So I was watching a ST Saturday about new ken. DD mentions that c.lk can be canceled with c.lk but the second c.lk can't, which would explain when I spam them they always hit in pairs. Then he says you can do a cancel after that by kara-canceling a s.lk with w/e you want to do I guess; which is dubbed "renda-canceling" Does this have to be s.lk? or does s.hp or some other cancelable attack work?
After watching and seeing it explained I get what you were saying doing c.lk chain to hp, but you said this doesn't work on the snes ports?
so this ken combo:
http://www.youtube.com/watch?v=6JaB_2blg_o#t=7m25s Is basically c.lk, lk,up, hp, hc; where lk,up is kara-canceling a s.lk with a straight up jump? Can this be a forward or backward jump?
So what's the best combos you know ken can do against a dizzied opponent in the middle or against a wall? I'm sure some depend on the opponents height too, I've also noticed it seem there's some stuff like dhalsim's hit box gets higher after you hit him, because it seems easier to land a downward j.hk to hc on him than against blanka or guile.
*EDIT*
Finally found something nice against E.honda. When he's rising time a up,hk,hc, he almost always will try a hp since you're in the air and that's he's air standard air defense he always does unless you're really close to landing, rarely he blocks, but I might be able to attribute this to the hk being meaty or almost meaty. If you do the hc VERY soon after the hk the hc will hit 3 times and dizzy him, but you need to be super fast, else it will hit once or twice then wiff, then he can block or special you but he'll almost never special you. Then combos of choice seem to be either cross-up hk, hc, dp; or cross-up hk, hp, dp or fb (you can almost always dp after fb when in range against all AIs)
Is there anyway to counter blanka's bite, like a reversal throw? cause he will always punish a hc with a bite when possible.