Thread View: alt.games.sf2
3 messages
3 total messages
Started by VGR
Thu, 28 Jan 1993 05:49
please repost location of MK group
Author: VGR
Date: Thu, 28 Jan 1993 05:49
Date: Thu, 28 Jan 1993 05:49
6 lines
687 bytes
687 bytes
Could someone tell me the location of the Mortal Kombat newsgroup? Thanks in advance, Elliott Kim, aka milkman@wam.umd.edu
Re: please repost location of MK group
Author: Michael Jason Lewis
Date: Thu, 28 Jan 1993 08:19
Date: Thu, 28 Jan 1993 08:19
10 lines
757 bytes
757 bytes
In article <1993Jan28.054959.19339@wam.umd.edu> vgriscep@wam.umd.edu writes: > >Could someone tell me the location of the Mortal Kombat newsgroup? > alt.dev.null, I believe. Strange name, but... >Elliott Kim, aka milkman@wam.umd.edu - Mike Lewis trump@leland.stanford.edu
SF: HF KEN Revisited
Author: WEST JASON BRUCE
Date: Thu, 28 Jan 1993 09:22
Date: Thu, 28 Jan 1993 09:22
57 lines
3195 bytes
3195 bytes
Here are some things I have discovered in my semi-mastery of Ken (almost there).
I'm playing Ken since Dhalsim sucks now - he loses more priority in exchange
for a useless teleport, oh well..he was nice while he dominated.
KEN:
NEW COMBO: (I think).
Flying roundhouse to the head buffered to a nice air HK that hits 4 or so
more times - STUN! It looks really cool to boot (totally of guard, most people
will be trying to crouch block at the time (but it happens too quick). If
you do this right you should NOT touch the ground until he is stunned [total
AIR combo].
NEW STRATEGY:
My added dimension to my new strategy more or less revolves around the HK,
one hell of an awesome move.
USES INCLUDE:
- There is no real SPEED difference in Ken's HKs (ie. opponent doesn't know if
you are doing a roundhouse HK or a short HK). To screw with FB throwers
heads you can do a nice roundhouse HK, land behind them, and DP them.
- After that is old (probably already is) they will look for it and either
try to stop you as you pass over them or just wait and throw. Now you can
short HK over FBs, land before they thought you would and DP/throw them.
Their "prevention" attack was too early and missed.
HK to turn the tables on FB traps:
- You are cornered, you take the 2 blocked FBs, now what? Jump at him? No.
Jump up? Well you are back where you started. FB? You get comboed.
hmmm. Guess what he's gonna do? (not a good plan).
HK!
- Jump backward (into the wall, so you are really going straight up). You
now have the option to air HK and just spin in place. You can spin for a
length of time ranging from short to roundhouse - and he can't know. So
you jump. If he FBs you can HK long enough to land right after the FB (you
will get the timing), then you are out. Your opponent goes "aha!"
- This time he will time his FB to hit you as you land. You jump, he hasn't
thrown one yet (he's gonna wait till you start spinning). So you SHORT HK,
he FBs, you land before it gets to you and then jump it. If you do this
right you can nail him.
- The point is, if you add the HK to your escape method HE is the one who
needs to guess what YOU are going to do - the tables are turned. I now
let Ryus get me in the corner, since they are the ones who need to guess
right - and the advantage is mine. Also, when I get out, it is much
easier to throw them into the corner (and Ken's FB trap KICKS ASS).
'nuff for now.
Ciao...
Thread Navigation
This is a paginated view of messages in the thread with full content displayed inline.
Messages are displayed in chronological order, with the original post highlighted in green.
Use pagination controls to navigate through all messages in large threads.
Back to All Threads