some of the stuff is outdated
the ken cross up thing is semi useful right now but you have to know when it crosses up
marvel has a really weird special move property where a special move doesn't "cross up" until the opponent's character's sprite turns around
Ken works good with sent-A because he's slow enough to let the commmand cross up (qcb+ punch) work like it should
i can post it up later but some of the stuff probably isn't all that useful.
Just remind me via PM if you can i'll try to do it tommorow.
ONE of these days I'll get back to this thread properly. Until then, I'll answer Higher-Jin.
Usually, mashing (which SHOULD be called 'wiggling') is less in the buttons and more in the stick. This would be useful if everyone were southpaws, but since most people are right handed, they put more emphasis on the buttons.
When it comes to wiggling, "make the wood clack" is what I usually say (meaning: wiggle it fast and hard enough to knock the wood around the joystick). That's step one.
Step two is learning to respect a stick's neutral position. People that play P-groove or 3S know what I'm talking about here. You can't parry instantly by going from block to forward. Well, you can... but it requires a smooth motion from back-to-neutral-to-forward. An easier way is to operate in neutral. Most people operate their defense from the back or down-back position.
All in all, if you want to become a parry fiend (or are preparing to parry), then stay keen and watch for what's coming. Operate your defense from neutral to get them off steadily.
WHAT'S ALL THIS GOT TO DO WITH MARVEL, JOE??
Step two is: instead of making the wood clack (don't try to skip step one... make the wood clack first!), respect neutral and wiggle that way. The CPU will respond to the movements quicker if you wiggle with it in mind. In other words, step two is to NOT make the wood clack.
Now the BUTTONS are a different story. I have a theory about the buttons that works whenever I care to test it, but I rarely do. The only useful and systematic way to accelerate mashing with the buttons is a 'lil thing I call "rotation."
Take the four buttons your point attacks with. Start at LP and rotate clockwise (from LP to HP to HK to LK back to LP again). This can be done with your index (LP) to middle (HP) to ring (HK) to thumb (LK). One you're in that position, you can actually rotate clockwise or counter-clockwise. But it's what works best, depending on how fast you get rotations.
OF COURSE you can learn to "palm" the method and OF COURSE you can TRY to skip a button to increase rotation speed... all I'm trying to point out is that perhaps Capcom intended for its CPU to process the phenomena (which is actually our theory) of "random mashing" this way. I've always been about precision when it comes to fighting games... this is the most precise I've gotten when it comes down to it.
Don't take all this to the bank and expect me to be #1 MASHA!! It takes energy. Like I said before: sometimes I can do it well (damn well) and sometimes I can't. So
Anyway, hope that helped.
Ill E wrote:
that was a good ken thread higher-jin.
and one more thing. i noticed that if you are on the ground and do a fierce shoryuken, you can cancel the first hit into shinryuken. its kinda hard to do. but i was thinking ,you know how psylocke can do her uppercutXXbutterfly to DHC out safely, and cyke can do gene spliceXXmega optic blast to DHC out? maybe ken can do that to safely dhc out while also doing damage(remember, the SRK and the supers are invincible), so for example he could do fierce SRK XXshoryureppa (or shinryuken) DHC right away to hail storm and it will connect. if you cancel into the shoryureppa, the super wont connect by itself, but they will still be in hit stun from the first hit of the SRK, so hail storm will combo
another you can do if you have 2 meters, is, if they are jumping with attack, counter into ken (if he's on Anti air assist), cancel first hit of fierce SRK into shinryuken, and it will connect.
Hey I didn't know that. I dun think most Ken players know that too. Kudos to you for posting that!!!.
But if you also realise, u need a safe tag because of hailstorm, the counter thing works as well, since Shinryuken goes through it totally.
Lol, counter hailstorm. But that takes 3 meters. Harsh.
I'd rather counter shoryureppa. Since the fierce shoryuken is invulnerable, you have sort of like 2 invlun hits for shoryureppa. The usual shoryureppa is only invuln first hit.
I got this question regarding Ken's qcb + p. How safe is it? It works for crossing-up now and then after a blockstring. But you can be caught by Psylocke, etc.
But there's this tricky thing about Shoryuureppa which I can say has saved me randomly a couple of times. Ken comes down BEHIND the opponent after a whiffed Shoryuureppa. Not in front.
So yeah, opponent whiffs s.hk, etc. and I get a free launch into air combo.
I'm using Ken/Storm/Sent(y) or Ken/Storm/Colossus(dash) now. Used to play Ken/Storm/Doom. But Sent is too good with this team.
when you knock out someone and a another person is coming in dash under them and then put in the command roll command if you keep getting hadoukens you may have to input the command backwards so it will work so try it in training mode first.
What will happen is that you will cross up your opponent twice and you can mix up between crossing them up once or twice along with a assist makes it a little tricky to block.
Sent drones are too slow it's better to use rocket punch assist even then there is some vulnerability when using the roll and it is suceptible to push block.
If you are dead set on using ken try to make a strategy that centers on landing a hurricane kick combo (lands all four hits of the hurricane kick in a air combo) and if you can't do that consistently then you should know these comboes:
c. lk, c. mk xxx shoryu max range
c. lk, standing hp xx hp hadouken xxx shoryu max damage
c. lk, c. mk, hp hadouken xxx shoryu
He has good priority on his j. hp and you can sometimes do jump up foward hp xxx hurricane kick.
His up+hk has alot of hit stun and crosses up but it's kinda hard to use try to aim it at the top of their head. Another thing to note that since it has alot of hit stun if you connect with it you can dash in and do a light attack into launch which is something that is usually harder to do.
Also make sure you learn about ken's invincibility.
Ken sent isn't really a good duo IMO if you use the rocket punch + roll cross up keep this in mind:
if you do it up close, hp roll will cross up and lp roll will NOT which leads to mix up games.
Ken has some real problems having a mix up game so maybe you can try rogue V so you can land some of your comboes.
Some other tips are:
- Free Shippu attempts when used with doom b
- Free shoryureppa when THC with sabretooth b (although not cable safe)
- Free uppercut attempts when used with sent g
i wouldn't suggest ken if you are a beginner
he also has two infintes but they are hard to land and one is only done in the corner and I personally can't really do the mid screen one
besides akuma and wolverine
Higher-Jin, post: 592813 wrote:
Daigo Jr, post: 592834 wrote:
u no, mvc2 is all about combos, this ain't sf3 where combos, karas, and links come on by. u need combos in this game have u ever seen ken connect a hadouken with a jinrai?? NO
in this game even mega-man has better combos, sakura tops mega-man too, akuma is pretty good but i'd rather stick with one big air-fire ball instead of something like 32 super-duper-weak ones
i think they mada shotos real weak in this game too so at least i'm at u guys side too
Cardo P, post: 592840 wrote:
Man Ken's corner infinite is all the way real, I say go for it whenever u get the chance once perfected its too easy then end with super hella damage & like Rogueish said u can infinite on almost all charaters. Mash that "Kenfinite" shit!!!