Street Fighter IV: Ken Combos

This basically is a place where I will add my ideas to Ken Masters' combos. I have never tried Street Fighter IV but I sure as hell will, and these are the things I want to find out about it, and Ken specifically. ^.^

NOTE: This is just a remainder to myself.

Legend:


C = Crouching.
/ = Or.
? = Unsure.

C-T = Cornertrap.

FADC = Cancel Special/EX move into a Focus Attack Dash Cancel.

Just Hit = Barely hit the opponent. (Shoryuken (HP) 1 hit.)

Late Hit = Wait for it, you want as many hits as possible, so get the opponent near and close to you. (Shoryuken (HP) 3 hits.)

Just Command = Start the command in air while on one side of the opponent and finish the command when on the other side.
(Just Command example: Shoryuken = (From left side to right) F (To the left of opponent, while in the air), "D, DB" (To the right of opponent, still airborne/landing), P

Quick Command (Quick) = Instantly execute....

Fast Recovery = Fast recover from hitting an airborne opponent, gives you time to execute yet another attack.
(Fast Recovery example: Shoryuken -> Shoryuken = Hit an airborne opponent with a LP Shoryuken, Fast Recover, then do yet another Shoryuken.)

Short = Short version of Shinryuken vs airborne opponents.

Reset = Resets the opponents juggle parameter.



Things I need to try!

1: Find a way to Kara Shoryuken.

2: Shoryu-Reppa -> Shinryuken. (C-T)

3: Shoryu-Reppa ~(Just Hit) (Just Hit vs airborne opponent.) -> Shoryuken (LP) -> Shoryuken (MP/HP) -> Shinryuken. (C-T)

4: Shoryuken (Any) -> FADC -> Shoryuken (Any) -> FADC -> Shoryuken (HP) (Late Hit) -> Shinryuken.

5: Jump (Up-Forward) EX Kuuchu Tatsumaki Senpuu Kyaku (In air to airborne opponent.) -> Land -> Quick & (Late Hit): Shoryuken (Any) -> FADC -> Jump (Up/Up-Forward) -> Quick: EX Kuuchu Tatsumaki Senpuu Kyaku -> (Just Command ~(?)) Shoryuken (LP) (Just Hit) -> Shinryuken (Short) (Quick) (Just Hit) - > Shoryuken
(HP) (Just Command) (?).

Reference: 02:19 & 03:25 = Shinryuken (Short)
  


6: Throw -> Shoryu-Reppa/Shinryuken.


7: Jump (Up-Forward, over opponent.) -> Jumping Roundhouse (Late Hit) (To back of opponent.) -> Quick: Tatsumaki Senpuu Kyaku (HK/EX) (Opponent now C-T'd and facing back.  (?)) -> C.MK/C.LK/C.MP/C.LP (?) -> Shoryuken (MP/HP) -> FADC -> Quick: Shoryuken (LP) (Just Hit) (Fast Recovery) -> Jump (Up) -> Quick: EX Kuuchu Tatsumaki Senpuu Kyaku -> Land -> Shoryuken (MP/HP) (Late Hit) (Just Command) -> Shinryuken.

8: Shoryuken -> FADC -> Quick: Shinryuken (Short) -> Quick: Shoryuken (LP) (Just Command) -> Shoryuken (LP/MP/HP) (Late Hit) (?) -> Shoryu-Reppa (?). (C-T)

9: Shinryuken (Short) -> Shoryuken (LP) (Just Command) (Quick) -> Shoryuken (MP/HP) (Late Hit) -> Shoryu-Reppa. (C-T)

10: EX Shoryuken -> FADC -> Quick: Dash
(Now on the other side of the opponent.) -> C.MP/C.LP (Reset (?)) -> EX Tatsumaki Senpuu Kyaku (Air hits.) -> Land -> Quick: Shinryuken.

11: MP, HP, Shoryuken -> FADC -> Quick: Dash (Now on the other side of the opponent.) -> MP, HP, Shoryuken -> FADC -> Quick: Dash (Now on the other side of the opponent.) -> MP, HP, Shoryuken (HP) -> Shinryuken. (Resets unknown. I suppose MP resets, not sure though.)




1 Comments
1 Comments
Posted by Yagami

This basically is a place where I will add my ideas to Ken Masters' combos. I have never tried Street Fighter IV but I sure as hell will, and these are the things I want to find out about it, and Ken specifically. ^.^

NOTE: This is just a remainder to myself.

Legend:


C = Crouching.
/ = Or.
? = Unsure.

C-T = Cornertrap.

FADC = Cancel Special/EX move into a Focus Attack Dash Cancel.

Just Hit = Barely hit the opponent. (Shoryuken (HP) 1 hit.)

Late Hit = Wait for it, you want as many hits as possible, so get the opponent near and close to you. (Shoryuken (HP) 3 hits.)

Just Command = Start the command in air while on one side of the opponent and finish the command when on the other side.
(Just Command example: Shoryuken = (From left side to right) F (To the left of opponent, while in the air), "D, DB" (To the right of opponent, still airborne/landing), P

Quick Command (Quick) = Instantly execute....

Fast Recovery = Fast recover from hitting an airborne opponent, gives you time to execute yet another attack.
(Fast Recovery example: Shoryuken -> Shoryuken = Hit an airborne opponent with a LP Shoryuken, Fast Recover, then do yet another Shoryuken.)

Short = Short version of Shinryuken vs airborne opponents.

Reset = Resets the opponents juggle parameter.



Things I need to try!

1: Find a way to Kara Shoryuken.

2: Shoryu-Reppa -> Shinryuken. (C-T)

3: Shoryu-Reppa ~(Just Hit) (Just Hit vs airborne opponent.) -> Shoryuken (LP) -> Shoryuken (MP/HP) -> Shinryuken. (C-T)

4: Shoryuken (Any) -> FADC -> Shoryuken (Any) -> FADC -> Shoryuken (HP) (Late Hit) -> Shinryuken.

5: Jump (Up-Forward) EX Kuuchu Tatsumaki Senpuu Kyaku (In air to airborne opponent.) -> Land -> Quick & (Late Hit): Shoryuken (Any) -> FADC -> Jump (Up/Up-Forward) -> Quick: EX Kuuchu Tatsumaki Senpuu Kyaku -> (Just Command ~(?)) Shoryuken (LP) (Just Hit) -> Shinryuken (Short) (Quick) (Just Hit) - > Shoryuken
(HP) (Just Command) (?).

Reference: 02:19 & 03:25 = Shinryuken (Short)
  


6: Throw -> Shoryu-Reppa/Shinryuken.


7: Jump (Up-Forward, over opponent.) -> Jumping Roundhouse (Late Hit) (To back of opponent.) -> Quick: Tatsumaki Senpuu Kyaku (HK/EX) (Opponent now C-T'd and facing back.  (?)) -> C.MK/C.LK/C.MP/C.LP (?) -> Shoryuken (MP/HP) -> FADC -> Quick: Shoryuken (LP) (Just Hit) (Fast Recovery) -> Jump (Up) -> Quick: EX Kuuchu Tatsumaki Senpuu Kyaku -> Land -> Shoryuken (MP/HP) (Late Hit) (Just Command) -> Shinryuken.

8: Shoryuken -> FADC -> Quick: Shinryuken (Short) -> Quick: Shoryuken (LP) (Just Command) -> Shoryuken (LP/MP/HP) (Late Hit) (?) -> Shoryu-Reppa (?). (C-T)

9: Shinryuken (Short) -> Shoryuken (LP) (Just Command) (Quick) -> Shoryuken (MP/HP) (Late Hit) -> Shoryu-Reppa. (C-T)

10: EX Shoryuken -> FADC -> Quick: Dash
(Now on the other side of the opponent.) -> C.MP/C.LP (Reset (?)) -> EX Tatsumaki Senpuu Kyaku (Air hits.) -> Land -> Quick: Shinryuken.

11: MP, HP, Shoryuken -> FADC -> Quick: Dash (Now on the other side of the opponent.) -> MP, HP, Shoryuken -> FADC -> Quick: Dash (Now on the other side of the opponent.) -> MP, HP, Shoryuken (HP) -> Shinryuken. (Resets unknown. I suppose MP resets, not sure though.)