You RCFK, your opponent jumps too late, they get kicked to the floor.
4. You RCFK, your opponent rolls, Ken recovers in time, throw or short, short, super. (Works against most characters, but characters with quick rolls like Iori can punish it).
5. You RCFK, your opponent crosses you up, Ken recovers in time, Reverse Dragon Punch. Hell, sometimes you can do a regular DP, and he'll turn around automatically. :clap:
6. You whiff RCFK (very common to see Ken doing this), your opponent attempts to punish your recovery with a poke (i.e Sagat st. fierce), Ken recovers in time. This is why it's good to whiff RCFK----you won't see many (if ANY) people punishing a whiffed RCFK.
The bottom line is, without RCFK, Ken requires a tremendous amt of work.
With RCFK, Ken becomes a beast. Your opponents face will be like :xeye: and yours will be like :badboy: . haha
Moe Powell
10-19-2004, 08:35 PM
ive noticed a few bad match ups with C ken.
I've been a hardcore a groover but now have switched to C.... anyways, i've got down all the basics with ken and i find my ken can beast against most of the top players, untill hes placed up against VEGA (any groove), and C Honda (GOD do i hate that guy).
Any tips on beating these two characters????
My problem against Vega is that his pokes reach 1/2 way across the screen as apposed to kens right up in your face rush down game.... even his footsie game is put to shame against vega. I find it impossible to get in on vega. But once i do, i seem to do well, the problem is getting in. Any suggestions????
Honda...... well hondas honda. WIth his rc everything, and sick high priority norms...hes a tough guy. I find this is one guy u can not rush down. U cant jump at him, cross up or not. U cant rc whiff funky kick, get hit wit head butt. U cant s.hk, get hit with rc handslap...... it starts to feel like your playing a psychic player...... any tips on beating this lard ass????
And another thing that sucks about this match up is u loss the whole mind game setups on the opponents get up. His rc 360 will throw u if your close, if it whiffs he gets a free poke or block..... and u cant cross him up with a jump in.... toughest match up in my books.
Jeffzorz
10-20-2004, 01:03 PM
so how u beat rc ball
cheese_master
11-19-2004, 10:27 PM
kcxj... IMO jumping works pretty good vs cammy anyways. you jump a st RH, you win.
Hotsuma
12-14-2004, 08:47 PM
How do I roll out of the lvl 2 shoryureppa. where do I press roll to do it? I keep messing it up. Is there a certain way to do a c-cancel?
taesty
12-14-2004, 09:21 PM
u can't roll out of it if you're thining the jab+short roll... u have to use the command roll and u can pretty much cancel the lvl2 super anytime with it.. shoot cancel it on the 1st hit if you want. =)
WOW!!! this stuff is gr8, never knew kens d.mp stuffs so many moves.
Neway im having major trouble fighting against C-Sagat mainly attacking ones, i find turtling sagats not to bad to fight against with ken cos u can bait his c.hp and punish him with r.c funky kick, but what do u do when Sagat is consistantly coming at ya. I've tried the r.c funky kick and it works a few times untill Sagat figures out its coming and baits it then chucks me across the screen.
Ne tips or strats against Sagat would be much help, thx, i use A-Ken btw
caliagent#3
01-01-2005, 05:49 PM
Here's a counter hit/tick throw set up i've been doing as of late. After a knockdown, i do a deep s.lk, then throw or a deep s.lk, s.roundhousexxxhcf+lk.
Hi, my name is Dan, and I have some questions,:
the first one is: waht do you mean with this s.lk, s.roundhousexxxhcf+lk? Probably is for another system, and I have Gamecube, so... can someone help me with this pleas?
And the other one is: I already try to do the victory quote and the tal to a tem member, but I JUST CAN'T do it, I just could do it twice with Terry an bye accident, my question is: exactly in what moment, second I must do it? It has to be done right after de KO before the KO or where?
Please, someone helpme, I really wanna do it, I have the game for more than 2 years aprox. now, so... I NEED HELP SO DESPERLY!!!!!!!!!
Chris F
01-27-2005, 01:03 PM
How do I roll out of the lvl 2 shoryureppa. where do I press roll to do it? I keep messing it up. Is there a certain way to do a c-cancel?
Good question man. Remember Ken does 2 'reps' of Shoryukens on that level 2 super. Let the first rep happen, then cancel the _first hit_ of the second rep, as soon as possible, like it were a normal cancelled to a jab roll. Cancelling instantly rather than a slight delay, gives you the most stun time and sets up your followup perfectly.
What you do after that is really up to you. In the middle of the screen, a fierce shoryuken is really nice cause it does great damage, and sets up Ken's crazy crossup. If you want to go for trickery, cancel a stand fierce or RH into a strong roll, you land right next to the enemy, you can go for any mixup you can imagine, just make sure you're pretty sure it's worth the trouble. Doing this everytimes makes it stale.
In the corner you have an option of level 2-jab roll or whiff short funky kick (gotta delay it slightly, otherwise it'll hit)-jab shortyuken-level 1 shinryuken, which does hella, but isn't always neccesary if you want to conserve meters.
My favorite stupid cancel is in the corner level 2-cencel to whiff short funky kick (hcf+short), standing close jab, then jump at them. If they're asleep they might just eat another whole combo cause it's "well timed". Jab recovers fast unlike the fierce.
Oh yeah while everyone knows Ken's "bread and butter" comboing into the light funky kick, when you dizzy someone, my combo of choice is jump fierce, low strong, HCF=Roundhouse funky kick, cause it knocks down and is less risky than shoryuken combos, although standing shortXX fierce shoryuken is always nice.
Random tips for Ken:
- when doing short short XX level 2, remember to HOLD DOWN the short kick b4 you press strong. You don't want the awesome short short whiff shinryuken level 1 combo of death.
- want to build meter really fast when far away? Kara cancel low RH into short funky kick over and over at far range. When they get close, do tiger knee backwards air hurricane to ge farther back, then resume building. Then when they try to close in again, superjump towards them and right away air HK, fly over their head across the screen. And of course, when this isn't safe, low strong will do. Ken always has meter.
- if you're cornered, and have level 2, look for the opening to land an antiair level 2 shinryuken. Mash with just the kick buttons (don't move the stick), then as you descend, whiff a short air HK, then you should have THEM cornered, and you get a free juggle hit, either a fierce shoryuken, jab shoryuken (into level 1 if you have it), or the EASIEST followup, which requires no timing, just stand/crouch fierce or RH as the juggle , as it does good damage and you can cencel if you wish, or not. It's all good since that's like, level 3 antiair damage for CHEAP.
- Throw out standing shorts at far range sometimes because that move is kind alike the low strong in that it hits so many moves.
- learn the range where low short X 3 will NOT work, but low shortx2-standing short WILL. Stand short you can end you chain with and it has more range than low short. Remember that you can do short short short level ONE super with Ken. It doesn't do great damage but it will combo from farther than the light funky kick will combo, and level 1 super can't be quick - recoveried, so it always sets up a crossup attempt, just SUPERJUMP after the level 1 and it's practically random what side you land on.
- Ken's far standing fierce is really good against small jumps. And jumpins that are unsafe to shoryuken.
- level 2 shoryureppa is a GOOD anti air super. Cancel the first couple hits with a jab roll then fierce shoryuken. Why is it good? It has way more range then the shinryuken. Ken always has meter so you should just super everyitme you have a chance.
- Ken has a very good okizeme. Most people do not wakeup with a low attack upon getup, so I think that when you gaina knockdown, a good start. is to walk right next to the opp. to make them think you are being very agressive, then right at their reversal point or just before reveral, walk backwards a bit. If they supered (sagat, sakura, etc with low hitting supers, disregard this, block low instead) or uppercut, RC, or throw, it should be blocked or whiffed, and you counter accordingly. If nothing happens, either
- walk up throw
- walk up low shortx2 - super if it hits.
Once they know this is a basic tactic, it makes them more hesitant and careful on wakeup, it open up more options for you. Keep it simple at first, then you can go a little more creative.
Low short - throw or low short, wait, short short (super)
Crazy dash towards backwards (repeat) is fun and looks cool. Kens' dash is so fast, use it as much as you can possibly get away with.
Uh, yeah, bad fights for Ken? Sagat is bad but be patient. In a bad matchup, often if the guy w. the disadvatage is more patient, he wins anyways reagardless of 'advantage'. VEGA is rough. You need good reflexes to uppercut his jump on reaction, you have to be able to do that.
Against P/C groove, use a lot o alpha coutners, they can't quick getup from it.
Cancel lvl2 into roll, mp DP if u wanna setup a crossup, not HP DP...hi/low.crossup mixups xx super on wakeup with mk are the best way to win a match vs any character...If your gonna use ken, u really need to make sure your reaction is better than your opponent...try not to rely on patterns so much, just RC HCF lk all fucking day like Andry does and youre good
makmak!!!
04-10-2005, 07:53 PM
Ei how about against chun-li and sagat, I'm having a hard time with that bitch!
epsilon_
04-10-2005, 08:07 PM
dash on chun. your dash is airborne, if she decides to cancel into super it will whiff.
makmak!!!
04-10-2005, 09:12 PM
I've been doin that after I read the earlier posts, but my enemy doesn't pull out a super if it's not started as a combo. I use a r2 ryu, ken, sagat(which I'm forced to use because ken and ryu are more toned down here than in cvs1)
Chupacabra
04-15-2005, 12:09 PM
Good question man. Remember Ken does 2 'reps' of Shoryukens on that level 2 super. Let the first rep happen, then cancel the _first hit_ of the second rep, as soon as possible, like it were a normal cancelled to a jab roll. Cancelling instantly rather than a slight delay, gives you the most stun time and sets up your followup perfectly.
what exactly is a jab roll and how do i do it? thanks sir.
makmak!!!
04-16-2005, 07:54 PM
Cancel the lvl2 shoryureppa with his command roll qcb+p
Mickey D'
05-15-2005, 11:58 AM
Good stuff kcxj. People should also (in my opinion) place wake up close s.hk into their game plan. You need to mix it up with the spectacular j.mk. There's tons of stuff you can do after a meaty s.hk. But all I gotta say is put it into your game plan cuz it's pretty usefull for people who are trying to wakeup dp you all day.
Otherwise good shit kang
Nick T.
11-13-2005, 10:35 AM
Ken vs. Blanka Ball:
I was messing around in training mode yesterday and I beat the Blocked Ball with regular st. RH. Problem is that it seems to happen at the most random times.
I tried to figure out if it was only under certain conditions, it seemed to happen the most after I dashed back then blocked.
I would like to use st. RH because it does 1015 more damage than forward+RH(If st.RH is possible to get consistent)
Any ideas?
TheStreetman
01-05-2006, 09:52 AM
Nick T what groove do u use? I find myself punishing Blanka after blocking with a FP dp and then crossing up with a j.FK. I use A groove so I normally go into a CC after that point!!
caliagent#3
01-06-2006, 08:42 AM
Nick T what groove do u use? I find myself punishing Blanka after blocking with a FP dp and then crossing up with a j.FK. I use A groove so I normally go into a CC after that point!!
:confused: how is that possible!? Are you punishing a blocked HORIZONTAL blanka ball, or the VERTICAL one?
H_Hunter
01-21-2006, 10:33 PM
what's s.lk ?
Can you guys use more meaningful terms for begginers?
Zerox12
02-22-2006, 03:49 PM
Does anybody have any reliable strategies for fighting Eagle or similar rushdown characters? Every time I fight him with Ken (which never happens on purpose), I get completely owned, with me occasionally pulling out a narrow victory, which is pretty sad for an r2 Ken. Also just for confirmation, the funky kick refers to the move that is done by a reverse dragon punch motion kick right?
Lionx
02-23-2006, 02:28 AM
Funky Kick to my knowledge is hcf+k
Oo 3s masta oO
03-02-2006, 06:42 AM
its hard to get good help these days -_-
TheStreetman
03-05-2006, 05:45 PM
Does anybody have any reliable strategies for fighting Eagle or similar rushdown characters? Every time I fight him with Ken (which never happens on purpose), I get completely owned, with me occasionally pulling out a narrow victory, which is pretty sad for an r2 Ken. Also just for confirmation, the funky kick refers to the move that is done by a reverse dragon punch motion kick right?
yeah thats the correct move and motion. its good for overhead attack set ups.
TheStreetman
03-05-2006, 06:01 PM
oh and hunter.... s.lk means standing light kick. you have 6 attack buttons 3 punches and 3 kicks.. l is light m is medium and h is hard. if you know the original terms then l is the jab and short buttons, m is the strong and forward buttons and h is the fierce and roundhouse buttons. Zerox you need to learn your basic attack speeds and range and find your safest attacks. I am not tryin to be mean or harsh and i love eagle's fighting style... but i use ken in a groove and in r 2 he is faster then eagle and eagle has a lot of frame disadvantage behind his moves. So I would say start with your own basic moves and find a groove that compliments your playing style, like N groove or A groove.
Zerox12
03-07-2006, 07:54 PM
You're not being harsh, just realistic. I'm just recently coming off a two year break from fighters and am just now starting to learn to play on a stick so I'm rather rusty. That and I'm just now trying to seriously learn CvsS2 since Alpha 2 had been my game for years.
It's good to know though that once I get used to Ken in CvsS2 and learn the ranges and priorities that I won't have much of a problem with Eagle any more. I'll take into consideration looking more into other grooves that better suit my play style but I'm pretty sure it's going to end up as either C or K, especially since I'm so used to the SF Alpha system. Thanks for the help.
TheStreetman
03-07-2006, 10:12 PM
no prob at all
it takes practice thats all and u might wanna give a groove a shot since its the custom combo system
Gwai Lo ½
08-03-2006, 03:50 PM
Funky kick is hcf+lk...
Hunter_h : if you dont know terms check out the general forums and look for the noob guides
Igotthacoy
02-15-2007, 07:12 AM
A-Ken is the best discuss!
Igotthacoy
02-19-2007, 02:36 AM
Funky kick is hcf+lk...
Hunter_h : if you dont know terms check out the general forums and look for the noob guides
i hope you know theres more than one funky kick
epsilon_
02-19-2007, 09:46 AM
of course he does, but in context (as in the rc) the lk one is the safest, and most useful.
kid_krush
03-17-2007, 11:36 AM
whats best groove . is he better as an anchor or clean up
FSgamer
03-17-2007, 02:49 PM
whats best groove . is he better as an anchor or clean up
Best grooves: C & N
Position in team: either battery or user, depending on who else you have in your team.
epsilon_
03-17-2007, 06:23 PM
k ken also, and not just because of combofiend (even though he had alot to do with it)
a ken is also solid. hell, even p ken is ok.
ken is good in almost every groove. c/n/k/a are his best though.
caliagent#3
04-19-2007, 08:21 AM
something random i found 2 days ago, shoto far s.strong and far s.forward beats cammy far s.roundhouse.
whats best groove . is he better as an anchor or clean up
1. C
2. A
3. N & K
C gives you the lvl 2 cancel with silly damage and mix up potential. This is most likely your groove of choice if you're a beginner ken player. A-groove is second only if you can do his AA CC, it's free damage if someone jumps. N and K are tied, mostly because of meter issues.
goodm0urning
04-25-2007, 11:07 PM
I am having some trouble with Raiden. Can anyone give me some tips so I can use my C-Ken to curb stomp this fat son of a bitch?
King Of Bums
05-31-2007, 01:54 PM
On Ken....
Ken is a fustrating character to use, because the majority of his game revolves around RC funky kick whoring. Seriously, there is NOTHING (and I mean NOTHING!!!) that Ken possesses that can't be easily countered besides RC funky kick.
St. Rh....rollable, jumpable, JD-punishable and really doesn't even have that much range contrary to popular belief.
Fwd + RH...a little better than st. rh but suffers from the same weaknesses, just to a lesser extent.
Fireball....when used like a poke (i.e. Sagat st.fwd), it's pretty decent, but unfortunately, this game is dominated by grooves with roll, making it VERY VERY VERY risky to use. It's still a pretty decent poke against non-roll grooves---makes it a little harder to punish, but be weary of small jumps.
RDP + Kick....the good thing about this move is that no one ever counters it. The bad thing about this move is that it is EXTREMELY punishable if they get tired of being stupid and decide to do something about it. You can roll, super, CC right through this move and fuck Mr. Masters up hardcore.
s.short....I don't think many people realize, but Ken's s.short has the EXACT same range as his c.fwd and c.roundhouse. It looks like it has shorter range, but it doesn't. Standing short is good in the sense that it can stuff a lot of moves (i.e. slide attacks) and that it's bufferable into short Funky kick. But this move will trade sometimes....NOT in Ken's favor (it's a short :sad: ), so it has to used carefully. Still one of his best moves. *shrugs*
So as you can see, most of Ken's best tools are HIGHLY punishable....that's where RC Funky Kick comes into play.
RCFK is NOT highly punishable. Let me break down some common in-game scenarios and how RCFK deals with ALL of them.
1. You RCFK, your opponent sticks out a poke, they get kicked in the grill. Basic.
2. You RCFK, your opponent jumps over it, Ken recovers in time to block or DP.
3. You RCFK, your opponent jumps too late, they get kicked to the floor.
4. You RCFK, your opponent rolls, Ken recovers in time, throw or short, short, super. (Works against most characters, but characters with quick rolls like Iori can punish it).
5. You RCFK, your opponent crosses you up, Ken recovers in time, Reverse Dragon Punch. Hell, sometimes you can do a regular DP, and he'll turn around automatically. :clap:
6. You whiff RCFK (very common to see Ken doing this), your opponent attempts to punish your recovery with a poke (i.e Sagat st. fierce), Ken recovers in time. This is why it's good to whiff RCFK----you won't see many (if ANY) people punishing a whiffed RCFK.
The bottom line is, without RCFK, Ken requires a tremendous amt of work.
With RCFK, Ken becomes a beast. Your opponents face will be like :xeye: and yours will be like :badboy: . haha
Im kinda new to using ken, so this maybe a newbish question, but here goes nothing. How do you do the roll canceled funky kick (as you have called it.) I see it used all the time, and i can do the other two (rc the hcf+mk and hcf+hk) but what is the secret to doing it with short? I'm guessing its doing the roll at about down or down forward, then finish it off with negative input. Is it that simple and i just need more practice, or do you know something I'm missing?
King Of Bums
05-31-2007, 02:01 PM
Does anybody have any reliable strategies for fighting Eagle or similar rushdown characters? Every time I fight him with Ken (which never happens on purpose), I get completely owned, with me occasionally pulling out a narrow victory, which is pretty sad for an r2 Ken. Also just for confirmation, the funky kick refers to the move that is done by a reverse dragon punch motion kick right?
i think funky kick refers to hcf+lk, not rdp+ k
Im kinda new to using ken, so this maybe a newbish question, but here goes nothing. How do you do the roll canceled funky kick (as you have called it.) I see it used all the time, and i can do the other two (rc the hcf+mk and hcf+hk) but what is the secret to doing it with short? I'm guessing its doing the roll at about down or down forward, then finish it off with negative input. Is it that simple and i just need more practice, or do you know something I'm missing?
yeah just negative edge it and practice it a couple times.
King Of Bums
05-31-2007, 03:09 PM
yeah just negative edge it and practice it a couple times.
Ok, at least i was thinking right. But can you show the part where you normally put in the positive input, then the negative edge. I'm guessing away->between away and down -> down + Lp+lk (roll and positive input) -> between down and forward - > forward release of lp+lk (negative input).
Ok, at least i was thinking right. But can you show the part where you normally put in the positive input, then the negative edge. I'm guessing away->between away and down -> down + Lp+lk (roll and positive input) -> between down and forward - > forward release of lp+lk (negative input).
input order (the way i do it)
:l:, :db:, :d:, :df:.:lp:+:lk: (push and hold both), :r:.:lk: (hold lp and let go of lk)
FSgamer
05-31-2007, 04:14 PM
Im kinda new to using ken, so this maybe a newbish question, but here goes nothing. How do you do the roll canceled funky kick (as you have called it.) I see it used all the time, and i can do the other two (rc the hcf+mk and hcf+hk) but what is the secret to doing it with short? I'm guessing its doing the roll at about down or down forward, then finish it off with negative input. Is it that simple and i just need more practice, or do you know something I'm missing?
Ok, at least i was thinking right. But can you show the part where you normally put in the positive input, then the negative edge. I'm guessing away->between away and down -> down + Lp+lk (roll and positive input) -> between down and forward - > forward release of lp+lk (negative input).
It depends on how fast your inputs are:
b,db,d+[LP+LK],df,f [release LK]
or b,db,d,df+[LP+LK],f [release LK]
Try both, see which one works better for you.
If you get a Hadoken, you're probably releasing LP & LK at the same time, or you're releasing LP before LK.
If you get a plain roll, you're probably performing the inputs too slow.
King Of Bums
05-31-2007, 07:39 PM
I did it a couple times, so all i need is practice. And, even if i release both lp+lk, i dont do a rc'ed hadoken. But thank you all for your help. (I'm just going to stick with rock, sakura, and bison from now on :P)
the_judge
06-28-2007, 04:19 PM
*bump*
Negative Edge is proven the best way to RC Funky kick.
temjin747
10-13-2007, 10:49 PM
any tips for n-groove ken? I'm not that good, so some easier tips might be more useful.
thanks
FSgamer
10-14-2007, 07:06 AM
any tips for n-groove ken? I'm not that good, so some easier tips might be more useful.
thanks
-lj.HK
-lj.MK
-cross-up lj.MK
-running c.LP/LK
-run c.MK xx lvl 3 Kick Super
Hellion
12-02-2007, 04:01 PM
crossup lj.MK xx dp + LP
d.lk x 2 xx dp + LP superjump crossup MK, close s.HP xx dp + HP
RC Short version of Funky Kick
(I suck and don't have the time to practice that, its like 50% for me so I stick with MK version)
I'm having a hard time hit confirming Ken's c. mk into Shippu. The only way I've done it is to buffer the first qcb, then do another qcb + k, but the super comes out maybe 1 out of every 20 attempts...
Most of the time, I just end up getting c. mk into hurricane kick.
Suggestions?
Heh, I really need to get better at buffering in general... :sweat:
epsilon_
01-23-2008, 04:13 PM
lol, you don't hit confirm it, its not 3s.
if you need a low hit confirm use short short super.
lol, you don't hit confirm it, its not 3s.
if you need a low hit confirm use short short super.
:lol:
Well, I've seen Combofiend and some other Ken players hit confirm it, so I was just curious.
Though, I will work on your suggestion. Thx!
epsilon_
01-23-2008, 05:14 PM
pretty sure they arent truly hit confirming it.
hit confirming is setting the computer to random block, and only letting go super on hit.
in a match there are a bunch of things than can tell you whether or not the c.mk will hit.
Haha, I figured out how to hit confirm the c. mk into Shippu. It does involve the buffering method I mentioned, but the input just has to be hella quick and precise.
Though, the method you gave me also worked, but that's just a matter of my stick spinning skills, which is somethin I'm still workin on.
Illan_3rd
02-07-2008, 03:25 AM
wats kens best groove?
FSgamer
02-07-2008, 07:00 AM
wats kens best groove?
Most people would say C.
I'd say is a tie between C & N.
epsilon_
02-07-2008, 01:18 PM
wats kens best groove?
wtf is wrong with you, this shit is answered earlier ON THIS PAGE(if you have 20 responses per page).
seriously though, fucking read.
goodm0urning
02-07-2008, 03:54 PM
Most people would say C.
I'd say is a tie between C & N.What does N-Ken have that brings him up to the level of C-Ken?
epsilon_
02-07-2008, 04:34 PM
low jump & run are good with shotos.
FSgamer
02-07-2008, 05:56 PM
What does N-Ken have that brings him up to the level of C-Ken?
N-Ken has good offensive tools.
-low jump roundhouse
-(cross-up) low jump forward
-running low jabs (on counterhit it's a super easy link into low forward xx lvl 3 Kick Super)
-run > low forward xx lvl 3 kick Super to punish whiffs
-rolls & RCs
-power-up helps him guard crush faster, makes throw mix-ups more dangerous
Anri's boy toy
02-12-2008, 09:20 AM
:lol:
Well, I've seen Combofiend and some other Ken players hit confirm it, so I was just curious.
Though, I will work on your suggestion. Thx!
IMO the best time to use shippu, is if you're not using c-groove and vs a good chun. C.mk, out ranges her s.mp, so just negative edge the super to punish her. and if you really want you can link it off c.mp.
Illan_3rd
02-21-2008, 01:46 AM
wtf is wrong with you, this shit is answered earlier ON THIS PAGE(if you have 20 responses per page).
seriously though, fucking read.
UR FUCKEN STUPID SO STFU!!!! did u ever stop to think that maybe i dont wanna read through the whole fucking thread!! but then i wouldnt expect a RETARD like u to know!!
Hellion
02-21-2008, 03:12 PM
You can use the search option man.
goodm0urning
02-21-2008, 03:39 PM
UR FUCKEN STUPID SO STFU!!!! did u ever stop to think that maybe i dont wanna read through the whole fucking thread!! but then i wouldnt expect a RETARD like u to know!!1. Don't judge other people's intelligence when you type like a 14 year old girl. 2. Your witty retort is a few weeks too late. 3. He was right. Use the search function and everybody's day (including yours) will be a whole lot nicer.
I would also like to mention that I've been experimenting with K-groove Ken lately. I want to thank Buktooth profusely for his most excellent YouTube tutorial, which has been a big help in helping me find my feet.
No defence
02-27-2008, 12:21 PM
UR FUCKEN STUPID SO STFU!!!! did u ever stop to think that maybe i dont wanna read through the whole fucking thread!! but then i wouldnt expect a RETARD like u to know!!
I dont know how to use the search option...... / A ken is really sexy.
C ken is top tier
K ken has picked up on the west Coast cuz of combofiend.
N ken is old school but is good .
A ken is is randomly good because of easy CC .
P ken is weak
S ken is better than p ken. has really good doge attacks.
C groove is top....... then A/ N/K are really good grooves for Ken, (S...... P) are kinda of random for Ken. :wgrin:
pretty sure they arent truly hit confirming it.
hit confirming is setting the computer to random block, and only letting go super on hit.
in a match there are a bunch of things than can tell you whether or not the c.mk will hit.
i really hope you're joking...to think top ken players aren't hit confirming this is stupid...
cr.mk(hold)qcbx2..if it hits press lk if it doesn't do nothing hold down the mk so that you don't get a neg edge hurricane.
ken is pretty solid in all grooves but as previously stated if you're gonna play stick with c/n/k
No defence
05-01-2008, 09:59 AM
Ken can hit confirm c.lp, to shoryuken.
c.lp hit wait then shoryuken. seem good vs P groove you can fish for parries.
Jack/Steve
08-05-2008, 09:30 PM
I would also like to mention that I've been experimenting with K-groove Ken lately. I want to thank Buktooth profusely for his most excellent YouTube tutorial, which has been a big help in helping me find my feet.
This. Buktooh has the best tutorials for any characters I've ever seen. (K-ken / rock team holla).
Buktooth - if you ever read this: 1) thanks, 2)make a K groove Akuma tutorial and pm me =P
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