DNGR S PAPERCUT, post: 7753580, member: 25510 wrote:
you can't df hk walking forward, it will crazy kick. when you walk to the spacing you want, you have to go all the way to the back position, then go db hk to avoid crazy kicks. It's harder then it looks. If you ever see a new ken player consistently be able to play footsies and cancel cr hk into fireball, you know that guys execution is legit.
djfrijoles, post: 7754899, member: 6572 wrote:
ANaqvi, post: 7755522, member: 4597 wrote:
For me I noticed going from forward to down forward kick allows me to sweep. If i go all the way to down then the crazy kick comes out. This makes sense too. The input for that weird crescent kick (the move that comes out when you mess up a sweep) is (→↘↓ + K).
If you just do →↘ fkick the sweep will come out not the crescent kick because you didn't input the commant for the crescent kick.
philcito, post: 7755574, member: 13681 wrote:
I just hold down the roundhouse for walking sweep, or even crouching roundhouse into fireball or even dp, i feel very, very confortable just holding down roundhouse.
psychostasia wrote: »
might be worthwhile to get down the timing of using a built-in super off a safe jump. it starts so fast that i've had it catch certain reversal specials (like honda's headbutt or ryu's dp) on the ground so that they eat the entire super. of course focusing on such a thing is the reason why i lack a lot of really basic ken/shoto stuff but hey. it's fun to do
anybody love playing against dee jay as ken? it's such an interesting match that can't just be boiled down to a matchup number. i think dee jay really has a nice answer to the jab dp that pisses everybody off at times. but then again he still has to deal with usual shoto pressure and it doesn't take too much to lock him down fireball wise
moegreen wrote: »
Can anyone clarify the timing and approach/landing sides to counter a crossup on wakeup with autocorrect dp. E.g. ryu's HK crossup?