So I took it upon myself the other day to practice maximising Ken’s damage output when I’m landing combos.
I was already experimenting with plinking to help me land Ken’s
cr.lk, cr.lp, cr.hp xx SPECIAL
I was plinking it like this:
cr.lk, cr.lp, cr.hp~mp xx SPECIAL
I’m not the best when it comes to execution and I reckon that even after an hour or so of practice, I would nail the combo 60-80% of the time. So, with that in mind, I wasn’t really comfortable with using it in an online match.
Now, during my time away from SSF4 while I was playing Halo Reach, I had time to think about some different techniques and I came up with a “fuller” plink idea, which was:
cr.lk, cr.lp, cr.hp~mp~lp.
So here are the benefits of this technique.
If you get the cr.hp bang on, you get the correct combo.
If you hit it 1 frame early, you get the correct combo.
If you hit it 2 frames too early, you get a linked cr.lp which can be cancelled any way.
If you hit it 3 or 4 frames too early, you get a chained cr.lp allowing you to still link a fierce DP anyway!!!
So with this technique, you turn Ken’s 1 frame cr.lp, cr.hp link into a 4 frame “option combo”.
Using this technique, I would say that I drop the combo maybe only 10% of the time. I tend to get the following outcomes:
cr.lk, cr.lp, cr.hp xx fierce DP 60-70% of the time
cr.lk, cr.lp, cr.lp (linked) xx fierce DP 10-20% of the time
cr.lk, cr.lp, cr.lp (chained), fierce DP 10% of the time.
Since discovering this, I’ve been going for this combo on EVERY hit confirmed cr.lk, cr.lp set-up.
I think this could be the way to take Ken to the next level.