N Ken Thread

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  • moegreenmoegreen Joined: Posts: 11
    Seems to work for the HCF funky kick also.
  • eltroubleeltrouble Joined: Posts: 5,722
    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: 303
    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: 5,722
    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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