5-0 illwill1979
Pros - Solid block strings. Not bad with reversal srks. Good overall knowledge of Ken's unique tools. Nice shallow jumpins.
Cons - Back to srks, used them too much when not hit confirmed in combos. Work on crossup defense AND post crossup gameplay.
Overall I could tell you were a bit nervous in this match. You seemed timid when it came to your lp lp DP combo. At times you hit confirmed well into an SRK. At other times you would get the first lp to hit, but miss the combo into the 2nd lp causing me to block it, then still follow with the SRK, resulting in some sort of punishment from me. I think that fine tuning this part of your game along with the next thing I will mention should see you increase your wins simply by doing more dmg and negating dmg done against you.
Crossups. I came at you with lk and mk crossups. I pushed early on to see how far I could go with my crossup blockstrings/combos. You would do a pretty decent job of blockin the crossup itself, but the post crossup game seems to be where I got you. I try to mix in tick throws, kara throws and blockstring/combos as much as possible. I'm, not sure if you are aware of option select throw or not, but basically what it is, is when someone jumps in on you, they have 3 options pretty much: go into a blockstring, throw (or tick throw) or do nothing. Option select throw basically gives you the benefit of having 2 commands, so to speak, happen at once. You would hold block like normal (whichever pertinent direction) and as the jump in connects you would hit lp + lk as if you were going to throw or tech. This brings up the following scenarios:
-they continue to blockstring, depending on when you hit lp+lk a quick short will come out or you will throw them.
-they stop and do nothing and you will throw them.
-they try to throw and you tech it.
There is a downside to this though, and it's that if you time the lp+lk part of it incorrectly it could lead to you throwing out a lk which could be punished (srk, TU, etc). You might also end up throwing out a throw that gets overridden by a DP or some such move.
I really liked your shallow jump ins early on. You seem to have found the sweet spot for jump ins as you looked like you were going to cross me up but instead hit in front. This got me several times, but then I caught on. At this point, you should have switched and started doing crossups, making me have to guess which side you'd end up on.
Outside of this, I think you are a great Ken. Ken is usually an uphill battle, so props for choosing to main him (most scrub Kens that liked the zomgwtfbbq fire dp have long since run to other chars, so you know who the serious kens are these days). I really wish that I could have recorded those games so we cold get feedback from other players. I would be more than happy to do some sparring later and record that so we can do some dissecting.
Good games and look forward to watching your Ken grow.
Pros - Solid block strings. Not bad with reversal srks. Good overall knowledge of Ken's unique tools. Nice shallow jumpins.
Cons - Back to srks, used them too much when not hit confirmed in combos. Work on crossup defense AND post crossup gameplay.
Overall I could tell you were a bit nervous in this match. You seemed timid when it came to your lp lp DP combo. At times you hit confirmed well into an SRK. At other times you would get the first lp to hit, but miss the combo into the 2nd lp causing me to block it, then still follow with the SRK, resulting in some sort of punishment from me. I think that fine tuning this part of your game along with the next thing I will mention should see you increase your wins simply by doing more dmg and negating dmg done against you.
Crossups. I came at you with lk and mk crossups. I pushed early on to see how far I could go with my crossup blockstrings/combos. You would do a pretty decent job of blockin the crossup itself, but the post crossup game seems to be where I got you. I try to mix in tick throws, kara throws and blockstring/combos as much as possible. I'm, not sure if you are aware of option select throw or not, but basically what it is, is when someone jumps in on you, they have 3 options pretty much: go into a blockstring, throw (or tick throw) or do nothing. Option select throw basically gives you the benefit of having 2 commands, so to speak, happen at once. You would hold block like normal (whichever pertinent direction) and as the jump in connects you would hit lp + lk as if you were going to throw or tech. This brings up the following scenarios:
-they continue to blockstring, depending on when you hit lp+lk a quick short will come out or you will throw them.
-they stop and do nothing and you will throw them.
-they try to throw and you tech it.
There is a downside to this though, and it's that if you time the lp+lk part of it incorrectly it could lead to you throwing out a lk which could be punished (srk, TU, etc). You might also end up throwing out a throw that gets overridden by a DP or some such move.
I really liked your shallow jump ins early on. You seem to have found the sweet spot for jump ins as you looked like you were going to cross me up but instead hit in front. This got me several times, but then I caught on. At this point, you should have switched and started doing crossups, making me have to guess which side you'd end up on.
Outside of this, I think you are a great Ken. Ken is usually an uphill battle, so props for choosing to main him (most scrub Kens that liked the zomgwtfbbq fire dp have long since run to other chars, so you know who the serious kens are these days). I really wish that I could have recorded those games so we cold get feedback from other players. I would be more than happy to do some sparring later and record that so we can do some dissecting.
Good games and look forward to watching your Ken grow.