VR-Raiden Posted August 26, 2014 Posted August 26, 2014 Use this thread to discuss the Labrys matchup.Please focus more heavily on discussing how to play the matchup properly as Ken rather than who is at advantage/disadvantage.This post will be updated as info arises. Round Start:... Neutral:... Offense:... Defense:... Punishes: On Block:...On Reaction:... Character Specific Notes: Combos:...Mixups:...
Dopples Posted September 1, 2014 Posted September 1, 2014 Approaching with j.A is strong if she's in the air, but be careful about mistiming it. Eating a j.B is never fun lol. Your DP is garbage against her pressure, but great for swatting her out of the air if she's being super j.B happy. Pre-emptive j.5B is good if the try to do the same with their's. Be kinda bold when you're trying to air to air her, your j.5B is better! Baiting her DP is fairly easy, as per the case with everyone. fall down with j.A isn't advisable however, as her 2B will completely low profile it. Gears super is super powerful against Koromaru pressure, so be wary of it if she's in Awakening. Baiting it can be tricky, especially if she does SB Gears, so try to beat her before she gets access to it. 214C/D in neutral is actually pretty strong against her, since it forces her to not approach. Your 2B is garbage in this match up. You'll have better luck anti airing with 2C, or the whiffed version of 5B. Going air-to-air is the safer bet against her, believe it or not. . Once you get momentum, you can bully her a LOT, but be wary once she's in Awakening. SB Gears super will ruin your day if she has the chance to use it.
VR-Raiden Posted September 8, 2014 Author Posted September 8, 2014 It came up in Skype chat, so I looked at punishing gears super. Gears will destroy Koromaru if Ken isn't in contact with the gears. If he is, Koro only takes a few of the hits. It's best to just 5D him out after flash if you're able. Midscreen: after flash > jump/super jump over (roll works too from very close) > FC 236B (or other CH punish) after flash > IK Back to corner: after flash > delay B+D (trades on the way down) > 2A pick up combo after flash > delay 214214B (only 1 spear version, whether you put Koromaru away or not) after flash > IK Couldn't find a way to outlast it in the air with her back to corner. If you would die from the trade B+D, or don't have meter for 214214B, probably best to just jump back and avoid it. I was able to get FC 236B once after jumping behind it, but the 2nd hit didn't reach to pull in.
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