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Orrax

[P4AU] Chie vs Ken

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Relevant posts from the general discussion thread:

Sorry for the double post, but it's been quite a few days.

 

Anyone have experience fighting Ken? Seems really rough to me. Everything he does seems safe, his j.B is just unstoppable (214C's all I got ...), trying to use 5C or dash up 2A/5A/5B seems so risky because of his grounded normals being so hard to deal with. All I've been trying to do is make everything whiff rather than fighting any of it head on. I try to do that and stay in the air, but his air game's not bad at all.

 

Any specific tips? Anything that seems safe that in reality is a full on punish? It seems to me like fighting Mitsuru but without 2A being as good a counter.

 

Help.

 

 

Hmm, looks like we need some P4U matchup threads.

 

Anyway, I've fought Ken a few times, but I haven't fought any that are really good. My first reaction to the match-up was basically your reaction, but over time I've been thinking it's not that bad.

 

In my experience, his pressure is deceptively safe -- it's not actually as airtight as it seems. On the other hand, I'm not really sure what Ken's mix-up game is supposed to be. Most Ken's I've seen use lots of pressure and an occasional AoA, and I'm not really sure if that's his optimal game plan. I'd guess he probably has something better off of jump normals with Koromaru pressure, but I haven't really looked into it. From the Kens I've fought, I've usually been able to break free through patience and instant blocking.

 

His anti-airs are also not the best. He has no spammable poke in close (he can't gatling 2A into itself), and his dp will get him killed (there's more than enough time to instant kill him, but there are usually better ways to punish). As a result, he seems pretty weak against Chie in close.

 

Seems like he's got some solid oki options, though: https://www.youtube.com/watch?v=V47sbvNZsAo. I haven't run into any Ken players making good use of that yet, so I can't really comment on how to deal with it.

 

One other thing: animal abuse, and lots of it (ok, not really). If you're at neutral and you have a chance to knock Koromaru down, in my experience it's been a good idea to take it. Ken's game without Koromaru to back him up is pretty weak.

 

On the whole, I usually find patience in the neutral game pays off, and you've really got to make it count when you get in.

 

 

Hopefully someone with more match-up experience than me will toss in their two cents.

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I play against a pretty good Ken regularly, I feel as though the most important thing is he can't really get you off him without DP unless you don't react to rolls and since his DP is slow and very punishable you can abuse that. The biggest problems imo are j.A and 2C, Koromaru can make it really hard to approach and some of his attacks tend to clash in his favor.

 

Usually when they j.A they cover themselves with either 236C/D or 2C or C but if they don't/can't you're free to dash under anti air etc, otherwise I recommend blocking as his mixup excluding oki isn't very strong. Also being Chie you cover alot of air space doing dash->jump so you can j.A if you ever catch him jumping.

 

On his 2C.. Well there's a couple of things to be done, you can superjump j.C to alter your jump so you don't get AA'd or put in blockstun by Koromaru but that can lose to DP since it's so vertical (but it's pretty much a risky call-out), you can simply block (which is personally the best option), you can roll (risky, very risky) and you can hit Koromaru before his attack starts (usually when I do this it's with 2A to low profile some moves). I recommend blocking and sometimes hitting the dog because when he gets hit it gives you a much better chance at putting Ken in blockstun and starting 5A pressure which imo is very strong against Ken.

 

I like to put alot of emphasis on instant blocking against him because most of his strings are predictable and his multi-hitting attacks are free bar so you can roll out of his pressure (sometimes into punishes if you catch him going into 236B).

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