N Ken Thread


#302

“He’s an old-school player that, according to Daigo, has the best footsie action in ST.”


#303

I really like his style of play, and his willingness to limit his special use at close range. His timing and spacing with that sweep is impeccable.


#304

Mattsun is always in berserker mode with his fucking scary ken!. I prefer watching Mattsun over any other ST player.

Nuff said.


#305

I’m more curious if he’s doing df hk or db hk.

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#306

you can’t df hk walking forward, it will crazy kick. when you walk to the spacing you want, you have to go all the way to the back position, then go db hk to avoid crazy kicks. It’s harder then it looks. If you ever see a new ken player consistently be able to play footsies and cancel cr hk into fireball, you know that guys execution is legit.


#307

u r wrong, I always do fw, then df sweep then cancel into fb, just make sure to hold the roundhouse button down, if u release it u might get a crazy kick
I have seen djf doin it all the time, but not sure if he holds the kick buttons down


#308

I go from walking to neutral then straight down. I don’t like to hold the kicks cause I never felt comfertable doing that but thats just myn personal preference. For walking FB cancels without any pause whatsoever I use this too and go into a FB motion. If you go all the way to back for a sweep you you give up to much precision time in footsies.

Walking FB cancels is really helpfull vs Rog and Guile but it’s like there is a double barrier to get past. First you have to bypass the :f::df::d: crazy kick and then you have to find the timing to not get a DP instead of a FB. Takes a little practice in training mode but its not that hard to learn. Sooner or later you can do walking sweep into Fierce FB.

Kinda got of point there but I like this subject with Ken cause not many people recognize and appreciate it in the match vids when it happenes right in fornt of thier eyes.


#309

Do Kenneth sweep into kara cancel jab dp!


#310

For me I noticed going from forward to down forward kick allows me to sweep. If i go all the way to down then the crazy kick comes out. This makes sense too. The input for that weird crescent kick (the move that comes out when you mess up a sweep) is (→↘↓ + K).
If you just do →↘ fkick the sweep will come out not the crescent kick because you didn’t input the commant for the crescent kick.


#311

I just hold down the roundhouse for walking sweep, or even crouching roundhouse into fireball or even dp, i feel very, very confortable just holding down roundhouse.


#312

see thats the thing though. What about canceling into FB ? you would have to go to :d: after the kick input which completes the funky kick motion. If you don’t hold down the kick then I would think the chances of negative edging a funky kick when going for a zone reset increment alot.

Yea it’s just a matter of preference I guess. If it works for you then cool.


#313

yeah is like a natural reflex :slight_smile:


#314

i use d old down back to roundhouse + fb


#315

might be worthwhile to get down the timing of using a built-in super off a safe jump. it starts so fast that i’ve had it catch certain reversal specials (like honda’s headbutt or ryu’s dp) on the ground so that they eat the entire super. of course focusing on such a thing is the reason why i lack a lot of really basic ken/shoto stuff but hey. it’s fun to do

anybody love playing against dee jay as ken? it’s such an interesting match that can’t just be boiled down to a matchup number. i think dee jay really has a nice answer to the jab dp that pisses everybody off at times. but then again he still has to deal with usual shoto pressure and it doesn’t take too much to lock him down fireball wise


#316

Definitely worth the time: it beats almost every move in the game. I believe Ryu only eats 4 hits with his Jab SRK, but as Ken’s super does more damage, it deal as much as Ryu’s full super. Ryu’s head is vulnerable, and this makes the first hit whiff.

I feel Dee Jay’s hurtbox is too small and this really hurts Ken’s game. Hard to DP, hard to sweep, etc. I also feel I am always at risk trading projectiles, since his recovery is shorter and I am guaranteed to be forced to throw a bunch of them which could all be punished either by a preemptive normal or a jump-in. And the bastard is so hard to cross-up I don’t even bother with the forward kick one. It seems the plan is to knee-bash his ass or die trying.

I suck as Ken, though…


#317

I find that safejumping Deejay really helps Ken with this matchup, it’s much better and more effective than crossups, followed by throw / SRK / sweep mixups. And if you’ve got O.Ken, you can install an invincible SRK to beat the Jackknife or MGU. It’s tough to get the timing down, but I’m pretty confident about it now, and it totally throws the DJ player off his game.

ST Wiki says DJ’s RH Jackknife hits on the 5th frame but I thought it was the same as Chun Li’s RH Tenshou, which hits on the 3rd frame. If that’s right then that would explain why I find it easier to safejump DJ than Chun Li, so maybe the Wiki is right.


#318

Huh, i’m with the dj’s wiki page open right now and here it says his Rh upkick (fastest one) has a 4 frame startup.


#319

smart deejays also use machine gun upper, just to mess around with ur safe jumps, which ends up trading A LOT, knockin u down n then deejay going for a cross up combo for the win


#320

I honestly feel like it’s safer, and much more reliable, simply going for meaty pressure instead of safe jumps against Deejay. A well-spaced cr.strong or fireball seems to be the better option, but then again, I’m a pretty safe player in general.


#321

Anyone have advice on executing ken’s overhead cross-under? The positioning, timing and circumstances are not easy to discern.