I’m having the hardest time using some of his counter game effectively. For the most part, im usually fighting a dudley or chun and it seems like they counter way better than ken. The only real time I actually land c.mp on counter is if I notice a zone\rush pattern. Im pretty solid at baiting normals and punishing with c.mk super but my homies are catching on and they’re starting to parry punish those now. Its getting to the point where throwing out my c.mk is getting risky. That pretty much means that I used that shit way to much. I’m amazed that they’re even attempting this because its risky as fuck. I tried switching up my timing on it but its just so slow. Ill time it slower and theyll counter me with something big. I guess that startegy renders the c.mk useless in that scenario. They stay close enough sometimes for c.mk to be useless and short short is too far. They’re in the perfect range for the c.mp though and I can never seem to get it. Whenever I lose my zoning abilities I seem to fall apart. I tried blocking and getting away from the + frame rush down but that will only work midscreen and if you block that long its only a matter of time before youll get mixed up or thrown.
I’ve been trying to work in his c.mp counter for a while and everytime I go for it I get countered. I’ve tried c.jab\c.short for + frames on block then c.mp for counter. I know those moves dont give you alot of + frames but it should be enough for c.mp to win right? will it counter lows? I used to use c.mp for + frames on block and another for counter but theyre not following for that one anymore.
Probably some counter pointers or a few counter setups could help me out. When should I really use my c.mp for counter? How good is the priority on it? is there a point during the move where the priority is better? Whenever I try it I feel like I’m fishing for it.
I like to use my c.mk against those characters because It can win against most of their zone. My homies figured it out so I gotta add this to it now.