Kata #21 v1.0

Difficulty Beginner Kata

Focus Ambiguous Cross-Ups

The intention of this kata is to help train your reactions to different jump ranges vs. characters who have the ability to set up ambiguous cross-up situations. The character for this Kata is Ken, the understanding you gain from it will need to be adapted for each character individually depending on their ranges and buttons.

This Kata uses advanced variants of KenBot 1.0's Actions #1, #2, and #3. It should not be particularly necessary to change these back afterward, KenBot will remain the same (however bear it in mind if you share your SFV with a player who is still working on KenBot v1.0, at least action #1 might need a reset, depending on their skill level and character).

Inputs are less lenient here, and it will take more understanding of the character, and checking of the results, to get a good result from the Kata.

Gauge Settings

Katas can be practiced with any preferred settings, on the 1P side, except in the 'Full Focus Test' mode, which will have specific instructions.

Settings for 2P for Kata #21 are are Health - "Auto-Recover" (when not in 'Full Focus Test' mode), V-Gauge - "Auto-Recover", CA Gauge - "Auto Recover".


Katas do not specifically have a point system, as they are intended to be a test of focus and endurance. Instead, this section will explain the why and how of the kata. Aims are still given below in a similar way to Bots and will be referred to as Aim A, Aim B, and so on when explaining.

Situation One - Basic Crossup Reaction

First, turn on just KenBot's Action #1 and work on Aim B. If things are correct, Ken will have a range and timing where he does a crouching Light Kick, then jumps to the other side of the character and does another. Depending on how the character moves during this time, and whether or not they were hit, blocked the LK, or were out of range, Ken's timing and landing position will be different. Focus on Aim B until you feel you have the mechanical skill to do it consistently. Note how Ken's spacing works when he does this, as it is very similar to most characters who will hit a safe low and then jump over you.

Kata 21 Situation 1 It is important to watch your spacing and timing in relation to Ken's own jump timing in order to land a succesful crossup anti-air.

Situation Two - Variable Jump Arc

Activate KenBot's Action #2 in addition to Action #1. He should now be able to do an aerial HK Tatsu crossup which increases the number of reactions you need to have, and varies his spacing. Focus on Aim A and Aim B in this stage. Add Aim C if he spends a lot of time doing HK Tatsu from the ground, but if this happens too often, doublecheck the recorded inputs for Action #2 itself, as they may need to be tightened up. You should be focusing on learning the different spacings and which responses your own character can use to them, and also, which situations are not likely to lead to you taking much damage, even if you choose an option that results in getting hit.

Kata 21 Situation 2 Ken's heavy tatsu can cause different fall timings and angles that can change what response is needed whether it be defensive or to change spacing.

Situation Three - Crossup Preparedness and Defense

Deactivate KenBot's Action #2, now activate Action #3 in addition to Action #1. He should now do his jumping MK instead of the aerial HK Tatsu. With most timings, this attack will not hit ordinary height characters if they crouch, and sometimes not even when standing, but this is because he hits it too early, not because the range is always wrong. He does have the ability to hit sometimes. You should focus on Aim A, Aim B, and Aim D. Guard your legs when he approaches, but also be ready to tech his throw. Try to make sure that 'Throw Escape' appears on your side, but if this is too much to focus on, don't worry, as he may still manage to hit you enough to make it clear that you are hitting the Throw input to escape/tech the throw too early.

Kata 21 Situation 3 How far back an opponent's move pushes you can change what available responses you have at any given point in the kata. Try to adapt to Ken's changed behavior and understand how changes in his own tendancies effect your own response.

Situation Four - Maintaining Advantage

Activate Actions #1, #2, and #3. His rhythm should now be different, and harder to keep track of. Choose one of the Aims to start with, depending on your character's main focus or best options, and add in the others as you get used to that one. It is directly related to your style. If you play defensively and this causes your opponent to be likely to throw you, for example, focus on Aim D. If you try to interrupt your opponent's offense or proactively deal with their jumps, tempting them to try to use mixups, start from Aim A or B.

Watch for the boundaries between ranges, and how you or an opponent could manipulate these to fool the other. Opponents who have much more experience with their character are likely to know these boundaries better than you and use that knowledge to set you up. For example, there is a range at which Ken can jump that would seem as if it would do cross-up MK, but instead he can hit HP and land in the front, and then get a big combo. Understanding what to do at these ambiguous ranges, even if you can't be sure to avoid the damage, is the purpose of the Kata.

Kata 21 Situation 4 Maintaining your advantage is key to properly training the kata. Keeping up a strong defensive response can create advantegous spacings and allow you to manipulate what options Ken has available to respond with.

Full Focus Test Mode

When you feel as if you have a good handle on the situation and all the ways you could deal with the opponent, change 2P V-Gauge to "Normal", and change 1P CA Gauge to "Normal". Both Health Gauges would then also be set to "Normal". The goal would be to defeat Ken using only single anti-airs (no followup or meaty attack), Crush Counter hits on any Shoryuken he happens to do (not a combo, just the CC itself, to get V-Gauge), and single hits, or single hits into air-reset counter-hits, from his HK Tatsu. If you manage this before he defeats you, then your focus is probably enough to handle this sort of situation in real matches. Repeat with familiar characters until you are satisfied with your performance.

Bot Information

If you skipped this bot or are unfamiliar, please see the KenBot 1.0 page and cross reference with the data below. If you have input KenBot, still review, there are possibly some minor changes, but most of the information regarding the bot itself can be taken from the KenBot 1.0 page. Once again, using these inputs (aside from #1) should not negatively affect the usability of KenBot for any intermediate player. Even with the altered Action #1, players who have advanced beyond KenBot but need to use it occasionally for learning new characters, can still use it in this form, most of the inputs are the same, just stricter. Inputs are given below.

Action #1

Record from far away.

236HP, hidden [2HP+HK, 21LK(4)], hold 9 until you jump, then hold 1. Stop recording as Ken reaches the peak of the jump.


236HP, hidden [2HP+HK, 21LK(4)], (789) hold 9 until you jump, then hold 1. Stop recording as Ken reaches the peak of the jump.

This is stricter than the Action #1 in KenBot 1.0 base form. Make sure that when this action is replayed into itself, that he can do a crouching LK, and that if this crouching LK is done, he jumps forward and almost never backward (he can jump backward in the Acceptable version but this is ok if he never or nearly never does it after the LK. When he jumps forward after the Hadoken, he should normally do a jumping HP, but it can be quite late, sometimes so late that it doesn't have time to reach active frames. This is ok.

Action #2


From midscreen distance, 214HK, hidden [4MK 4HP, hold 1, very late hidden 1MK 1HP] 1MP+MK (not hidden, but do not visually confirm this run has occurred) end recording instantly.


From midscreen distance, 214HK, hidden [4MK 4HP, hold 1, very late hidden 1MK] 1HP, 1MP+MK (not hidden, but do not visually confirm this run has occurred) end recording instantly.

Don't worry about timing the 4MK 4HP or 1MK 1HP, you can just mash one into the other, at almost Plink speed. The Tatsu must hit but not on the first frame that it could. The 1MP and 1HP must be hidden as late as possible (hence the marker for the Acceptable, in case it happens to turn out that way). The recording must be ended quickly enough that in general, Ken will not do V-Skill Run into Tatsu. It is possible to cause this problem also by doing the Tatsu motion itself 'slowly' so be careful of it. You might need to practice 'hitting MP+MK and then doing a Tatsu fast enough that it does not come out' to understand this.

Action #3

Input this one from close enough to hit. Preferably minimum range.


5MK 6HK/6KKK (target Combo), hold 6 or 4, delayed hidden [6HK/6KKK] 1LP+LK (not hidden, but don't mash!), hidden [1HK/1KKK 1LK] end recording instantly.


5MK 6HK/6KKK (target Combo), delayed hidden [6HK/6KKK] 1LP+LK (not hidden, but don't mash!), hidden [1HK/1KKK 1LK] end recording instantly.

When you replay this one alone, the throw should come out if the two kicks whiff, but no second HK should ever start. He should also be able to do multiple things, but the important one should be that he can do his 6HK in neutral and usually go into one of throw, sweep, or crouching LK after it, without too much tendency for it to be sweep. This is the difficult part to time. Using KKK will allow him to have back rolls, which is relevant if your character's antiair is likely to cause a hard knockdown, but has no real negative effect so can be used either way. If you use regular KenBot often and for some reason prefer that he does not do this back-roll (it would change his rhythm), using the HK is fine.


Still in progress.