They way Kenzilla said is plain wrong. A standard dragon punch motion is forward, down, downforward. Appending another forward with a HK will cause Ken to do his axe kick, which causes him to lean backward. Karacancelling that kick means Ken will warp backward instead of forward, which will make it perform even worse then without kara. :arazz:
Alright, first thing you should know is which characters you can kara, which ones you have to and where you have too. Urien is flexible for practice, cool background music, don’t need kara in corner, but does need kara in midscreen… Anyways… set up your kara srk with a conventional method(s.MP/c.MK X LPSRK). Then you no longer need to look at your opponent, since he’ll fall down no matter what. So this is where you watch your own character land, and as soon as he does, his sweep needs to be comming out. 1 or 2 frames after that his srk needs to come out. So what you do is queue up the srk, the strictest motion possible, don’t do crap like f,qcf, just f,d,df.
As soon as you’re done Ken should be landing, now here’s the fun part that will kill your fingers eventually: You’ll have to press buttons in such a way that 1-2 frame window exists and works properly for the karasrk to hit. This I do with holding my fingers in a way where if I slam em down on my stick, the HK always comes before the LP. And I have ALL my other fingers raised(the painfull part) to prevent them from hitting anything they shouldn’t.
This should help you:wink: