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Kenshiro make your head asplode

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As much as I know Hokuto Zankai Ken isn't the best move. Are there any better setups for pulling this off in a juggle rather than to just get them dizzy? I can't seem to pull it off even with boost before they land from wall bounce.

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Hi, Gwyrgyn Blood, can you update the first post with all the new info fron this thread plz. it will be easier to read. thank you in advance.

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Posted Image

New Kenshiro combo video from Taiwan Endless Fight group:

http://www.youtube.com/watch?v=9Vgo40eTfrM

Here is the command list:

1.

6B>climbing JB>JD>D>236D>HJ ABABAB>236236A>2A>2D>236236AE

>2BX2>2B>E>2BX6>2B>E>2BX8>2B>E>2BX6>2B>E>2BX8>2B>E>2BX6>2B>E>2BX8>2B>E>2BX8>2D>236D>99A>Basketball

2.

f5D>236D>99C>c5D>236D>99C>c5D>f5D>236236A

3.

2BX2>236DE>99C>近D>236D>99C>c5D>cfD>236236A

4.

2BX2>236CE>CDE>6>623A>E>c5D>f5D>236236A

5.

2BX2>236CE>CDE>6>623A>E>D>236CD

6.

D>236D>climbing JC>falling JD>D>236D>JABAD>236236A>623A

7.

D>236D>99C>D>236C>CDE>E>D>236236A

8.

D>236D>99C>D>236D>HJABABAD>CD>236E>C>623E>A

9.

2BX2>2D>AC>D>236D>HJABABAD>CD>236E>C>623E>A

10.

D>236D>99C>D>236D>HJABABAD>CD>236E>C>236E>CD

11.

CD>6>D>236D>(99A>D>236D)X4>236236A

12.

CD>6>D>236D>(99C>236D)X3>99C>236236A

13.

2BX2>236CE>CDE>6>D>236D>99C>236D>99A>D>236D>(99C>236D)X2>99D>236236A

14.

CD>6>AC>2369E>C>A>236CD

15.

Left

BD>2A>D>236CE>623E>A>CDE>623E>C>63214632146E>B>236CD

Right

BD>2A>D>236CE>623E>A>CDE>623E>C>236236E>A>236CD

Upper

BD>2A>D>236CE>CDE>623E>A>236E>CD

16.

623C>236E>D>HJ ABABAD>6321463214B>236236A>236CD

17.

623C>ACE>D>CDE>236E>C>623E>A>236E>CD

18.

c5C>f5C>c5D>f5D>236D>99C>D>6B>99A>JB>D>236CE>623E>A>CDE>623E>C>236E>CD

19.

f5D>>236D>99C>D>236D>HJ ABABAD>236236A>A>CD>E>D>236236A

>2AX8>2A>E>2AX8>2A>E>2AX15>2A>E>2AX8>2A>E>2AXN>D>236236A

20.

623B>falling JC>(6B>99C)X5>99C>236D>99C>236D>(236E>D)X3>CDE>623E>C>236236E>A>D>236236A

21.

99B>JA>2A>2B>D>236D>99C>D>236D>HJ ABABAD>236236A>A>3CD

22.

same as 15. Left portion

23.

same as 15. Upper portion

24.

same as 15. Right portion

25.

Rei and Ken only

mid screen normal throw>D>236D>HJABABD>236236A

26.

Rei and Ken only

mid screen normal throw>2A>D>236D>HJ ABABD>CD>236E>C>623E>A

27.

2B>2D>6B>99C>c5D>236D>HJ ABABAB>236236A>2A>2D>236236AE>

2BX4>2B>E>2BX7>2B>E>2BX10>2B>E>2BX7>2B>E>2BX10>2B>E>2BX7>2B>E>2BXN>2D>236D

>99A>Basketball

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he did it to me and from what i remember it was his bnb ended with a super, then he just boosted forward and bounced with 2P. so i think its something like... ...5D>236D>IAD>jC>5D>236D>IAD>jC>5D>SJC>jA>jB>jA>jB>jD>land>236236A>6E>2A bounce....

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Heya all - long time no see! Anyways, I was just bored and on break this evening and decided to start messing around with the Anti-Shin. I was practicing his allegedly useless fist cancel and figured something out that I hadn't seen posted in here before. It's usually considered worthless for the amount of trouble it takes to get the execution down, from what I understood in previous posts in here. But I found out the easiest way to get that shit off 100% of the time. All that's required is simply 5D>2CD>CD or 5D>2CD>2CD. That's hella easier than jamming a quick 2D in there. And it makes his whole game that much better. :) I'm actually starting to enjoy playing as Ken now. Anyways, it's probably already known, but I couldn't find this tip anywhere else, so I thought I'd post it here - peace out!

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Hi all wondering if anyone here can help me with the timing for the high jump combo section of this setup on roah?

Is there a certain way i'm supposed to space out the hits/hold the stick or do i just mash ja jb as fast as possible? Also is the combo at that point just (JA JB JA JB JA JB JA JB) or do i need to airdash at any point? Video posted below for reference.

http://youtu.be/gbRG15Qsrjw?t=4s

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Hi all wondering if anyone here can help me with the timing for the high jump combo section of this setup on roah?

Is there a certain way i'm supposed to space out the hits/hold the stick or do i just mash ja jb as fast as possible? Also is the combo at that point just (JA JB JA JB JA JB JA JB) or do i need to airdash at any point? Video posted below for reference.

http://youtu.be/gbRG15Qsrjw?t=4s

Hello there, this is Kane. Yeah, a friend of mine has the same problem (hence why I uploaded that video). Just start buffering the super jump as soon as you hit boost (during the first IAD j.A > j.D) and hit J.A or you way up. The air combo for his standard setup is hj.ABABAB air dash AB (or AD).

For more information make sure to check the Kenshiro wiki translated by our fellow poster Mashu:

http://wiki.shoryuken.com/Kenshiro

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Hi guys been practicing set ups the one i feel most confident with is the double high jump set up atm.
My problem now is after the super the opponent just drops from my combo a lot of the time/ don't seem to be bouncy enough.
I've filmed a few attempts of setting up dribbles, if you've got the time can you tell me what i'm doing wrong?
http://youtu.be/xaSSDdzabJU?t=1m8s

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You just don't have enough hits most likely, that's basically the key to getting them to bounce. I don't recall the exact value you need to start infinite OTG hits but I believe it's into the 40s or so. Watch a Rei player do his B&B into super into infinite and that's about how many hits you need. So you need to do another rep or two of mashing P on them before you get into the super.

The important part you are missing there is that you are boosting the active/hitstop part of your punches. When you Boost the active/hitstop/recovery of a move it takes something like 50% of a boost bar to do, which is why you are running out so fast. The trick is you need to instead Boost the startup of a punch, which consumes dramatically less bar, around 20% I think.

I'm not sure if there are better strategies for doing that, but the way I do it is:

... Mashing AAAA, do a brief pause to let hitstop run out, then drum A~E to get a punch that's startup is boosted forward.

Once you practice it a little it's not too hard. You'll be able to get a lot more reps of stuff in with a single Boost bar, which should get you the hits you need.

You could also try doing the combo completely without the super. Just do enough reps of punches and let them drop and you should have more than enough hits.

Edit: Double checked and actually the number of hits you need for OTG infinites can be pretty low (can be less than 30 even) but I think it depends on some other factor.

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I stopped using the double high jump set up and now i can do the juggle via the regular High jump route (So Cal Kanes method) on Rei pretty well (80-90 hits), Roah and Souther i can get to 60 hits on but I tend to struggle when switching from crouch A stand B reps to the standing A's, i usually do about 6/7 of them on Rei then toward + A to get him bouncing high enough that I can get the jumping hits in, for some reason when i try this on Roah he usually drops or goes high when i'm not expecting.
Any more tips/ better methods for this particular bit of the combo?
Sorry if I'm asking the same old tired questions.

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Can you give me a video of the specific combo you're trying to do, because I'm not clear on exactly what it is. Hitboxes are funny in this game but I might be able to figure out a more stable route.

I think he is talking about the standard dribble setup. Sounds like he got it down but he misses when the opponent suddenly switches to a high bounce. You just have to be ready for that when you are doing the d.2A > 5Bs. Usually the high bounce happens in around 65 hits or so. Then just switch to j.A.

NoobSaibot: If you are still having problems with the Kenshiro dribbles I would recommend you watch this jpn tutorial video:

http://www.youtube.com/watch?v=9RLyTPutUjA

Sahara made like 11 videos just covering Ken's dribble setups. Just make sure to check his nico page for the other parts:

http://www.nicovideo.jp/watch/sm18058955

Also, make sure to watch some of his matches since his Ken is quite good.

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