Golden Gunman: to answer your question, don’t hold FK for more than 2 frames (the cpu negative edges it so it thinks you input a kick again).
Ken’s “funky” Kicks:
-
HCF + K Roundhouse, great anti-air, high priority, creates distance btwn opp.
-
F-DF-D + K Outside Crescent (actual name), good combo finisher
-
QCF + K Inside Crescent, same properties as #2
Note: if you hold the kick button for too long the kick (1,2, or 3) will “cancel” into ax kick motion. This is useful if you are using anti-air with #1 and mis-time; you can hold it and gain a couple extra frames.
As of now the Air Hurricane (AH) trajectory chart hasn’t been translated so I’m going to attempt to explain how the A.H. system works. The system is based off the height of your jump when you execute the AH.
-
AH b/f or after peak of your jump in either diagonal direction. Mathematically the engine tells the cpu to use the tangent of the parabola at the time you execute AH (tangent of a parabola is a straight line) and then “carries” the parabolic curve in the tangents slope.*
-
AH right at moment of leaving ground in diagonal direction. This is the “Juice kick” it requires very fast input of AH in the first few frames of the jump (this requires practice to be able to pull off 100% of the time).
-
AH striaght up (cpu still treats this as a parabola) if you input @ peak it will revert to part 1. If you input immediately after leaving ground it will juice kick in short distance. If you input in middle of jump it will shoot you up high.
AH connects up to 3 times on large/tall opp. and 2 others.
AH can be used in combos.
AH can be used at anytime after a air normal has connected (any normal it doesn’t matter).
AH can be used as a cross up.
Jump straight up RK (right after leaving ground) into AH. This setup allows you to get a 2 hit combo and brings you back down quickly while still spinning. Pretty good trick for mix-up game.
- note: this is the best way I can explain how the jumps work, it requires mathematical knowledge that can be found on wiki (look for derivative). If anyone sees something wrong or that could be added let me know.
N. Ken is a fast, flashy, offensive character. Being mainly offensive you have a lot of options as to mix ups, combos, set ups, and traps. Being able to lock down your opp. making them constantly guess is vital to your success. Juice kicks are a must if you’re going to use ken (imo it’s almost as useful as a teleport due to the speed). Being patient is the key to ken’s speed, this allows you to react quickly to an opponents attack. Being able to perform all combos on command is very important to ken’s game (messing up a combo can lead to death very quickly so use them wisely).
Know your opp. i.e. if you’re playing against other shoto-like characters use AH sparingly (I’d say never attempt anything except juice kicks unless you’re trying to escape then use a “reverse” juice kick), use c.FK, and c.short in diff. combinations with the crescent kicks. Use RH(special) when they attempt jump ins (you must be quick, use immediately after they leave the ground). If a character throws a hadouken and your close use a crescent kick and hold (this will cause you to be “behind” the fireball) if timed right you’ll hit them with the ax kick. Use Ken’s s.RK (has great range) to advance and cause a considerable amount of damage. Ken’s F DP is the best for damage but if missed leaves you wide open. Use fireball’s to get the opp. to jump in; here you can either DP, juice kick or wait and as they land use RK. Use Jab DP on wake up. Be very careful when deciding to jump in on shotos (use the juice kick to jump in).
Note: for O.sagat juice kicks are your best friend, watch for tiger knees on opp. wake up.
If you’re playing against throw characters (gief t.hawk) keep them grounded with a mix up of hadoukens. For gief stick with kara canceling jab into hadouken (this enables faster recovery) in case he uses his banashing punch. You can also use c.FK, and s.RH to keep them at bay. Watch very carefully for tick throws on wake up (there’s no gaurantee they’ll do one and if you use a DP reversal they’ll punish you severly) in general they probably won’t use one on a shoto character. Not letting them within close range is vital to winning the match. Use a RK Hurricane kick to help create distance and counter opp. s.normals. If they get to close use a AH to get away safely (if in corner use jumping short or foward as anti-air then DP as you land then poke with c.FK if needed; c.RK can also be used). T.Hawk has a DP move himself so be conscience about it “the hawk” is suppceptable to most anti-air attacks except juice kicks.
I’ll add charge characters later.
Combos:
Cross up FK, s.FP, DP+FP, ‘4 hits’ Instant Dizzy!!! Must be VERY meaty FK!
Jump in F, AH, c.RK 3 hits
Jump up RK, AH, c.Rk 3 hits
Jump in RK, s.FP, super
Jump in F, AH, c.Short, inside crescent RK 5 hits
Cross up FK, c.MP, Super 7 hits
Jump in F, Ah, c. short, Super 8 hits
Cross up AH, c.FK, Super 8 Hits
Juice Kick, c.Jab/short, super 7~8 hits
Cross up AH, c.MK, inside crescent RK 5 hits
Jump in F, s.F, F DP 4~5 hits (sometimes connects all sometimes not)
Jump in FP, s.FP, super 7 hits
c.Jab *2, st. Jab, super 8 hits
c.short *3, super 8 hits
Juice kick, st.FP, F DP 5~6 hits
c.jab *2, s.jab, DP+JP, 4 hits