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Dopples

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About Dopples

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  1. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    Hey, it makes them pay attention to one more thing. Anything that adds to how you can scare you opponent is a good thing, even if it's got a niche use. Plus, you don't have to use it, even if the bar does fill up. You can easily just cancel it out with another button press. Like, say...5C. And if they're waiting for Mediarama to come out, you get free pressure.
  2. Dopples

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    Hey look ma, I optimized an easy-ish BnB that does 4.1k meterless off of normal hit 2B. Seems purdy good, considering that's his best low. https://www.youtube.com/watch?v=OUhKCcfJvuQ&feature=youtu.be
  3. Dopples

    [P4AU] Ken Amada Critique Thread

    Hrm, I see. So use the 2C to make them respect 236A instead of just 5B>236A. I like it.
  4. Dopples

    [P4AU] Ken Amada Critique Thread

    Your conversions were solid enough, despite the drops. One thing I noted though is that you did a lot of 2C in your pressure, which while good, doesn't cover the massive gap before 236A/B that can be rolled pretty safely. It's fine for now when people don't know about it, but it might be smart to also consider using 236C/D more, as well as 214C/D if they like to IAD over it on start up. Edit: On that note, I suppose you could also delay 2C slightly to catch rolls, but it seems like it'd require somewhat weird timing? Plus, conversions off of 236C/D are easier, so....
  5. Dopples

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    It should be noted that this works in the corner still. Just not midscreen :o
  6. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    Probably has something to do with when the Ken player hit 5D during the hit that KO'd Koromaru. At least, that's what I'd guess :s lol
  7. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    So after playing for about a month, and with a better understanding of what makes Ken a good character, I can safely say there is no way this character is better than top tier. HOWEVER. He is also just barely worse than them, so he's about where Teddie was in the last game imo. The main difference is going to be on ease of use, and what MUs he dominates. In the ones he does well in, he does extremely well, and can often control the flow of the match with ease. The MUs he has problems with, however...they make things extremely rough for him. Anyone who can whiff punish with ease is going to be a problem as well (whiffed a 236A? Congrats, you just got supered by Sho/Aigis). He can definitely compete with a lot of the commonly used characters, but some of the lesser used ones (Yukari, Marie) might offer some trouble. All in all, it might be worthwhile to pick up a sub if you main Ken. Hopefully for me, Margaret will cover what I need to cover. Other good choices might be Aigis, Sho, Chie, Narukami. But that's just my take on it. I'd say he's probably the best out of the newcomers, even with his flaws. His control of space is really just that good.
  8. Dopples

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    https://www.youtube.com/watch?v=OhGTCr05ZpA&feature=youtu.be So it turns out, we have an excellent tool to stop almost all approaches/a LOT of pressure. Works with 214 C+D also, but the move has to already be out for it to continue going. If you're smacked during start up, Koro just stops. Also keep in mind that Koromaru himself is NOT invulnerable during this, so anything that hits both him and Ken will still work.
  9. Dopples

    [P4AU] Ken Amada Video Thread (Updated 09/12/2014)

    Ken Amada CMV: https://www.youtube.com/watch?v=uydA17QQsMY&feature=youtu.be
  10. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    Off of raw SB Maragidyne, you can actually confirm into a small combo for not much effort. Even at max range, you have time to dash up>236B>2B into air series. However, I noticed that, while messing around with it in training mode, I was getting something like 3.9k raw when Koromaru was right on top of them. When I get back from class, I'm planning on messing around with it, to see if this damage boost will make it a better ender in combos, or if it'll be neglible at best.
  11. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    So has anyone been experimenting with how to get max damage from Koro's Maragidyne super? It seems that, the closer your opponent is to Koro, the more damage it does. Plus, with how easy it is to pick up/continue a combo after SB Maragidyne...well, there might be some applications here.
  12. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    It's p. much completely MU based. Against Kanji, I mash 2C like a mad man, to force him to have to find another way to get in, all of which get blown up by Ken's DP, or even Maragidyne. Against Labrys, I go ham with Koro pressure until she gets meter and Awakening, then I back up and try to bait an air option to punish. Basically, find what works best for each MU, and go for there.
  13. Dopples

    [P4AU] Ken Amada Combo Thread (Updated 09/30/2014)

    With that last combo, you can easily sneak another DP in before the 214214A/B. Otherwise, good stuff!
  14. Dopples

    [P4AU] Ken Amada Gameplay Discussion

    Some notes, after doing about four and a half hours of netplay tonight; Ken's...awkward, if you're not used to the puppet playstyle. Sometimes, you just have to sit back and poke with Koromaru to annoy them enough. Multi hit reversal supers can fuck your pressure super hard. Main example being Labrys' Awakening Super. Kanji has a super hard time dealing with Ken in neutral. Bully him with Koromaru whenever possible, DP on reaction to YOLO dives. Ken's lack of gatlings is...annoying. It makes it hard to hit confirm with him. 2B is pretty bad. Honestly, I'm getting more mileage off of whiff 5B as an anti-air over 2B :s DP is probably tied with Labrys' or Elizabeth's tbh...when used as a reversal. In certain match ups, it absolutely dominates though. It'll blow up Yosuke Moonsault if done preemptively, and as stated previously? It destroys Kanji's approach. Start of the round 5B>2C is a decent way to start a match. If they SJ, you still have space to find your positioning in most MUs, so generally it seems fairly safe. If they SJ and you're in awakening, try this for a mix up! Dash under them, 214214A/B! It hits at SJ height, and if done right, it can be almost impossible to tell if you crossed under or not. Also, it's safe.
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