Don't let your guard down, it could still change. The Open Beta is an 8+ month old build and we know the Beta 8 characters have been changed and they've lost/gained combo routes.
Baf, slightly weird but...I love your videos, man. I watched every Street Fighter V video despite not caring about the game, and seeing you make SF6 content already is just so nice. Unironically improved my day. Cheers, mate.
Thanks baf! One weird quirk that might not even be worth adding to the video, is that step kick cancels to any super, even lvl1. TC into step kick into lvl1 is probably the best route into it.
Some things to note are that run over head is actually cancelable into level 3 only making it a tricky overhead into a lot of damage. if you get an air to air with jump strong if you do the falling tatsu low enough to the ground and meaty enough you can actually combo into dp or super for a big cash out from an anti air. fun fact if you do run tatsu and it leads into the corner neutral jump falling fierce is actually a safejump against dps and DI so it can be quite useful in the month 1 meta
thank you! this is was so much more helpful than all the other guides that used numpad notation leaving me to translate the whole mess into something comprehensible
2:25 23HP > 23HP > 236P is an easier way that I found to combo LV3 you can also do it straight from 3HP > 23HP > 236P Love your videos, straight and clear, excellent starter point ♥
*IMPORTANT COMBO ROUTES, PLEASE READ:* Here are some PRACTICAL combos that no one knows: *Mid screen:* - Crhp -> h jinrai -> ex dragon lash -> dp/supers (don’t do the jinrai follow up). This is his biggest 2 bars combo. For example smp punish counter -> crhp -> h jinrai -> ex dragon lash-> h dp = 3700 damage. - Crhp -> h jinrai -> lv1/2. Can be done anywhere on the screen. - Run mk punish counter -> LINK into supers. This is his biggest meterless into supers, very practical for punishing dps and supers. Ex: run mk punish counter -> CA = 5200. DO NOT cancel the run mk, it scales. If you have less room, do shp punish counter -> supers. If you have even less room, strictly for lv3, do smp punish counter -> crhp -> run mk -> lv3 = more damage than run dp. Otherwise you can extend the combo by doing run mk punish counter -> crmp -> dr shp/crhp depends on the situation. - Actually l tat -> mdp not only gives you more damage but also better oki and corner carry, but you’ll have to be aware of the situation and change route if you want to do full animation lv3. *Corner:* - Crhp -> h jinrai x2 -> l dp. His biggest meterless combo in the corner. - Crhp -> h jinrai -> l follow up -> ex jinrai -> m follow up -> h dp. His biggest 2 bars in the corner. Air to air: jump mp -> delay cancel ex tat -> dps/supers. In the corner you can even do l dp -> h dp if the height is right. Extra: sweep punish counter gives you extremely ambiguous oki, forward empty jump immediately afterwards and do crlk crlp, it’s a 50/50 side switch. Overall, crhp is extremely important, typically you need drive rush/punish counter mp to start the routes. One last thing, his gameplan is CORNER: corner carry + corner pressure + corner damage + corner control. When you’re mid screen damage is not the priority, do everything in your power to push the opponent to the corner, mostly use h tat and run tat. If you do the right route you can scale 2/3 the stage easily, kid you not. What I usually do is shp dr -> delay smp -> crhp -> h tat (h tat does more damage, carries more than run tat and also setting up oki, run tat is only useful when linked from tc). Wish you well! *Edit:* The corner combo with ex jinrai is h jinrai -> l follow up -> ex jinrai -> *h follow up* -> h dp. Sr guys I found this during the closed beta so it was fuzzy.
For anyone else who was confused by the name "Crazy Kicks" that's just Ken's Jinrai Kick which is quarter circle forward+k and can be followed up with any kick+forward (each kick does a different things) and another k+forward is the full combo of "crazy kicks." I had to look up what it meant since I'm a casual player who is trying to improve and wasn't sure if crazy kick meant Dragonlash Kick or Jinrai Kick.
@@Bafael lol all good I had to look it up. That's the unfortunate thing about fighting games is learning the lingo. Like I remember just a few years ago learning DP (Dragon Punch) just refers to essentially an anti air special. Obviously some are easier than others like fire ball and hurricane kick lol
looking forward to a full ken guide since you use him, this video misses a few things like the safejump after target combo run tatsu or the more spicy combos like CH DI walk/wait cr.HP, run tatsu sideswap, EX dragon lash to sideswap again putting them back in the corner into uppercut.
The combo at @3:35 is driving me nuts. I just cannot get the delay between the heavy jinrai and follow up light. Once out of like 20 tries do I land it. Timing is way too tight for me.
You can do throw/shoryu/ender that gives oki into ex crazy kicks where the first hit whiffs and you can choose LK/MK for a low overhead mix that confirms into 2 bar super. But you're minus 12 if they block or parry. Also meaty overhead can be +4 from my testing so you can get a LP after and confirm without counter hit
For lv 3s you often want to minimize the number of actions. With long combos the added scaling on the super can remove more damage than the extra hits add (especially if it's CA).
@@Bafael I found out quick dash shoruken into level 3 deals nearly 50 percent raw if your opponent doesn't anticipate it and there's always quick dash into medium kick then level 3 which can hit a blocking opponent due to it being an overhead you can also use medium to heavy to level 3 for decent damage if you dont have much space
So his bread and butter comes from his most stubby button down heavy punch? What do I do if they block in this situation? Cry? What am I fishing for in neutral?
Punish with it or drive rush into it. His main confirms don't start with it and it's not unusual for characters to use different routes for punishing and confirming
No. It just becomes the non cinematic version if it doesn't hit on its early active frames. This will always happen if you cancel into level 3 from things like light or medium shoryuken.
I was like "LOL WHY YOU CALLING IT CRAZY KICK", but I was smart and read the comments, so I understand. But not smart enough to bother searching why they called it crazy kick in SF2? Also thanks for this guide.
Ugh. Trying to land the delayed jinrai kick combos is actually disheartening as fuck. Tight timing feels like SF4 to the point where it almost seems like a waste of time trying to lab work this frame perfect shit.
@@Bafael I'm on classic haha, i just seen others players bind it so as a beginner maybe it can help but idk. I have hp hk on r1/r2 and drive rush on l2
Which terms? In this case google might be your friend but I've made videos on some of the SF6 mechanics already, for example drive mechanics: ua-cam.com/video/EDYnrYkEpsQ/v-deo.html
Im playing the beta and im absolute garbage…im new and i know I shouldn’t be too hard at myself, but i get so frustrated cause i feel like part of the reason im bad is cause my damn inputs wont come out…ive done countless hadoukens and shorukens but they barely seem to come out in this game which leads to me punching the air and getting punished…how can i even learn from something thats super inconsistent? Idk of its the d-pad or me but its so frustrating
Definitely you. SF has always been super lenient about it's motion inputs. I can actually get shoryu without leaving crouch by doing ↘⬇↘👊, which the game counts as a dp input. Your problem is likely that you're pressing the button too soon, a lot of newer players make that mistake. The motion has to fully come out before you press the atk button. If you're getting crouching normals instead of the specials you want, that's likely your problem. Another problem could be that you're inputting too rapidly, but the speed itself isn't the problem, it's just that you are so concerned with getting the special out in time that you are likely flubbing the input. The motion interpreter of SF is not actually incredibly demanding, you don't have to whip out specials at light speed. As long as you are concise and intentional with your movement, the game will understand what you want. Regardless, consistency will just come with practice. lmk if you wanna run a few sets, I'd love to spar! Otherwise, best of luck bro
St hp (punish counter) xx cr mp xx dr xx cr hp xx run stop xx cr mp xx l tatsu xx m dp is damage optimal punish counter with bar combo :) Also after st hp, cr mk drive rush the cr hp xx run stop xx cr mp xx l tatsu xx m dp is damage optimal
They don't allow the same routes, though, because the ground bounce leaves them lower. You can't loop EX crazy kicks with EX MK. You can do TC 236KK 6MK 623KK 623HP in the corner if you only care about damage
“Ken can only convert on his overhead in counter hit” what’s the point then? If I’m doing overheads it’s to beat block, but if it’s counter hit I didn’t beat block they pressed a button. If overhead doesn’t convert normally, then you have no reason to block high.
His overheads are so slow that you are likely not going to get a chance to use them in neutral like that. Running overhead is like, 30f startup. You'd have to condition the shit out of someone to sit still that long, especially at not-top-level and online. I usually use running overhead as a meaty on my opponent's wakeup. You aren't likely to get a ch off of jinrai overhead ender, but you can actually force punish counter by whiffing the first hit and going into the overhead after blocking a DP, which does more damage than a jump-in button. Anyway, idk why you think overhead is useless. Overhead leaves Ken at +3 at close range on regular hit. That's not worthless? You might say that if you ch, you beat their atk and not their block so why bother, but what else are you going to ch with? Are you going to gamble with cr.hp at -10? Or maybe st.mp point blank which has excellent reward but is -2 on block, so negative but safe, compared to either overhead which is -3 on block, meaning it's also negative but safe. The best you can do at not-point blank is st.mk which links to st.lk into special but that's literally it, can't even drive rush cancel st.lk. Also st.mk is -5 on block. Otherwise, cr.lp is his best ch fishing tool because it leads to cr.mk, but it's stubby af. Besides, both overheads actually hit like a freight train on ch, 1200 dmg and +5 on ch THAT ALSO BEATS CROUCH BLOCK compared to 800 dmg on regular jump in. Even ch jump in doesn't scratch 1000. Also, if you get them blocking high then you can start hitting them with cr.mk and that's where the sauce is because it's special/dr cancellable and is huge.
Ken feels so bad…how are you supposed to pressure with him? His jinriyu kicks feel useless and I miss sfv heavy tastu. The fireball his bad and his combos don’t hurt much. He will most likely gets some buffs. Better frame data and damage would be a nice start.
@@chainsawbussyfuck He’s a rushdown down character. Ryu is a well rounder. The rushdown character should have better frame data to be able to pressure better. Rat
Ken the rushdown shoto, the only character in the game without a single plus on block normal. What’s that, you want me to use drive rush for plus frames? Okay, surely I have an overhead out of drive rush so I can punish someone just holding downback. Surely…?
Lol yea, they made him mad technical for no reason. I like it, but I can see why some ppl feel it strays super far from his past playstyles. Tbf, most normals in sf6 aren't plus on block, even historically plus normals like jabs. Oh well, at least he has a *checks notes* advancing, round start length, low crushing, *INHALES* plus on block, full ch combo conversion move? Jesus, Capcom isn't playing around
Good to know Ken still has a combo in the corner where he does like 5 shoryukens in a row.
You like the quintuple special
Don't let your guard down, it could still change. The Open Beta is an 8+ month old build and we know the Beta 8 characters have been changed and they've lost/gained combo routes.
@@epicebones7329 they better not change my combo, or I'ma find Capcom
4 shoryukens is not enough
@@sonixbelit 😭🙏🏾
Baf, slightly weird but...I love your videos, man. I watched every Street Fighter V video despite not caring about the game, and seeing you make SF6 content already is just so nice. Unironically improved my day. Cheers, mate.
Thanks baf! One weird quirk that might not even be worth adding to the video, is that step kick cancels to any super, even lvl1. TC into step kick into lvl1 is probably the best route into it.
very interesting.
Been following your for so many years now and it's always exciting when your SF character guides pop on my feed.
Some things to note are that run over head is actually cancelable into level 3 only making it a tricky overhead into a lot of damage. if you get an air to air with jump strong if you do the falling tatsu low enough to the ground and meaty enough you can actually combo into dp or super for a big cash out from an anti air. fun fact if you do run tatsu and it leads into the corner neutral jump falling fierce is actually a safejump against dps and DI so it can be quite useful in the month 1 meta
can't seem to get the overhead into lvl 3 consistently, any tips?
@@eddnav try doing the overhead kick as qcf mk so that it buffers into the next one for super. So run>qcf mk>qcf punch
Somehow I knew Baf would have this on lock already. Clutch
Amazing guides as always! Quick note i think it would be helpful to label a section as punish counter for future guides imo
True. Once the game is out.
thank you! this is was so much more helpful than all the other guides that used numpad notation leaving me to translate the whole mess into something comprehensible
Literally just came from playing the beta to see if anyone had done this. Bafael my savior as always
Baf literally does not miss with these sick guides!
Your tone sounds like a teacher fighting their enthusiasm and I love it
these are the best guides out for SF6 rn, so helpful
Thanks for getting these vids out during a beta (and holiday) weekend.
Gotta say I really like the way you have been approaching these BnB. It’s a lot of good info but never feels rushed.
2:25 23HP > 23HP > 236P is an easier way that I found to combo LV3
you can also do it straight from 3HP > 23HP > 236P
Love your videos, straight and clear, excellent starter point ♥
this is about how i do cr. mk xx mp srk xx SA3 in 3rd strike, glad that'll work (23MK 23MP 623K)
The thumbnail is how I look walking into work
Love your 3s videos, thank you for these tutorials! I'm glad you're still around :)
been following you since I got into SF4 love the videos keep them coming!
*IMPORTANT COMBO ROUTES, PLEASE READ:*
Here are some PRACTICAL combos that no one knows:
*Mid screen:*
- Crhp -> h jinrai -> ex dragon lash -> dp/supers (don’t do the jinrai follow up). This is his biggest 2 bars combo. For example smp punish counter -> crhp -> h jinrai -> ex dragon lash-> h dp = 3700 damage.
- Crhp -> h jinrai -> lv1/2. Can be done anywhere on the screen.
- Run mk punish counter -> LINK into supers. This is his biggest meterless into supers, very practical for punishing dps and supers. Ex: run mk punish counter -> CA = 5200. DO NOT cancel the run mk, it scales. If you have less room, do shp punish counter -> supers. If you have even less room, strictly for lv3, do smp punish counter -> crhp -> run mk -> lv3 = more damage than run dp. Otherwise you can extend the combo by doing run mk punish counter -> crmp -> dr shp/crhp depends on the situation.
- Actually l tat -> mdp not only gives you more damage but also better oki and corner carry, but you’ll have to be aware of the situation and change route if you want to do full animation lv3.
*Corner:*
- Crhp -> h jinrai x2 -> l dp. His biggest meterless combo in the corner.
- Crhp -> h jinrai -> l follow up -> ex jinrai -> m follow up -> h dp. His biggest 2 bars in the corner.
Air to air: jump mp -> delay cancel ex tat -> dps/supers. In the corner you can even do l dp -> h dp if the height is right.
Extra: sweep punish counter gives you extremely ambiguous oki, forward empty jump immediately afterwards and do crlk crlp, it’s a 50/50 side switch.
Overall, crhp is extremely important, typically you need drive rush/punish counter mp to start the routes.
One last thing, his gameplan is CORNER: corner carry + corner pressure + corner damage + corner control. When you’re mid screen damage is not the priority, do everything in your power to push the opponent to the corner, mostly use h tat and run tat. If you do the right route you can scale 2/3 the stage easily, kid you not. What I usually do is shp dr -> delay smp -> crhp -> h tat (h tat does more damage, carries more than run tat and also setting up oki, run tat is only useful when linked from tc).
Wish you well!
*Edit:* The corner combo with ex jinrai is h jinrai -> l follow up -> ex jinrai -> *h follow up* -> h dp. Sr guys I found this during the closed beta so it was fuzzy.
Crhp -> h jinrai -> l follow up -> ex jinrai -> m follow up -> h dp
Can you upload a video of this combo? I am unable to get the EX Jinrai into HP DP
im new to street fighter, what is jinrai?
oh the Jinrai kick nvm
@@rexzakel1802 m follow up from ex jinrai gives u OTG state, combo into dp from that, maybe u did it too late
@@deesix3504 I also couldn’t get the DP after EX. Perhaps it’s a extremely tight window but I’m unsure
Bafael, I truly appreciate this. I felt like Ken was weird because I couldn't cancel into Super and such. Thanks for teaching me what CAN cancel. 🙏
Sick that you did the 2 characters I'm most interested in first. Thanks for the work!
As a great man once said: 'Thank you Bafael.'
Just happened to watch two of your new vids back to back on 2 of my characters, fate, subscribed
Thanks for the video, I watched this and went directly in my placements and got platinum :)
As a headsup run HK from your heavies and stand MP into any super is optimal meterless
Appreciate the hard work Baf!
Excellent Work! We + the FGC thank you! #GGs 😎🎮👍
I see ken as a character that revolves around the corner personally
For anyone else who was confused by the name "Crazy Kicks" that's just Ken's Jinrai Kick which is quarter circle forward+k and can be followed up with any kick+forward (each kick does a different things) and another k+forward is the full combo of "crazy kicks." I had to look up what it meant since I'm a casual player who is trying to improve and wasn't sure if crazy kick meant Dragonlash Kick or Jinrai Kick.
Yeah sorry that's what people called that special move in SF2 era
@@Bafael lol all good I had to look it up. That's the unfortunate thing about fighting games is learning the lingo. Like I remember just a few years ago learning DP (Dragon Punch) just refers to essentially an anti air special. Obviously some are easier than others like fire ball and hurricane kick lol
Thank you so much man. Amazing video!!
Thank you for making a concise video that doesn’t start with a splash logo or yelling or the phrase “kens got a fireball just like ryuuuuuuuu!”
beta just finished and NOW I find this video. I didn't know half of this stuff
Desk uploads a Ken triple LP Shoryuken video right as I'm watching this, what are the odds
looking forward to a full ken guide since you use him, this video misses a few things like the safejump after target combo run tatsu or the more spicy combos like CH DI walk/wait cr.HP, run tatsu sideswap, EX dragon lash to sideswap again putting them back in the corner into uppercut.
After the roundhouse launch theres time to do an empty drive rush juggle for a 1 bar combo. Pretty cool.
6:10 clutch. I get this counter hit all the time and never tried this link. Thanks.
Baf, its worth noting that Ken overhead can combo on normal hit but only as a very meaty hit
perfect timing bafael
Corner crazy kick combos are super stylish.
I love that thumbnail
Im taking mental notes
The combo at @3:35 is driving me nuts. I just cannot get the delay between the heavy jinrai and follow up light. Once out of like 20 tries do I land it. Timing is way too tight for me.
Thanks for this video!
nice stuff, hope you plan on doing one of these for chun !
0:09 oh so he's Diet Akuma now...
Thank u baf 🙏
1:55 actually after lvl 1 side swap you can get a meaty drive rush sHP from full screen lmao but you can't get a meaty throw out of drive rush
You can do throw/shoryu/ender that gives oki into ex crazy kicks where the first hit whiffs and you can choose LK/MK for a low overhead mix that confirms into 2 bar super. But you're minus 12 if they block or parry. Also meaty overhead can be +4 from my testing so you can get a LP after and confirm without counter hit
2:26 cant you use medium, to heavy punch into quickdash shoruken into level 3?
For lv 3s you often want to minimize the number of actions. With long combos the added scaling on the super can remove more damage than the extra hits add (especially if it's CA).
@@Bafael I found out quick dash shoruken into level 3 deals nearly 50 percent raw if your opponent doesn't anticipate it and there's always quick dash into medium kick then level 3 which can hit a blocking opponent due to it being an overhead
you can also use medium to heavy to level 3 for decent damage if you dont have much space
Flattering thumbnail
So his bread and butter comes from his most stubby button down heavy punch? What do I do if they block in this situation? Cry?
What am I fishing for in neutral?
Dragon lash kicks repositioning sucks ass.
Punish with it or drive rush into it. His main confirms don't start with it and it's not unusual for characters to use different routes for punishing and confirming
Crumple Jumpins would be a pretty good username.
You save me a lot of time in the lab👍Don't forget about the EX-tatsumaki, if you do updates😅
Are there different inputs between cinematic and non-cinematic lv3?
No. It just becomes the non cinematic version if it doesn't hit on its early active frames. This will always happen if you cancel into level 3 from things like light or medium shoryuken.
@@Bafael Thanks!
his corner routes are so cool
Thanks 🙏🏾
Excellent thumbnail
Bro can you add inputs im really getting into sf and im not really familar with inputs
Learn how to read input display sooner rather than later, it'll help a lot in your path to improvement unironically.
the jinrai kick loop must the hardest combo to do so far I'm loosing brain cells trying to do that 😂
what should i do if i drive impact and air attack and they go flying?
Run dp maybe? I've never labbed it
You can cancel run overhead straight into level 3
Combos are good but some notations on bottom screen would really help us new peeps 😜
They're already on the left side of the screen.
I was like "LOL WHY YOU CALLING IT CRAZY KICK", but I was smart and read the comments, so I understand. But not smart enough to bother searching why they called it crazy kick in SF2? Also thanks for this guide.
Baf i combo cinematic level 3 after target combo run shoryuken the first hits usually let me combo to level 3
Ken lookin like Jeff Daniels in the thumbnail
Corner236k loop is difficult af ,there is only 2 frame to land the light follow up
did ken get patched?
i cannot chain heavy jinrai starter into light kick
no, it's just precise.
@@Bafael my opponent always goes way to high into the air
Ken doesnt seem to get much juice from drive rush compared to other characters like Ryu
How do you land non ex dragon kick and switch sides?
Do it out of Ken's run.
@@Bafael thank you
Ugh. Trying to land the delayed jinrai kick combos is actually disheartening as fuck. Tight timing feels like SF4 to the point where it almost seems like a waste of time trying to lab work this frame perfect shit.
They're not that useful tbh. The easier stuff is at worst like 100 damage less and often actually stronger.
@@Bafael Yeah fair enough lol
Do you think binding the run on l1 is good or better to have parry ?
I don't think there's another way to do parry in modern, right? What are the other shoulders? Don't take off drive parry, drive impact, or auto combo
@@Bafael I'm on classic haha, i just seen others players bind it so as a beginner maybe it can help but idk. I have hp hk on r1/r2 and drive rush on l2
@@yaniskhaldi7395 oh. Your call.
@@Bafael i'm gonna try it, thanks !
Could you make a video on these fight terms what they mean and showing how to perform them
Which terms? In this case google might be your friend but I've made videos on some of the SF6 mechanics already, for example drive mechanics: ua-cam.com/video/EDYnrYkEpsQ/v-deo.html
Im playing the beta and im absolute garbage…im new and i know I shouldn’t be too hard at myself, but i get so frustrated cause i feel like part of the reason im bad is cause my damn inputs wont come out…ive done countless hadoukens and shorukens but they barely seem to come out in this game which leads to me punching the air and getting punished…how can i even learn from something thats super inconsistent? Idk of its the d-pad or me but its so frustrating
Definitely you. SF has always been super lenient about it's motion inputs. I can actually get shoryu without leaving crouch by doing ↘⬇↘👊, which the game counts as a dp input.
Your problem is likely that you're pressing the button too soon, a lot of newer players make that mistake. The motion has to fully come out before you press the atk button. If you're getting crouching normals instead of the specials you want, that's likely your problem.
Another problem could be that you're inputting too rapidly, but the speed itself isn't the problem, it's just that you are so concerned with getting the special out in time that you are likely flubbing the input. The motion interpreter of SF is not actually incredibly demanding, you don't have to whip out specials at light speed. As long as you are concise and intentional with your movement, the game will understand what you want.
Regardless, consistency will just come with practice. lmk if you wanna run a few sets, I'd love to spar! Otherwise, best of luck bro
I beg put annotations in the description at least. Thanks for the video.
St hp (punish counter) xx cr mp xx dr xx cr hp xx run stop xx cr mp xx l tatsu xx m dp is damage optimal punish counter with bar combo :)
Also after st hp, cr mk drive rush the cr hp xx run stop xx cr mp xx l tatsu xx m dp is damage optimal
How do you figure all this out?!? That's amazing man
Not my first rodeo
How you get to turn sides with the kick after the special?
I do it out of the run.
Ken's hair in the thumbnail xD
Can you do a vid on Kimberly next?
Thanks bro.
you forgot to mention that he can link lv3 from run dp
usefull midscreen
What do you think about the combos desk has been putting out so far?
I haven't been looking at them lmao
Why?
Been busy making videos
Fun fact ex MK crazy kicks do more damage than ex HK crazy kicks
They don't allow the same routes, though, because the ground bounce leaves them lower. You can't loop EX crazy kicks with EX MK. You can do TC 236KK 6MK 623KK 623HP in the corner if you only care about damage
“Ken can only convert on his overhead in counter hit” what’s the point then? If I’m doing overheads it’s to beat block, but if it’s counter hit I didn’t beat block they pressed a button. If overhead doesn’t convert normally, then you have no reason to block high.
His overheads are so slow that you are likely not going to get a chance to use them in neutral like that. Running overhead is like, 30f startup. You'd have to condition the shit out of someone to sit still that long, especially at not-top-level and online. I usually use running overhead as a meaty on my opponent's wakeup. You aren't likely to get a ch off of jinrai overhead ender, but you can actually force punish counter by whiffing the first hit and going into the overhead after blocking a DP, which does more damage than a jump-in button.
Anyway, idk why you think overhead is useless. Overhead leaves Ken at +3 at close range on regular hit. That's not worthless? You might say that if you ch, you beat their atk and not their block so why bother, but what else are you going to ch with? Are you going to gamble with cr.hp at -10? Or maybe st.mp point blank which has excellent reward but is -2 on block, so negative but safe, compared to either overhead which is -3 on block, meaning it's also negative but safe. The best you can do at not-point blank is st.mk which links to st.lk into special but that's literally it, can't even drive rush cancel st.lk. Also st.mk is -5 on block. Otherwise, cr.lp is his best ch fishing tool because it leads to cr.mk, but it's stubby af. Besides, both overheads actually hit like a freight train on ch, 1200 dmg and +5 on ch THAT ALSO BEATS CROUCH BLOCK compared to 800 dmg on regular jump in. Even ch jump in doesn't scratch 1000.
Also, if you get them blocking high then you can start hitting them with cr.mk and that's where the sauce is because it's special/dr cancellable and is huge.
0 moves called crazy kick
QCF+kick. It was the name for Ken's similar move in SF2.
Is ken good to use w modern controls?
does anyone know how to switch to classic controls??
you do it when selecting your character
Baf whos your fave in the beta?
Ken
Ken feels so bad…how are you supposed to pressure with him? His jinriyu kicks feel useless and I miss sfv heavy tastu. The fireball his bad and his combos don’t hurt much. He will most likely gets some buffs. Better frame data and damage would be a nice start.
He has no plus on block normals. Why the hell does the rushdown character have no plus on block normals????
"better frame data and damge" so just making him light ryu?
@@chainsawbussyfuck He’s a rushdown down character. Ryu is a well rounder. The rushdown character should have better frame data to be able to pressure better. Rat
@@D4C_267bhe does have plus on block moves + he has like everybody drive rush
@@zoi4039 His only plus on block move is heavy dragon lash and that has ridiculous startup.
Wish I watched this before my placement matches :/ at least its just beta rank
His Jinrai corner combos feel oddly strict.
I agree, it's fucked how hard these are to pull off. wtf? A fuckin 2-frame window lol.
@@mavzer0 Lol yea and less damage in a lot of cases. Tf was capcom thinking
Are you able to access training mode in the open beta?
Only by sitting on a cab
If you get on an empty- ish server basically training mode all day, no-one will challenge you…
Sad you didn't go over *Dragonslash loops
it’s the corner section bro what else could it be
@@invincibleloonie
Oh oops, I mixed up the special move names! Thanks for pointing it out, just corrected the original comment
Ken the rushdown shoto, the only character in the game without a single plus on block normal. What’s that, you want me to use drive rush for plus frames? Okay, surely I have an overhead out of drive rush so I can punish someone just holding downback. Surely…?
Lol yea, they made him mad technical for no reason. I like it, but I can see why some ppl feel it strays super far from his past playstyles. Tbf, most normals in sf6 aren't plus on block, even historically plus normals like jabs.
Oh well, at least he has a *checks notes* advancing, round start length, low crushing, *INHALES* plus on block, full ch combo conversion move? Jesus, Capcom isn't playing around
Guile soon?
i love you
I miss him tbh. Ryu in modern day is powerful but he’s slow in terms of pressure and reversals sometimes.
Yo do Lily next please
You should update and add the crouch specific combos.
You love those
Do you know any?
Was always a Ken fan and loved how his combos were. But this version feels so dry. Ryu looks a lot more fun with his combos.