Not bad for operational mins. I would add as an operation min is instant air tatsu/quick air tatsu. This acts as a dash for Ken, allows him to close the distance in fireball wars without getting punished, and he can perform a Vega style vortex on wake up opponents. Another important note is Ken's jumping fierce punch. Best air normal in the game. Beats other normals air to air, but more importantly, allows Ken to jump in on opponents who rely on normals for anti air as it beats most grounded normals as well.
The unused dead space in this video could have been used to explain an exploitable glitch in this game called the CPS chain. Three of the first versions of SF2 ran using Capcom's CPS(Capcom Play System) arcade hardware. These games have a glitch in which Ken and Ryu can chain a standing close hard punch off a crouching light kick. Ken and Ryu's crouching light kicks can also be chained together to combine with this glitch chain. A specific input is required to perform this chain. After landing a light kick at close range immediately release holding down(the joystick/direction pad must be neutral ie no direction pushed) then press light kick and hard punch together. If done properly, the standing close hard punch chains with the crouching light kick. You can even proceed the standing hard punch with multiple crouching light kicks linked together. The key is to not push the opponent away far enough so the standing hard punch will not come out. You can get away with up to 3 against a big character as long as you started at close range. Cancel the standing close hard punch into any special. Arguably the most devastating combo in the entire game with Ken is a cross up hard kick, crouching light kick chained into a standing close hard punch, then canceled into a Shoryuken. Massive damage and a guaranteed dizzy.
Also just connecting these CPS1 chains are a guaranteed stun without a jump-in cr.short > cl.fierce > shoryuken cl.short > cr.fierce > shoryuken (this has to be used on Blanka for example because for some reason the second of cr.short > cl.fierce whiffs crouching Blanka that is blocking) EDIT - My mistake, the second hit of cr.short > cl.fierce only whiffs on Blanka if he's crouching but works on hit. But you still want to use cl.short > cl.fierce to avoid it whiffing at all.
Ken’s crouching MK has the same range as his crouching HK, at least in the 30th Anniversary Edition. I was testing it out and the hit box doesn’t fully extend to the entirety of the foot for the cr MK.
You don’t know how long I’ve been waiting for this. 👍
Not bad for operational mins.
I would add as an operation min is instant air tatsu/quick air tatsu. This acts as a dash for Ken, allows him to close the distance in fireball wars without getting punished, and he can perform a Vega style vortex on wake up opponents.
Another important note is Ken's jumping fierce punch. Best air normal in the game. Beats other normals air to air, but more importantly, allows Ken to jump in on opponents who rely on normals for anti air as it beats most grounded normals as well.
This channel has been instrumental to me learning how to play characters in SF2. I seriously look forward to these videos.
*instrumental
Mate I am pumped - been waiting on this like the return of Jesus!! Thanks heaps!
The unused dead space in this video could have been used to explain an exploitable glitch in this game called the CPS chain.
Three of the first versions of SF2 ran using Capcom's CPS(Capcom Play System) arcade hardware. These games have a glitch in which Ken and Ryu can chain a standing close hard punch off a crouching light kick. Ken and Ryu's crouching light kicks can also be chained together to combine with this glitch chain.
A specific input is required to perform this chain. After landing a light kick at close range immediately release holding down(the joystick/direction pad must be neutral ie no direction pushed) then press light kick and hard punch together. If done properly, the standing close hard punch chains with the crouching light kick. You can even proceed the standing hard punch with multiple crouching light kicks linked together. The key is to not push the opponent away far enough so the standing hard punch will not come out. You can get away with up to 3 against a big character as long as you started at close range. Cancel the standing close hard punch into any special.
Arguably the most devastating combo in the entire game with Ken is a cross up hard kick, crouching light kick chained into a standing close hard punch, then canceled into a Shoryuken. Massive damage and a guaranteed dizzy.
Also just connecting these CPS1 chains are a guaranteed stun without a jump-in
cr.short > cl.fierce > shoryuken
cl.short > cr.fierce > shoryuken (this has to be used on Blanka for example because for some reason the second of cr.short > cl.fierce whiffs crouching Blanka that is blocking)
EDIT - My mistake, the second hit of cr.short > cl.fierce only whiffs on Blanka if he's crouching but works on hit. But you still want to use cl.short > cl.fierce to avoid it whiffing at all.
Love all your vids..I hope you can do Super turbo combo tutorial vids as well
I love your Street Fighter 2 videos man. Keep it up Please =)
Nice seeing you again !!
The king is back....
Ken’s crouching MK has the same range as his crouching HK, at least in the 30th Anniversary Edition. I was testing it out and the hit box doesn’t fully extend to the entirety of the foot for the cr MK.
Cool vid could you do sagat next, also subbed
Make videos how to beat each character. Weaknesses to use
YESSSS!!!!!!
Are you doing only hyper fighting caracters?
We’re finishing up Hyper Fighting and eventually moving on to other games
PLS LEARN M.BIOSON
Good video, but you gotta edit it a bit, too much useless time with black screen
Next vega please😢😢
We’re in the middle of researching, but actually, Vega is next!
'Promo sm' 🤪
Can’t wait for Dictator 👍🫡