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« on: August 30, 2011, 01:00:53 PM »
Didnt see 2) 3) and 4)
2)
a) vega - OS sweep/Tatsu/U2. Just be sure about the safe jump so you don't get owned by OTG U2
b) bison - OS uppercut (against EXpsycho) or OS tatsu (against Teleport)
c) twins - Against Yang, after throw, walk back a little, J. MK (will hit front, but uppercut will whiff. Pay attention to this detail when you test), OS throw (to beat EX dash) or OS sweep (to beat backdash)
3) On hit, plinked cr.MK is unjumpable. Important against dive kick characters. On block, the aim is to neutralise the opponent for a kara throw game.
To neutralise:
st.MK > Attacks with lower hit box (cr.lp cr.mk)
SRK > Everything (EC explained already)
walk back a little/delay a little SWEEP > Cr.MK/MP etc.
Fireball > Jump back
Bait whiff > Kara throw
immedaite Sweep > Walk back.
4) MP to anti air. HP to combo. Yep you're right. BUT
Combo into LP at corner to link to super
End a cr.mk with LP shoryu IF you know you will get focused.
Poh with LP/HP uppercut.
More details:
For ken, pressure them into the corner with Fireball, cr.mk, and step kick. You don't need to mixup all the time.
This forces them to do three things (mainly) -> Jump, throw normals, Throw out special moves.
To beat jump, Uppercut, or U1, OR bait the jump to whiff and KARA throw them.
To beat normals, Whiff punish with sweep or cr.MK or HP SRK ( good range)
To beat special moves.... well you have to look out for them and most can be punished with low forward into SRK or tatsu.
Learn to combo into super from any situation.
Ken walks slow! So learn to jump back to get the distance, or do a FA lvl 1, get it blocked and hten backdash. Ken has a distant FA. good stuff. May score random counter hits.
Love the range of his J.HK.