- Joined
- Jan 5, 2001
- Posts
- 18,096
SF III 2I Ken
I'm a ken user and I like his wake up mind games. I also abuse that ddMP when its needed in 2I. I play a really strange game with Ken and I crank up win streaks on my friends because I ruin parry games with the way I play. If Ken was a grappler, he'd be my clark of 2I. There is so much shit he can do. People think hes just some combo whore or cMK to SA, thats not the idea though. Ken is a confusing motherfucker because of all his weird entry's. (The method I use would be destroyed against a accomplished III player.)
I like the basic stuff with ken and this is roughly how I toss my salad with him.
What I like to do is very basic, but at the same time its fun and frustrating. You need to get into a place where you make your opponent struggle, by struggle I mean make quick decisions. Nothing hurts more then ever changing wake ups.
A person who uses hugo is a parry player, you have to be a decent parry player with any of the grapplers in this series because grapplers are generally slower chars and need to be a shitload more alert then the average shoto whore. They also need to be instant in reaction to jumpers. Whats fun for grapplers? I like to empty jump in *if they attack, I parry*you can then jump up again if they try to cmd you close. Try this on a hugo player who isnt in the know.
With Ken I like to parry when I'm in the flow, when I get mean control I get alot more confidence and alot of the time you can use this to play better instead of be sloppy. In other words I mix these elements up to create a random mix of shit. You can even repeat these things at odd times, but don't make stupid choices. Just TRY not to be to predictable.
When I down my opponent I go over to them for a wake up. I have a ton of options here, so that makes it a real fucking pain in the butt for the person on the receiving end who doesnt know better.
I'll do shit like this in random order:
fwdMK, if this links and I can make it follow to my shippu jinrai kyaku *The preferred SA for me, gives me alot more EX's and if the person isnt hot with parrying, I can chip away, also great cause his hcb KK ex links directly into shippu jinrai kyaku!* FwdMK is my favorite overhead in the game, its slow and easy to parry, BUT. If I do a pressure like cx jMK sMP fwdMK *yes, fwdMK, doesnt make sense eh?*, I open it right up for my SA. This is a risky one, but you'd be surprised that some people like to crouch guard alot under pressure, and this makes them change there mind. Don't over use this shit though. Its best used when pressuring someone via cross up. Even if they guard the fMK, from what I recall is that you move into safety.
Other times I'll wait for a wake up, parry whatever it is and throw.
I can also jump up when they wake up, they can do anything at this point, if I parry it I'm safe to counter fall. If they punch air or trip nothing , I can connect a combo on my fall or even more fun is to throw.
I like to randomly throw players who guard to long, this is always fun. (I stoled this from wes a long time ago, hahah)
This causes people to struggle sometimes and then I take the upper hand at that point.
I like to empty jump chars with dp's, and look for a parry, if they they don't do it, I just throw them. They get up, you can risk a cHK, they get up again and crouch low, you got your fMK to SA. A nasty trick is to crouch while your opp wakes up, they will get ready to parry a cHK and intead you can overhead or jump. Really nasty.
A good ken combo is jMK(optional jMK) sMP sFP hcb KK *EX* shippu jinrai kyaku. Whats so great about this combo you ask? Hahah, well.. A good deal of the time your opp may dizzy from continued abuse. If this happens, just start that combo over again! Thats two for one and annoying as hell. Anyone who plays a ken player will tell you they HATE that SA. My friend Juan hates this SA with a passion and hes a pretty decent parry player. Why do people hate his SA? It stocks 3, allows for a grip of EX's and that SA is just to easy to land.
Keep in mind I'm a 2I player only, I don't play 3rd simply cause the game just doesn't interest me like 2I. I like standard throwing also and no chun li. Nobody will agree with me, but having played both games, 2I is just more fun to me.
If you reply here, PLEASE be as detailed as you possibly can. I'd like to steal some of these strats and up my game with them.
I'm a ken user and I like his wake up mind games. I also abuse that ddMP when its needed in 2I. I play a really strange game with Ken and I crank up win streaks on my friends because I ruin parry games with the way I play. If Ken was a grappler, he'd be my clark of 2I. There is so much shit he can do. People think hes just some combo whore or cMK to SA, thats not the idea though. Ken is a confusing motherfucker because of all his weird entry's. (The method I use would be destroyed against a accomplished III player.)
I like the basic stuff with ken and this is roughly how I toss my salad with him.
What I like to do is very basic, but at the same time its fun and frustrating. You need to get into a place where you make your opponent struggle, by struggle I mean make quick decisions. Nothing hurts more then ever changing wake ups.
A person who uses hugo is a parry player, you have to be a decent parry player with any of the grapplers in this series because grapplers are generally slower chars and need to be a shitload more alert then the average shoto whore. They also need to be instant in reaction to jumpers. Whats fun for grapplers? I like to empty jump in *if they attack, I parry*you can then jump up again if they try to cmd you close. Try this on a hugo player who isnt in the know.
With Ken I like to parry when I'm in the flow, when I get mean control I get alot more confidence and alot of the time you can use this to play better instead of be sloppy. In other words I mix these elements up to create a random mix of shit. You can even repeat these things at odd times, but don't make stupid choices. Just TRY not to be to predictable.
When I down my opponent I go over to them for a wake up. I have a ton of options here, so that makes it a real fucking pain in the butt for the person on the receiving end who doesnt know better.
I'll do shit like this in random order:
fwdMK, if this links and I can make it follow to my shippu jinrai kyaku *The preferred SA for me, gives me alot more EX's and if the person isnt hot with parrying, I can chip away, also great cause his hcb KK ex links directly into shippu jinrai kyaku!* FwdMK is my favorite overhead in the game, its slow and easy to parry, BUT. If I do a pressure like cx jMK sMP fwdMK *yes, fwdMK, doesnt make sense eh?*, I open it right up for my SA. This is a risky one, but you'd be surprised that some people like to crouch guard alot under pressure, and this makes them change there mind. Don't over use this shit though. Its best used when pressuring someone via cross up. Even if they guard the fMK, from what I recall is that you move into safety.
Other times I'll wait for a wake up, parry whatever it is and throw.
I can also jump up when they wake up, they can do anything at this point, if I parry it I'm safe to counter fall. If they punch air or trip nothing , I can connect a combo on my fall or even more fun is to throw.
I like to randomly throw players who guard to long, this is always fun. (I stoled this from wes a long time ago, hahah)
This causes people to struggle sometimes and then I take the upper hand at that point.
I like to empty jump chars with dp's, and look for a parry, if they they don't do it, I just throw them. They get up, you can risk a cHK, they get up again and crouch low, you got your fMK to SA. A nasty trick is to crouch while your opp wakes up, they will get ready to parry a cHK and intead you can overhead or jump. Really nasty.
A good ken combo is jMK(optional jMK) sMP sFP hcb KK *EX* shippu jinrai kyaku. Whats so great about this combo you ask? Hahah, well.. A good deal of the time your opp may dizzy from continued abuse. If this happens, just start that combo over again! Thats two for one and annoying as hell. Anyone who plays a ken player will tell you they HATE that SA. My friend Juan hates this SA with a passion and hes a pretty decent parry player. Why do people hate his SA? It stocks 3, allows for a grip of EX's and that SA is just to easy to land.
Keep in mind I'm a 2I player only, I don't play 3rd simply cause the game just doesn't interest me like 2I. I like standard throwing also and no chun li. Nobody will agree with me, but having played both games, 2I is just more fun to me.
If you reply here, PLEASE be as detailed as you possibly can. I'd like to steal some of these strats and up my game with them.


That sounds tasty - I gotta try that when I get home.