Crouching jab, close jab, crouching jab xx super!
( airborne opponent ) Air dive, Boot, standing strong xx EX air knee
( Against Ken that is one hit away from stun and crouching )close mk, strong flashchop xx any combo you want.
The last one is especially good if you are playing a Ken that gets a good second wind. What you do is you play a regular pressure game and wax arrogant with your walk then when you get close enough to do something, go for the low parry ( Ken will have been blocking low ) and hit the knee into combo. There aren’t too many of these situations, though. There’s maybe three plausible ones that leave your opponent at about half life before the stun set up.
I think the point is to create a more community ready approach to the game instead of some arbitrary “learning curve” that involves ultra tight super pink oh wait wrong thing, Ultra tight TIMINGS ( lol ) that require you to integrate with the hardware. Meaning you use hardware cues to pull off your shit instead of a self made timing to the game.
Maybe I’m just pissed about Ken’s last trial being that stupid ass 2 1/2 stock Q juggle. It shoulda been the kara uppercut. Too “Impractical” for common use but just good enough to help you in learning other parts of the game, like kara grabs, hit confirms and something else. I forget.