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Be careful throwing fireballs when in range for his st hk to punish you, the trade is ok if you get it, but sim often hits you first and wins. Speaking of which, you can use hp srk to punish fireballs and flames like in shoto matchups. Cr mp can also beat slides, drills can be dealt with by mashing jab if you have not enough time to do an srk. Though if he does a flame, you get punished hard, so this is not too reliable in some cases.Ĭr lk is a good counter as it beats just about every normal he has from far. Tatsu goes through fireballs, learn the ranges where you can safely get in with this while landing a hit. His nerfed damage and normals make this more managable, but not by any means an easy fight. Spinning Bird Kick can be countered with crouching Strong,but now can be a fireball match at the correct distance, if she Kikoken's you, its better to use Air TSK instead of jump for crossups. Punish the Roll with Hadoken or Shoryuken,Vertical Roll can be shoryukened correctly,remember you have a weak Hadoken and he can Vertical Roll you easily, so your objective will be make him jump. Sweep his jumps when he's far, if he tries to tap through a fireball, srk him. Once you get distance, it's just a case of getting a jab fireball on screen, then punishing whatever he does. Blocking high is actually pretty good since he has no low rush like in ST,this lets you block his attacks, and not get caught by dash upper whiff into throw. Once the round starts, the main objective is just to be patient and not get caught by rush punches, or st hp.