Getting Started with Ken - Street Fighter x Tekken ver. 2013 Character Tutorial/Guide

Описание к видео Getting Started with Ken - Street Fighter x Tekken ver. 2013 Character Tutorial/Guide

This is a brief character guide for Ken in SFxT 2013, focused on easy to execute combos in common situations such as from launchers, and jab shoryukens, while still striving for optimal damage. Included also are things like anti-airs and projectile evasion. It's meant to give players picking up Ken for the first time a solid starting point to quickly learn and build on.

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0:00 Hit Confirm
cr.LP, LP, cr.MK xx dp.HP
*cr.MK is a 2 frame link, plink it with cr.LK to make it easier.

0:06 Low Hit Confirm
cr.LK, LP, cr.MK xx qcb.HK
*Tatsu will whiff on crouching characters. When not in range of a DP or tatsu, cancel into fireball or boost combo instead.

0:12 Target Combo
-MP~HP xx dp.LP, cr.MK xx dp.HP

0:19 Corner SRK
dp.LP, cr.MP, cr.MP, cr.MP, cr.HP xx dp.HP

0:26 Overheads
-b.MK
-f.HK
-b.MK/f.HK bounce on airbourne/crouch counterhit

0:50 Cross-ups
-j.LK
-j.MK
-j.qcb.K
-j.qcb.KK

1:16 Combo from Launcher
cr.MP, cr.MK xx dp.HP

1:23 Corner Launcher Combo
cr.MP, cr.MP, cr.MP, cr.HP xx dp.HP

1:31 Punisher
MP~HP xx qcb.KK, HP xx dp.LP, cr.MK xx dp.HP
*Use jab or go directly into SRK after ex.tatsu for an easier link at the cost of damage.

1:40 Combo into Super
MP~HP xx dp.LP, cr.MK xx qcb.KKK

1:50 Air to Air Counter Hit
j.MK, cr.MP, cr.MK xx dp.HP

1:57 Anti-Air
dp.MP
*LP SRK done early enough can be used to antiair into a juggle combo. MP SRK is the most reliable antiair, beating most jump ins clean. cr.HP is a decent one button antiair is well.

2:05 Reversals
-dp.MP
-dp.PP
*LP SRK has lower body invincibility. If you predict a low attack, you can juggle after the dp for a bigger combo.

Projectile Evasion
-qcb.K

Counter-hit crumple
-far HK

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Extra Notes
-Tatsu will whiff on crouching characters. cr.HP, st.HP & the first hit of tatsu up close will force stand.
-Tatsu keeps the opponent standing, making it ideal for tag cancel combos.
-f.MK moves forward a good distance. Useful for closing space.
-Ending combos with SRK will usually do more damage, while tatsu will push them further to the corner.
-f.HK feint is special cancellable.

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Frame data: https://docs.google.com/spreadsheet/l...

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