SF6 Ken: Consistent 'Key' Combo guide
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- Опубліковано 12 кві 2024
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Rush you are absolutely amazing bro i love your content and how you break things down. Im going to add this video to my daily practice routine
Thanks for this. I'll try them out
corner juggle jinrai light follow up is still too risky for me.
go for it, even if you lose. practice it a lot, til u internalize the timing. key is to stop doing what you're doing now, and go for it always. gotta input it at the last second 4 sure.
you didnt comment on this but just a heads up, after you land the jinrai light followup, do half circle forward for the next jinrai, wether OD or light jinrai. this avoids accidental dp motions (since you have to hold forward on the jinrai light followup)
@@metalgeartrusty hey thanks for the advice. although i dont have this problem with jinrai loop i did have problem with fireball in neutral ends up with accidental dp. and half circle fireball does solve the problem so thanks again.
It is a pain but it is just lots more practice to build up the muscle memory. The good thing about the jinrai juggles is, if you miss the loop and drop the combo it usually doesnt leave you heavily punishable / unsafe
Hi, love your videos, Im kinda new to FGC, started playing end of last year and just hit Plat with ken. But I am having a hard time doing the DragonLash, cause i always get super level 2 or cr HK. Doing in training is easy, but going from cr to Dragonlash makes it harder for me.
Do you have any tips, or should I just keep playing and I will get more consistent?
What kind of controller are you using?
If you have buttons for motion inputs instead of a joystick, u can hold down and double tap forward to get the dp motion
If you play pad just make sure to end it on the down forward input. If you play stick or hit box i don’t think you would get that miss input
@@maph12 I use a xbox derivated, but I dont really like the pad on it
@@lucasbgabriel1441 Oof yeah. I've tried motion inputs on Xbox pad, and it's rough. If switching controllers isn't an option than what Jonathan above said will work as well. Basically hold down, and do kind of a double wiggle from down to down/forward, without ever doing a full forward input, and that should do it. Easier to learn on left side than right, but consistent once you're used to the motion.
Good luck, and may god have mercy on your thumbs.
you know what im gonna say I CANT WAIT TO USE THE NEW TECHHHHHHHHHHHHHHHH
No doubt will see a particular UA-cam channel Shorts upload where this tech is used in the near future 👁️👁️
@@RushG lmao as soon as im not working IM DOING IT
Small question about the DI side swap combo. Wouldn't it be better to do regular cr.HP into step kick level 1 instead of DR? The latter does about 2% more than the former and saves a bar of drive.
It does? I didn't know this!
Noted.
Tbh most times I DI somebody I'm often doing neutral jump HK, run Dragonlash into a followup, particularly if it's for a side swap.
@@RushG That's pretty much what I use as well. however the jump HK hitbox can be a little weird to land so i can understand if people preferred the level 1 setup. Still a great vid.
Another informative video Rush ! Would it be possible to get a video on your favorite meaty setups or safe jump sequences ?
No probs and great question, I can put together some meaty information in a future video 👍
Love your Channel, help us to improve Ken. Thanks Men
My pleasure man
omg i kept thinking people were saying "dry brush" instead of "drive rush" lol i was like why the F would it be called that
lol
Hi thanks for your video. What's a step kick? Is it jinrai? I don't see it in Google...
Cancelling into heavy kick from run (not the overhead the other kick he does)
@@RushG figured it in time anyways thanks!
Where did you get that fight pad overlay?
This dude -
x.com/jayraydee?t=C5HCIbdDRxLKWTlvmqYRlw&s=09
little man, little soul, taken taken, its mighty toll, u dont have to help the people, but thank you for being a steeple
I was trying to find a song that maybe this comment was lyrics from, it took me to "Alan Jackson - Little Man"
I think Im way off target 😅
I've started using stand HP + run tatsu to punish counter DIs. It does 2500(ish?), and leaves you +3 for an easy crouch jab or throw meaty.
Is it better to cash out drive gauge in the corner with drive cancels or OD jinrai loops?
I think people severely downplay the complexity of Ken's combos. There are so many different ways jinrai loops interact with each other alone.
Could you do a video on meterless counter / punish counter conversions? Also, do you have a tip on timing the crouch MK from a stand HP punish counter? I've found it tough to do consistently, resorting to mashing the MK like a scrub. That works for getting a tatsu, not so much for a DP.
Its a good should if you want the grounded mix up after run tatsu, you get the awesome corner carry and then the opponent is forced to guess.
Its something I havent spoken about before but being plus 3 is scary in this game as it sets up a frame perfect parry for the defender if you opt to go for a frame 1 or frame 2 meaty.
So to explain, if ken is +3, ideally you'd want to do a CR MP which is 6F start up so that it hits on the frame 3 to avoid being perfect parried in a plus 3 situation. The next layer there is them doing delayed parry lol. So maybe there throwing is worth considering?
My head is already hurting, its too early for this level of SF6 talk lol.
@@RushG I never even thought about that
Yeah it's pretty significant in SF6. As parry can only perfect parry of frames 1 and 2, 3 seems to be the magic number in this game
2:33
5:31
Hmm some things for me to consider, s.mp into step kick into lvl1 seems really nice for the side swap. I gotta watch my replays and fix my routes.
Driveless combos I think are really slept on, crucial to learn these driveless routes IMO
I didn’t see his run stop combos much here, are they not optimal or practical then?
They are covered in other videos and are widely used by people, this video was to show off situationally combos that I don't feel are used enough