@@ShowYouCan ok, yea even if they were top height airborne I assume he can’t do anything beside ex moves. Like maybe ex Dp+kick to a fierce dp, ex Dp, or ex tatsu
So maybe someone can explain this, but the combo at 0:19 shouldn't be possible since drive gauge doesn't recover after using a DR until the combo is over. Every time I try that combo I burnout after the second DR.
The combo is possible because walking bypasses meter penalty which the drive rush has. I microwalked for a frame which allow me to gain a sliver of drive gauge which is enough for me to not go into burnout after the 2nd DR.
The combo at 0:16 is a sitting basic move (usually Cr.lp) with 4f. It connects to characters, but JP's combo does not connect even though cr lp is 4f. No, I hope Capcom fixes it quickly.
It's been a while but the one I know of before was like around 6600 or 6700 damage. I don't know what this HP quickdash HK lvl 3 combo you're describing.
@sharkyslegoandotherstuff It's pretty much like the 2nd combo in the video but against a standing opponent, you would do Punish Counter st.HP > cr.MP > DRC > st.HP > microwalk st.MP > DRC > st.HP > cr.MP. Then at the end, you prob would do cr.HP > quickdash > cr.LP > st.MP~st.HP then the jinrai kicks from the video. I haven't played SF6 in a while so I'm not sure if there's anything better.
@@ShowYouCan for that combo youd need your opponent to be in a punish counterable state though i meant something that just worked no matter what as a reliable combo to always fall back to
@@Sharky_0456 if you want practical routes, I'm sure there are videos on those that can help scoured on UA-cam. I won't be able to help as much since I haven't played in a while.
Yee still rocking it. I pretty much wanted to learn what it feels like to have buttons on the left side. I don't do the shortcuts or anything SOCD related 90% of the time. I still miss my half circle inputs and don't usually do 720 inputs so I'm still getting used to it.
@@seasons2of1 if you want the arcade feel, a fightstick would be the wave. Objectively though, a leverless controller is better overall in terms of modern fighting games for its input speed compared to the fightstick. That’s speaking objectively of course. Hope this helps!
Who knew an air to air counter hit confirm could lead to a 6K combo?
Dude.
0:42 ? The music sync? Glorious.
I thought I was good because I broke 6000 in a combo thinking it was the most optimal thing in the world. apparently not
Without CA but still I’m a scrub
Ahh, don't beat yourself up over it.. These combos are very niche and the scenarios would never happen in a real match, especially in a tournament.
Sick. I posted one earlier where you can get 60% if you hit the CA. It's full meter tho
7500 is definitely the most I have seen from Ken. Props bro.
My man has DESK level execution lol
Is he able to the combo at the end with out getting hit by sims fire….. lmao 🤣 he has some interesting conversions for big ass damage 😊
He can’t get anything after the light DP by himself at that point haha
@@ShowYouCan ok, yea even if they were top height airborne I assume he can’t do anything beside ex moves. Like maybe ex Dp+kick to a fierce dp, ex Dp, or ex tatsu
@@JaiOfManyNames ya pretty much EX Dragonlash Kick or EX Tatsu at that point.
The match with the music. Nice video.
0:45 could you have done another Ex Jinrai into Heavy kick juggle and THEN finish off it while in burnout before level 3? Might hit 78%
I remember trying that but found out that the juggle count was too high for EX Jinrai Heavy Kick > EX Jinrai at that point.
So maybe someone can explain this, but the combo at 0:19 shouldn't be possible since drive gauge doesn't recover after using a DR until the combo is over. Every time I try that combo I burnout after the second DR.
The combo is possible because walking bypasses meter penalty which the drive rush has. I microwalked for a frame which allow me to gain a sliver of drive gauge which is enough for me to not go into burnout after the 2nd DR.
@@ShowYouCan I see, thanks for the explanation. That's a pretty strange exploit.
@pricklypear3625 it's not an exploit, though.
Did capcom change this? I cant get it to work…i mean the 3 DR
The combo at 0:16 is a sitting basic move (usually Cr.lp) with 4f.
It connects to characters, but JP's combo does not connect even though cr lp is 4f.
No, I hope Capcom fixes it quickly.
Every move has different hitstun so it makes sense that the combo won't work on certain characters.
True tier list before the nerf:
true level layer?
S Tier
1. Ken
2. Luke
3. Dee Jay
A Tier
4. JP
5. Blanka
True?
Side, I'm glad to hear JP dub, it's so much better, thanks xd
0:23 when i try the medium lash here im only +3 and cant confirm the jab
The opponent has to be crouching in order to get the +4 from medium dragonlash.
whats the best damage i can get universally without specific opponents or situations
my current best damage combo is HP quickdash HK into level 3
It's been a while but the one I know of before was like around 6600 or 6700 damage. I don't know what this HP quickdash HK lvl 3 combo you're describing.
@@ShowYouCan whats the combo though?
also the combo i described works its just got quite specific timing
@sharkyslegoandotherstuff It's pretty much like the 2nd combo in the video but against a standing opponent, you would do Punish Counter st.HP > cr.MP > DRC > st.HP > microwalk st.MP > DRC > st.HP > cr.MP. Then at the end, you prob would do cr.HP > quickdash > cr.LP > st.MP~st.HP then the jinrai kicks from the video. I haven't played SF6 in a while so I'm not sure if there's anything better.
@@ShowYouCan for that combo youd need your opponent to be in a punish counterable state though
i meant something that just worked no matter what as a reliable combo to always fall back to
@@Sharky_0456 if you want practical routes, I'm sure there are videos on those that can help scoured on UA-cam. I won't be able to help as much since I haven't played in a while.
It seems i can do second combo with modern controller.is there any longer versions for ken with modern type.damage is not important just longer😊
Unfortunately, I don't know anything about modern Ken so I won't be able to help there.
@@ShowYouCan thanx dude.this video is helpful❤️👍
Still rocking the hitbox? How is it?
Yee still rocking it. I pretty much wanted to learn what it feels like to have buttons on the left side. I don't do the shortcuts or anything SOCD related 90% of the time. I still miss my half circle inputs and don't usually do 720 inputs so I'm still getting used to it.
@@ShowYouCan ah. I was thinking of getting that or a fightstick. Which would you recommend? I would appreciate it.
@@seasons2of1 if you want the arcade feel, a fightstick would be the wave. Objectively though, a leverless controller is better overall in terms of modern fighting games for its input speed compared to the fightstick. That’s speaking objectively of course. Hope this helps!
@ShowYouCan it most certainly does. Thanks! I feel like you will get your half circle inputs down easy no sweat!
@seasons2of1 Haha I think I'm fine with half circles if I don't do them too fast. I usually input too fast and miss one of the essential inputs 🤣
how do u get the extra hud is it a mod?
Everything you see here is available in the base game. It's in one of the training mode menus I forget which one.
@@ShowYouCan thank you so much bro I was so confused 😭😭
Yo is that falcom music? Ys maybe?
It is indeed Falcom. Not from Ys but Trails/Kiseki.
@@ShowYouCan nice on the 4th cold steel game now can't wait for reverie and kuro as well as ys 10
whats the music?
Formidable Enemy - Zero no Kiseki Evolution
Formidable Enemy from the Trails from Zero PS Vita Evolution port
ua-cam.com/video/CivjIKXYPO4/v-deo.html
@@ShowYouCan The evolution tracks get a lot of hate but some of them sound really great. Unfathomed Force from Azure Evolution is another one.