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VR-Raiden

[P4AU] Ken Amada Okizeme/Mixups/Gimmicks Thread (Updated 09/09/2014)

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Don't worry about it. I've managed to work out the correct timing. I had set the computer to mash roll if I start the replay and the go into the combo/oki everything works. However if I started the reply immediately after the 236B~A then the 214C would miss.

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Pretty good setup I've been using lately:

 

Any combo ending in 236B > 236D meaty, jump forward to:

- Low to ground airdash j.A(2) land 2A (high, high, low)

- Low to ground airdash j.A(1) j.2B(whiff) 2A (high, low)

- Land 2A (low)

- Mid-height airdash j.A(1) j.2B 2A (high, high, low)

- Mid-height airdash j.A(1) j.B(whiff) 2A (high, low)

 

Ending in 236B has much better frame advantage than 236B~A, meaning your airdash mixup will be airtight if you do it right.  You also get much better damage than if you do a combo ending in 214C meaty setup.  The downside is that you generally need to do SB dogespin or Koromaru will be in recovery if the opponent successfully blocks the mixup, and he won't recover in time to assist in an extended combo even if you do get the hit (the best I was able to get was 2A 2B 236A~A 2C etc.).  Also, it's a bit hard to confirm the pickup if they get hit by the 236D itself.

 

Also, corner mixup string:

 

2A 2B 2C 236B 236C+D jump back, airdash forward j.A/B or land 2A

 

Doing 2C 236B in corner puts Koro behind them so 236C+D will push them towards you.  The back jump will keep you on the same side (this can be pretty confusing in of itself if they haven't seen this before) then you can either air(back)dash early for a crossup, late airdash for a non-crossup,or land for a low.

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Ken tech dump since NEC is over and shit:

 

Blockstrings/mixups:

2A 2B 2C 236B 2C repeat = Kubo's infinite blockstring.

In corner: 2A 2B 2C 236B (Koro ends up behind) 236C+D jump back j.B = fake crossup.  Ken looks like he'll sideswitch but he actually stays on the same side.  Alternately, do empty jump 2A/airdash j.A for a standard high/low mixup.

2A 2B 5B 2C hop j.B dash 5A jump forward (block) 2C > airdash j.A or land 2A = setup for high-low mixup with Koro cover.  Should be airtight or very close to it up until the jump if done right.  After jumping, either do immediate 2C to catch their roll/AA or delay it to cover the mixup itself.

2A 2B 2C 236B (2B) ~B = roll frametrap.  Koro will 2C CH them if they try to roll the Gigantic Attack on reaction, otherwise Gigantic is + on block and you can just run back in for more pressure.

2A 2B 2C 236B~B 214D = easy mixup setup once they start respecting your Gigantic.

2A 2B 214D AoA = Netplay mixup.  Koro makes this + and if your opponent is mashing a fast DP (i.e. Narukami DP) the superarmor will catch it.  Still okay to throw out occasionally.

Dash 214C+D = + on block throw lol.  214C+D gives you both throw and SB Dogwheel at the same time so even if the opponent techs the throw, Dogwheel will still "meaty" them out of the tech invul frames and you can continue pressure.

Rampage > 2A 2B 214C+D 5B jump forward > airdash high/empty jump low mixup > repeat = Silly Rampage mixup.  Ken can jump cancel all his normals in Rampage so this ends up being as many as 5 totally airtight high/low mixups.  Beware as Guard Bonus will give them 150 meter for this if they manage to block lol.

 

Combos/setups:

2A 2B 236A 236D 236B 2B j.A(1) 236D j.B j.2B 236B to:

- jump forward (backdash) 2C = Simple crossup setup.

- jump forward (late backdash) 2C = Depending on height Ken either backdashes over them for a crossup or collides with their hitbox and doesn't crossup.  Pretty ambiguous but can be DP'd.

- ~A followup > 214C, neutral jump > close to ground airdash j.A = 214C will lock them down for the airdash mixup.  If they try to roll you can just land 2A for a punish.  If they respect, either do j.A(2) for a double overhead or j.A(1) j.B(whiff) 2A for a mixup.  Beware as Mitsuru can wakeup Bufudyne this setup, Akihiko can parry Koro and Corkscrew, and Minazuki can counter super.

- 236D airdash j.B = Gimmick mixup.  Crossup protection keeps this from ever being a crossup but depending on your timing it may look like a crossup even though it isn't (crossup protection won't apply if you don't ever actually cross over).

2A 2B 236A 236D 236B 2B j.A(2) j.B jc j.B 236D j.2B forward jump j.B j.2B 9jc (block) > meaty 2C = pseudo-safejump.  You can do falling j.A if you want for a weak mixup (it can be fuzzy blocked) if the opponent has a slow DP (>10f).  Beware of Sho's Moon Smasher as it can catch you on the way down.

2A 2B 236A 236D 236B 2B j.A(1) 236D j.B j.2B 236B Rampage 236236C+D DP 236236A+B OMC 214214C+D = "Burst-safe" Rampage combo.  If not in corner, they can burst the first hit of the DP but it will whiff and you can take pressure again.  In corner, they can only burst after the second hit of DP, before you do the super (if they burst the first hit in corner you will punish them with the second hit automatically).  You can bait this by going straight into 214214C+D as it will invul through the burst and punish it.  Damage isn't that good (only about 5k) but S.Ken builds meter super fast so it's still kinda decent.

 

Other silly stuff:

5C~A+C = Koro attacks while you roll, making it unpunishable unless they avoid the 5C or hit both you and Koro simultaneously.  Also crosses up if close enough which is pretty funny.

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Here are a few mixups you can use if you have 50 meter to spare. they are mostly gimmicks but they still can come in handy to close rounds

 

-jB > A+B+C > instant airdash jA or 2A : Very useful mixup when used on jB safe jump : if blocked, OMC comes out and you get your mixup, and if they DP, you just block and punish. be wary of armor DPs as your meter still gets sucked up (you still get your punish either way). you can still get this on any deep enough jB dring pressure so think about using it every once in a while.

 

-During pressure > 236A(2)>3A+B+C > jump  forward : Here, koro performs a 2C that will hit cross-up or not depending on the distance from which you attempt this.It will also eat most of the classic AAs. The vacuum effect will allow you to sail over most of the reversals (be wary of AA rerversals, and Minazuki's counter). .You can do a classic mixup covered by the 2C or do fancy stuff like  air backdash jB to get double cross-ups. Lastly, if the opponent gets caught by the 2C you should have enough time to confirm into jA and a free combo.

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