Actually, you can do some really mad stuff with Ken’s hurricane, so don’t say it’s trash. For starters, Ken’s j. qcb + roundhouse has more priority than j. roundhouse and it gets great distance, so I use that often for my aerials. You can use Ken’s TK HK (qcb-up+back + roundhouse) as mad getaway and anti-cross-up. You can spam RC qcb + short for meter and bait with it RC or not. You can do really shizzy unpredictable stuff in the corner with qcb + short. Just try to avoid using roundhouse hurricane on the ground, that’s when it gets messy. I AM finding that even though there’s the opening at the end of it, you can usually safely dp + jab. Works about 65-70% of the time. Even if they block, you’ll often find it’s safe.
Actually, dp + jab is the number one special to punish with IMO, and it works wonders vs. top-tier, even Sagat. I also like RC floppy kick for punishment. Almost always use short kick floppy kick if it’s in range, unless you’re doing it over a projectile, then use roundhouse.
Reasons why dp + jab is good:
-comes out in one frame
-carries a LOT of priority
-it’s safe, very safe
-invincible on the way up (even through projectiles)
-it’s great anti-air
-it has respectable damage
So don’t overuse dp + fierce if it isn’t working out… switch to jab punch.
Use kick throws for roll-ins, and air-throws (duh)
Use punch throws for throwing them when they land from a whiffed/blocked anti-air. I generally stick to punch throws unless I’m rolling or jumping. Safer.