N Ken Thread

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Comments

  • Turn A TurnTurn A Turn Joined: Posts: 26
    "He's an old-school player that, according to Daigo, has the best footsie action in ST."

    http://curryallergy.blogspot.co.uk/2007/02/japanese-ssf2t-player-report-part-5.html
  • eltroubleeltrouble Joined: Posts: 5,708
    I really like his style of play, and his willingness to limit his special use at close range. His timing and spacing with that sweep is impeccable.
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    Mattsun is always in berserker mode with his fucking scary ken!. I prefer watching Mattsun over any other ST player.

    Nuff said.
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • Coth_XCoth_X G(x) = (3/(1-3x)) - 3 - 3x - 27x^2 Joined: Posts: 4,340
    I'm more curious if he's doing df hk or db hk.

    Sent from my SPH-D700 using Tapatalk 2
    "The purpose of proof is to understand, not to verify." - Arnold Ross
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  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    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.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    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.
    u r wrong, I always do fw, then df sweep then cancel into fb, just make sure to hold the roundhouse button down, if u release it u might get a crazy kick
    I have seen djf doin it all the time, but not sure if he holds the kick buttons down
    <blitzfu> cool, and bastard is a loser, screen shot that
    <Pasky> he's always trolling, he has a macro button that troll
    <Kyouya>LoL Bastard, best post evah! But you forgot the tiger uppercut!!
    Imagine a snail being able to play fgs, and being a noob in it, it would sure be a salty snail, oh the tragedy of a snail!
  • djfrijolesdjfrijoles First ST player to ever moon a live stream baby ! Joined: Posts: 2,054
    I go from walking to neutral then straight down. I don't like to hold the kicks cause I never felt comfertable doing that but thats just myn personal preference. For walking FB cancels without any pause whatsoever I use this too and go into a FB motion. If you go all the way to back for a sweep you you give up to much precision time in footsies.

    Walking FB cancels is really helpfull vs Rog and Guile but it's like there is a double barrier to get past. First you have to bypass the :f::df::d: crazy kick and then you have to find the timing to not get a DP instead of a FB. Takes a little practice in training mode but its not that hard to learn. Sooner or later you can do walking sweep into Fierce FB.

    Kinda got of point there but I like this subject with Ken cause not many people recognize and appreciate it in the match vids when it happenes right in fornt of thier eyes.
    <garyangel> ceks,cani,robbiers,yito all mexico players dont know where kyouya
    <garyangel> (((((((((((((((
    <djfrijoles> kyouya is with his gf gary
    <Random.Jab.DP.Spamer> his gf is gary ?
  • damdaidamdai www.damdai.com Joined: Posts: 1,079
    Do Kenneth sweep into kara cancel jab dp!
    supercade.damdai.com
    tonamento.damdai.com
    frame-advantage.com
  • ANaqviANaqvi Joined: Posts: 83
    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.
    shotosallday
    Outturtled
    Bach
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    snip.
    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.
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • djfrijolesdjfrijoles First ST player to ever moon a live stream baby ! Joined: Posts: 2,054
    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.



    see thats the thing though. What about canceling into FB ? you would have to go to :d: after the kick input which completes the funky kick motion. If you don't hold down the kick then I would think the chances of negative edging a funky kick when going for a zone reset increment alot.


    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.


    Yea it's just a matter of preference I guess. If it works for you then cool.
    <garyangel> ceks,cani,robbiers,yito all mexico players dont know where kyouya
    <garyangel> (((((((((((((((
    <djfrijoles> kyouya is with his gf gary
    <Random.Jab.DP.Spamer> his gf is gary ?
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    yeah is like a natural reflex ^_^
    "You hit coins at the same time as punch, just like philcito does". Bookah
    " I don't snore and I shower daily". Rekkaken

    The Crew - www.nohonorcrew.com/
  • SotoSoto The un-safe jump master. ~FrankieSnow~ Joined: Posts: 244
    i use d old down back to roundhouse + fb
  • psychostasiapsychostasia precision machinery Joined: Posts: 32
    edited October 2013
    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
    Post edited by psychostasia on
    Thanks papasi.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    edited October 2013
    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
    Definitely worth the time: it beats almost every move in the game. I believe Ryu only eats 4 hits with his Jab SRK, but as Ken's super does more damage, it deal as much as Ryu's full super. Ryu's head is vulnerable, and this makes the first hit whiff.

    I feel Dee Jay's hurtbox is too small and this really hurts Ken's game. Hard to DP, hard to sweep, etc. I also feel I am always at risk trading projectiles, since his recovery is shorter and I am guaranteed to be forced to throw a bunch of them which could all be punished either by a preemptive normal or a jump-in. And the bastard is so hard to cross-up I don't even bother with the forward kick one. It seems the plan is to knee-bash his ass or die trying.

    I suck as Ken, though...
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    edited October 2013
    I find that safejumping Deejay really helps Ken with this matchup, it's much better and more effective than crossups, followed by throw / SRK / sweep mixups. And if you've got O.Ken, you can install an invincible SRK to beat the Jackknife or MGU. It's tough to get the timing down, but I'm pretty confident about it now, and it totally throws the DJ player off his game.

    ST Wiki says DJ's RH Jackknife hits on the 5th frame but I thought it was the same as Chun Li's RH Tenshou, which hits on the 3rd frame. If that's right then that would explain why I find it easier to safejump DJ than Chun Li, so maybe the Wiki is right.
  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    Huh, i'm with the dj's wiki page open right now and here it says his Rh upkick (fastest one) has a 4 frame startup.
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    edited October 2013
    smart deejays also use machine gun upper, just to mess around with ur safe jumps, which ends up trading A LOT, knockin u down n then deejay going for a cross up combo for the win
    <blitzfu> cool, and bastard is a loser, screen shot that
    <Pasky> he's always trolling, he has a macro button that troll
    <Kyouya>LoL Bastard, best post evah! But you forgot the tiger uppercut!!
    Imagine a snail being able to play fgs, and being a noob in it, it would sure be a salty snail, oh the tragedy of a snail!
  • eltroubleeltrouble Joined: Posts: 5,708
    I honestly feel like it's safer, and much more reliable, simply going for meaty pressure instead of safe jumps against Deejay. A well-spaced cr.strong or fireball seems to be the better option, but then again, I'm a pretty safe player in general.
  • moegreenmoegreen Joined: Posts: 11
    Anyone have advice on executing ken's overhead cross-under? The positioning, timing and circumstances are not easy to discern.
  • moegreenmoegreen Joined: Posts: 11
    Seems to work for the HCF funky kick also.
  • eltroubleeltrouble Joined: Posts: 5,708
    You mean the pass through? Just timing and experience. It's most commonly done after a sweep x LK tatsu or uppercut. Afaik, it's only possible with HCF kick version since it moves his body forward.
  • moegreenmoegreen Joined: Posts: 11
    Here's a good example of the HCF version by djfrijoles, round one only. I actually think that might be my Ken off fightcade (the crap white one):



    That one looks straightforward, timing obviously has to be very tight but positioning is clear. The overhead version is a lot more nebulous because of the slow start up
    and the positioning seems odd.

  • iWinWeDateiWinWeDate Whiff punish everything. Joined: Posts: 298
    God-like Ken player here- 35:52, 37:05, 44:40, 46:05, 58:18 and 59:20



  • moegreenmoegreen Joined: Posts: 11
    Can anyone clarify the timing and approach/landing sides to counter a crossup on wakeup with autocorrect dp. E.g. ryu's HK crossup?
  • eltroubleeltrouble Joined: Posts: 5,708
    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?

    Depends entirely on how early or they attempt the crossup as well as spacing. The different inputs are based primarily on WHEN they actually switch sides on you, which affect the input you would use. This applies to a variety of xups, including Claw's wall dive, although his is MUCH more ambiguous and requires a bit more guesswork.

    There's generally 3 methods that are proven to work. For all intents and purposes, I usually go for the 2nd one, as it seems to be successful for me.

    1) Regular DP input the "standard" way. Works if they do a REALLY late xup. This is taking advantage of the SLIGHT input leniency on uppercuts holding for an extra frame or two once they crossup even if you've already done the motion. Seems to work less consistently for me due to the variable input windows on uppercuts.

    2) Half circle back + P. I have no idea how this works and why it simply doesn't give me a fireball, but it works fairly often. It's even better if you negative edge the punch input which lets you block the xup direction for truly ambiguous xup setups (e.g. Deejay, Cammy, good Dictators)

    3) Regular DP to downback + P. Requires fast hands, but basically attempts to input a traditional DP input in BOTH directions. Great if you start your input as they're directly above you.
  • moegreenmoegreen Joined: Posts: 11
    Thanks. Will enjoy trying them out.
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