So just want to clarify of few things on why it's either +3 or +4 on Overhead Meaty Counter-Hit: Depending how deep the overheads kicks connects will determine the outcome. so if you hit at the deepest, it's +4 on hit. So Ken can connect a 4 frame attack. However if neither of the Overhead connects deep, it will be +3 on hit. And Ken's only two 3 frame attacks are his Light Shoryuken and Light Tatsu. And again most importantly, it's all very time strict and strict spacing. I hope this will answer some of your questions and take care!
Nice and Thanks! I've been experimenting with other characters and they all have their own Strengths. Right now I've doing some lab work with Cammy and i discover some nasty Meaty Tech with her Hooligan-Razor Edge setups. I'd currently just finish a mini-project that discusses her Frame Traps and now i'm working on the Hooligan Razor Edge setups so, stay tune for that. And I haven't gotten my hands on Nash too much yet, i kinda understand his gameplan. However, I recently found out that not only you can use his teleport for mix ups, you can also use it for Frame Traps as well. For instance, Nash's Standing Heavy Punch is -5 on block but... if you cancel it with his teleport on block, it now becomes +8. And with +8 frames you can create another pressure mix up; like a throw-bait. Thanks for the comment and I plan to create more content. Take care!
@nurselee I have a great setup for you and anyone reading this haha. Grounded ex DP -> thunder kick is +4 on CH quick rise for both normal and in v-trigger and in midscreen. If they backrise midscreen, they're too far to punish with anything good. If you juggle the ex dp like after a tatsu, then you have to delay a frame or 2. But combos like cr.mp, s.lk, ex dp or cr.lk, s.lp, ex dp followed up by thunder kick is pretty strong. You can later throw random thunder kick feints on them too. Works on everyone in my scene including the diamond ranked players. Thanks for the tech!
Hey nice stuff man, just one question I can't get the link between de izuma kick to any normal, how am I supposed to know when is a +3 or +4 frame hit?, I can't tell the difference when it hits at its last frame anyways nice stuff hope you keep bringing this type of Ken videos
Hey and Thanks! So after either overhead kicks and if you cant follow any of his light pokes or Chinbuster which are 4 frame startup, that means the counter-hit overhead meaty is +3 on block. And Ken's two moves that are 3 frame startup are his Light Tatsumaki and Light Shoryuken. And if you can land the overheads really deep, it's +4 on hit so, Ken can link his Light attacks or Chin Buster. I hope that clears up and I assume that people who are really interested with Ken would Know most of his Frame Data. Plus right now I've been working on a Cammy Projec videot for some time and I'll upload that as soon as possible. Thanks for watching and take care!
I'm a bit confused, are these true combos? Because it constantly shows that its resetting and relying on blunders your opponent makes, am missing something?
Unfortunately these overhead counter-hit combos will only work if it is Meaty. And just it in case if you don't know what Meatys are, a "Meaty" is a move executed just as the opponent is waking up, and it can punish the opponent who refuses to block. However, Meatys will not work on Fully Invincible attacks. Furthermore, if meaty correctly, It will reward more frame advantage on hit and on block because of the active frames. so before i talk about the setups, let's talk about Ken's Thunder-kick: It's +1 on hit and -4 on block with "3 active-frames." However, It's only +1 on hit and -4 on block on the "1st active-frame." So if ken can hit-confirm the Thunder-kick on the "2nd active-frame": it's +2 on hit and -3 on block and... if hit-confirm on the 3rd "active-frame," it's +3 on hit and -2 on block. And because Ken is confirming the attack on counter-hit, he also gains +2 on hit. it's possible to make ken's Thunder kick +5 on hit if Meaty on Counter-hit. Now if we look at the example setup for Ken @ 00:25, that entire setup will give Ken a meaty Thunder-kick on hit. Thunder-kick is now +4 on hit thanks to the counter-hit; because ken is landing thunder-kick on its "2nd active frame." Sorry if this was too much information, but i hope that this answer your question. And if more questions, feel free to ask for more. Thanks for watching and take care Lilbrojoe2.
yes it is frame data for ken. Kens overhead is -4 on block but, if he can meaty his attacks correctly, he can make them -3 on block and +4 on a counter-hit meaty. If you have any more questions, i'll do my best to reply back to ya. until then take care!
No problem! and Yeah try to familiarize yourself with frame data. Once you understand the basic concepts of how frame data works, you'll see the possibilities or potential of what each character capabilities. take it nice and slow and eventually, it will become natural for you. and if you have more questions, please feel free to message me back. Thanks again and take care!
So yes everything is very strict. Unfortunately I'm at fault for not clearly explaining why the overhead meaty is +3 or +4 on hit so, i will clarify it. Depending how deep the overhead kicks connects determines if it is +3 or +4 on hit. For Instance if you land the Thunder Kick or Inazuma kick on meaty Counter-hit but cannot combo with any 4 frame attacks, then that means it was +3 on hit; however,, ken has two specials that are 3-frame and those are his Light version of Shoryuken and Light Hurricane kick. Also don't forget that spacing is require for some of those situations. I hope this helps and feel free to ask any more questions if things do or don't work out. Take care -NurseLee-
Yes you can and only if it meets the required Conditions. The big risk is that Ken has to perform the combo and predict if it's going to be a quick rise or back rise. Plus the overhead has to hit meaty on its later "active Frames" and hopefully the opponent will retaliate with a wake up attack. Now if it is successful, Ken can follow up with a poke but, it also depends how deep the overhead connects. if it connects at the deepest, it's +4 on hit; however, if it doesn't, it's +3 on hit. Also another good news is that if the meaty overhead is block, Ken is safe -2 on block. Bad news it's very situational and it requires a ton of commitment to work. Hope you enjoy the video and take care!
So depending on how deep the overhead kick connects, it can be either +3 or +4 on hit. If you cant link any of his light pokes it's because the *Counter-Hit overhead meaty* you landed could be +3 on hit. And Ken's only 3-frame attacks is his Light Shoryuken or Light Tatsu. However If you can connect his Inazuma kick or Thunder kick at the last-active-frame, it should be +4 on hit; so you should be able to link his 4-frame attacks. I hope I answered some of your question and if you need anything else please feel free to ask and I'll get back to ya ASAP. Take care!
in my opinion the easiest setup with thunder kick is @ 2:02 while In V-Trigger. The setup pratically gives you the perfect spacing; however, you still have to predict two conditions: 1. opponent must back-rise on wakeup 2. It must be a "counter-hit" meaty. Also don't forget another easy setup with Inazuma kick @ 1:27 without V-trigger and it's one of his bnb combos. However it still needs to require the two conditions. I hope this helps and take care!
Man, i miss YOUR ken meaty vids bro ! 2020 lets go !
Just waiting for Season V, Covid sucks, and been too busy being a care taker. So 2021 lets go!
that was true love making
So just want to clarify of few things on why it's either +3 or +4 on Overhead Meaty Counter-Hit:
Depending how deep the overheads kicks connects will determine the outcome.
so if you hit at the deepest, it's +4 on hit. So Ken can connect a 4 frame attack.
However if neither of the Overhead connects deep, it will be +3 on hit. And Ken's only two 3 frame attacks are his Light Shoryuken and Light Tatsu.
And again most importantly, it's all very time strict and strict spacing.
I hope this will answer some of your questions and take care!
great stuff man. keep sharing the tech :D
very very nice. I'm a nash main looking for a secondary and this definitely convinced me of who I want it to be. dope video
Nice and Thanks! I've been experimenting with other characters and they all have their own Strengths. Right now I've doing some lab work with Cammy and i discover some nasty Meaty Tech with her Hooligan-Razor Edge setups.
I'd currently just finish a mini-project that discusses her Frame Traps and now i'm working on the Hooligan Razor Edge setups so, stay tune for that.
And I haven't gotten my hands on Nash too much yet, i kinda understand his gameplan. However, I recently found out that not only you can use his teleport for mix ups, you can also use it for Frame Traps as well.
For instance, Nash's Standing Heavy Punch is -5 on block but...
if you cancel it with his teleport on block, it now becomes +8. And with +8 frames you can create another pressure mix up; like a throw-bait.
Thanks for the comment and I plan to create more content. Take care!
+NurseLee I have nash tech on my channel if you want to give it a look
Really sweet! Thanks man! i'll make sure to watch those man. Take care!
@nurselee I have a great setup for you and anyone reading this haha. Grounded ex DP -> thunder kick is +4 on CH quick rise for both normal and in v-trigger and in midscreen. If they backrise midscreen, they're too far to punish with anything good. If you juggle the ex dp like after a tatsu, then you have to delay a frame or 2. But combos like cr.mp, s.lk, ex dp or cr.lk, s.lp, ex dp followed up by thunder kick is pretty strong. You can later throw random thunder kick feints on them too. Works on everyone in my scene including the diamond ranked players. Thanks for the tech!
Please share more! I also want to cover other characters too!
Awesome
Hey nice stuff man, just one question I can't get the link between de izuma kick to any normal, how am I supposed to know when is a +3 or +4 frame hit?, I can't tell the difference when it hits at its last frame anyways nice stuff hope you keep bringing this type of Ken videos
Hey and Thanks!
So after either overhead kicks and if you cant follow any of his light pokes or Chinbuster which are 4 frame startup, that means the counter-hit overhead meaty is +3 on block. And Ken's two moves that are 3 frame startup are his Light Tatsumaki and Light Shoryuken.
And if you can land the overheads really deep, it's +4 on hit so, Ken can link his Light attacks or Chin Buster.
I hope that clears up and I assume that people who are really interested with Ken would Know most of his Frame Data.
Plus right now I've been working on a Cammy Projec videot for some time and I'll upload that as soon as possible. Thanks for watching and take care!
I'm a bit confused, are these true combos? Because it constantly shows that its resetting and relying on blunders your opponent makes, am missing something?
Unfortunately these overhead counter-hit combos will only work if it is Meaty.
And just it in case if you don't know what Meatys are, a "Meaty" is a move executed just as the opponent is waking up, and it can punish the opponent who refuses to block. However, Meatys will not work on Fully Invincible attacks.
Furthermore, if meaty correctly, It will reward more frame advantage on hit and on block because of the active frames.
so before i talk about the setups, let's talk about Ken's Thunder-kick:
It's +1 on hit and -4 on block with "3 active-frames."
However, It's only +1 on hit and -4 on block on the "1st active-frame."
So if ken can hit-confirm the Thunder-kick on the "2nd active-frame":
it's +2 on hit and -3 on block and...
if hit-confirm on the 3rd "active-frame,"
it's +3 on hit and -2 on block.
And because Ken is confirming the attack on counter-hit, he also gains +2 on hit.
it's possible to make ken's Thunder kick +5 on hit if Meaty on Counter-hit.
Now if we look at the example setup for Ken @ 00:25, that entire setup will give Ken a meaty Thunder-kick on hit.
Thunder-kick is now +4 on hit thanks to the counter-hit; because ken is landing thunder-kick on its "2nd active frame."
Sorry if this was too much information, but i hope that this answer your question. And if more questions, feel free to ask for more. Thanks for watching and take care Lilbrojoe2.
it's all tuna and bacon, after dine
What do you mean by -3? I've been hearing that a lot. Is it frame data?
yes it is frame data for ken. Kens overhead is -4 on block but, if he can meaty his attacks correctly, he can make them -3 on block and +4 on a counter-hit meaty. If you have any more questions, i'll do my best to reply back to ya. until then take care!
NurseLee Ah ok thanks for replying. I've been trying to familiarise myself with frame data of different moves.
No problem! and Yeah try to familiarize yourself with frame data. Once you understand the basic concepts of how frame data works, you'll see the possibilities or potential of what each character capabilities. take it nice and slow and eventually, it will become natural for you. and if you have more questions, please feel free to message me back. Thanks again and take care!
Is the timing strict after the ch thunder kick ? cause i just cant get a combo after it
So yes everything is very strict. Unfortunately I'm at fault for not clearly explaining why the overhead meaty is +3 or +4 on hit so, i will clarify it.
Depending how deep the overhead kicks connects determines if it is +3 or +4 on hit.
For Instance if you land the Thunder Kick or Inazuma kick on meaty Counter-hit but cannot combo with any 4 frame attacks, then that means it was +3 on hit; however,, ken has two specials that are 3-frame and those are his Light version of Shoryuken and Light Hurricane kick.
Also don't forget that spacing is require for some of those situations.
I hope this helps and feel free to ask any more questions if things do or don't work out.
Take care
-NurseLee-
+NurseLee ok cool i see i just got it
NOICE! and take care!
all these vids and you'll still just get beat of a BUTTON MASHER
cap vs SNK 4 ever !
you can combo after the overhead?
Yes you can and only if it meets the required Conditions. The big risk is that Ken has to perform the combo and predict if it's going to be a quick rise or back rise.
Plus the overhead has to hit meaty on its later "active Frames" and hopefully the opponent will retaliate with a wake up attack.
Now if it is successful, Ken can follow up with a poke but, it also depends how deep the overhead connects.
if it connects at the deepest, it's +4 on hit; however, if it doesn't, it's +3 on hit.
Also another good news is that if the meaty overhead is block, Ken is safe -2 on block.
Bad news it's very situational and it requires a ton of commitment to work.
Hope you enjoy the video and take care!
+NurseLee thank you. this vid is gonna help me out alot. keep up the good work. Shine On
You too DOOD!
Can't get thinder kick to hit and keep The link Not Sure why
So depending on how deep the overhead kick connects, it can be either +3 or +4 on hit. If you cant link any of his light pokes it's because the *Counter-Hit overhead meaty* you landed could be +3 on hit. And Ken's only 3-frame attacks is his Light Shoryuken or Light Tatsu.
However If you can connect his Inazuma kick or Thunder kick at the last-active-frame, it should be +4 on hit; so you should be able to link his 4-frame attacks.
I hope I answered some of your question and if you need anything else please feel free to ask and I'll get back to ya ASAP. Take care!
thanks for the response, just wondering if u can tell me thee easiest como with thunder kick,i will then make the combo bigger on my own, thank you
in my opinion the easiest setup with thunder kick is @ 2:02 while In V-Trigger. The setup pratically gives you the perfect spacing; however, you still have to predict two conditions:
1. opponent must back-rise on wakeup
2. It must be a "counter-hit" meaty.
Also don't forget another easy setup with Inazuma kick @ 1:27 without V-trigger and it's one of his bnb combos. However it still needs to require the two conditions.
I hope this helps and take care!
will try 2night again,i will let you know what s up,just think thunder kick is a huge way to enter the enemy,thanks a lot
No problem and take care!
RAISING TAKU!!!!!!!!
REMPUKEN!
+MevSKOWNER RAGING STORM!
Wooushh lmfaaoooo