Great analysis, I feel my Ken is becoming so optimal with all this knowledge. Thanks for sharing. Great work. I am looking forward to utilizing this tech.
Awesome stuff. Better meter management and optimisations help so much. I've found that ive been able to close out many games sooner just by hitting the harder combos
Kens standing light kick is a god button. You don’t have to be very close at all for it to reach, so you have about an half hour or so to confirm on 3 consecutive light buttons if it ends in standing light kick, which cancels into all the important stuff.
Wow this guide is absolutely amazing I pre determine my button presses as a new player and never understood hit confirms. I absolutely hate when I commit to tatsu or shoryuken and get punished now I see I must practice confirms to make it safe. Thank you rush.
Hey Rush, had a question. Im new to street fighter but been playing fighting games for quite a while. Love Ken and the channel! Im trying to confirm ST HP as you suggested, but is it as lenient as you say? Is it not a little difficult or am I missing something? I set the dummy block to random and I’ve been buffering my dpad inputs for special and on visual confirm I’d press P or K for a special, from what I interpreted from your video. I haven’t noticed success. To simplify inputs I tried confirming a hit into drive rush but I’m not able to do this. I’ve heard tricks like looking at the health bar of the opponent to confirm a hit, but I’d like to not do that. Let me know if I just need to keep at it or I’m doing something wrong. cheers!
@@avijitmenon1847 thank you man ✊🔥 So the confirm window is pretty big on Kens Stand HP (you still need to be quick to react but it's nothing like other tighter hit confirms). I suspect 1 or 2 things are the issue here, you're try to confirm it as soon as possible meaning you're making it harder than it actually is. Try testing to see "how late" you can input the special move to hit confirm into it. By doing this you'll then know the timing which is big enough to make it easy but still get a hit confirm. If that isn't the issue then I'd look at your monitor and game settings. You may be running an unoptimal setup that has a lot of input lag. I'd look into using "gaming mode" if you're on a TV, within SF6 game settings turn vsync off and input delay reduction on.
@@RushGthanks for the reply man, I’ve paid closer attention and noticed your input shortcut for DP off the forward ST HP, this helped a lot and I’m able to get them off now. You certainly have to be quick and focus up but it is possible. I think my issue was actually just flat out being too late on the cancel. Much more conditioning and practicing required I’m currently high plat and I feel like just getting a hit confirm DP off of ST HP would be insane in matches at this rank. Would you that this is a simple input for you in your games? Just something to look forward to achieving. Thanks a ton :)
And also just a general thought from your suggestion, my usual HP is something like HP-> medium jinrai (scrubby I know) instantly or heavy jinrai in corner (also instant). Basically I always input these specials immediately and never use the extra frames I got in the confirm window. Could just be some unlearning I need to do in general and train myself to stop inputting as fast as possible
On punish counter can so link c.mp into sweep as a confirm. Coming from 3s ken, so confirming is pretty natural to me but 6 feels so different, i still struggle. Have to get used to it
I'm pretty sure sweep is 8 frame start up meaning CR MP on punish counter is plus 8, I'm pretty sure it's not plus 8 on punish counter, more like +7 meaning this link will only work if the CR MP is punish counter and meaty. I'll check it to be sure
@@TheBaioken good point, it would need to be a drive rushed and meaty CR MP for it to work (this was what I meant) So I wonder if you got a drive rushed meaty and they got counter hit because they woke up buttons, that should make the CR MP +6 on top of standard plus frames. In this scenario it wouldn't need to be more meaty for the link into sweep
Im beyond frustrated with SF6 atp. Stuck at plat 4 for months now. The skill gap is crazy. I either get wrecked or wreck players that shouldnt even be plat
SF6 is a game that relies on reactions a lot. At plat 4, you should already know most of the matchups and some counterplay. Common mistakes in Plat are missed hit confirms, repetitive autopiloting and not being able to stand in one place for even 3 seconds, all of which are due to stress. Went from Plat 2 to Diamond 3 (it tooks some time, it wasn't easy) by watching my replays and playing calm and collected. Trust me, if you stand in one place long enough in neutral, your opponent will panic and will try to approach. Counter his gameplan and once you go on the offensive, don't let him breathe. It's much easier to overwhelm people with options on the offensive than in neutral. Also, playing this way simplifies the game by a lot and a big portion of that stress goes away along with the mistakes I mentioned earlier. Look at Punk's gameplay: no flashy stuff, just a simple structured play. He pokes the opponent and keeps them in neutral for as long as possible. Once he gets the hit, immediate Drive Rush for corner carry and okizeme. You may get some games here and there by playing like an animal, but your overall winrate will be higher if you play properly. If you get exactly 50% winrate, you'll be climbing the ranks without a problem. Mind that suddenly switching playstyles can lose you some ranks at the beginning, you just need to get the hang of it and ask yourself what made you lose the match (which also means that you'll be labbing a lot)
After counter hit Stand MK? If the Stand LK isn't connecting it might be range or your timing. You have to time the Stand LK precisely else it won't combo
@@XxGhostDOGxX420 losing the frame trap it was one thing but making it much tighter to hit confirm really made it harder to use even outside of the frame trap
I just cannot get a good run tatsu off of the HK punish counter. Every time it drops the opponent behind me, while missing that last hit for no dragon lash potential.
@@RushG speaking of weirdness from run tatsu. Tokido had a DI punish counter combo of jump HP > DR crouch MP > run tatsu where the last hit launches them forward > jinrai loop into super
@@RushG I finally got the timing to keep them in front of me like a regular run tatsu juggle. Can't hit the tatsu too fast or it puts you in the corner, too slow and it puts you in the corner or misses. So much of Ken's stuff is so timing specific.
Hey rush. Dunno if you still use this account but is this stuff still relevant with season 2? Finally trying to pick up Ken now everyone isn’t using him 😅
@@mikey22355 The confirms ate all the same outside of Kens Chin Buster target combo. You can't delay it as much making the hit confirm more difficult, it also doesn't frame trap any more because you can't delay it
That's a great question and I actually don't know how to calculate how confirmable it is outside of feeling how big / small the window is You can use random guard and try to cancel very late from a normal, if the follow up comes out then that strongly suggests it's hit confirmable. I'll look into this and come back to you
usually a window of 15 frames or higher it becomes hit confirmable. for example in season 1 ken's stand ho had 19 frames for confirms, which is basically one third of a second more than enough time for confirming, on the other hand light punches will have in between 1 and 3 frames of cancel window with buffer of course. im not sure if its 3 frames but for dj stand jab i know for a fact its around that
1. luke 2. ken 3. juri 4. chun li 5. dj / cammy / blanka / guile / rashid. all of those characters have potential to be top 5 depending on how you view things. from a tournament reliability standpoint, pick my order and put dj at the bottom, since he relies too much on risking and making his opponent risk. its a double edge sword
9:03 It's worth mentioning to your viewers that of course you can cancel into level 3 if they try to drive impact your jinrai step kick.
Very true if their DI is done later in the string. Good call
Great analysis, I feel my Ken is becoming so optimal with all this knowledge. Thanks for sharing. Great work. I am looking forward to utilizing this tech.
Awesome stuff. Better meter management and optimisations help so much. I've found that ive been able to close out many games sooner just by hitting the harder combos
Kens standing light kick is a god button. You don’t have to be very close at all for it to reach, so you have about an half hour or so to confirm on 3 consecutive light buttons if it ends in standing light kick, which cancels into all the important stuff.
Dont stop creating content for Ken please! Your channel is the only one i can watch for Ken info
Great tips as always mate.
One of your best! Fantastic video - exactly at the level of detail and explanation for my game. Really really appreciated, thank you!
Wow this guide is absolutely amazing I pre determine my button presses as a new player and never understood hit confirms. I absolutely hate when I commit to tatsu or shoryuken and get punished now I see I must practice confirms to make it safe. Thank you rush.
No probs James, glad to be of help
Hey new to the channel, just started playing ken in sf6 and this video was really helpful. thank you. 🤪
Welcome in man! Enjoy your stay, be here to have fun (a good friend taught me this)
lmfao gotchu fam xD@@RushG
gotta change that V to a VI
My bad, old habits 😅
Thank you
Very good video Rush, thank you for all the information.
Any time, youre welcome
I needed this one lol
Nice tips
I would just add the jinray low follow up counter hit confirm, and the step kick counter hit confirm
Hey Rush, had a question.
Im new to street fighter but been playing fighting games for quite a while. Love Ken and the channel!
Im trying to confirm ST HP as you suggested, but is it as lenient as you say? Is it not a little difficult or am I missing something? I set the dummy block to random and I’ve been buffering my dpad inputs for special and on visual confirm I’d press P or K for a special, from what I interpreted from your video. I haven’t noticed success. To simplify inputs I tried confirming a hit into drive rush but I’m not able to do this. I’ve heard tricks like looking at the health bar of the opponent to confirm a hit, but I’d like to not do that. Let me know if I just need to keep at it or I’m doing something wrong.
cheers!
@@avijitmenon1847 thank you man ✊🔥
So the confirm window is pretty big on Kens Stand HP (you still need to be quick to react but it's nothing like other tighter hit confirms).
I suspect 1 or 2 things are the issue here, you're try to confirm it as soon as possible meaning you're making it harder than it actually is. Try testing to see "how late" you can input the special move to hit confirm into it. By doing this you'll then know the timing which is big enough to make it easy but still get a hit confirm.
If that isn't the issue then I'd look at your monitor and game settings. You may be running an unoptimal setup that has a lot of input lag. I'd look into using "gaming mode" if you're on a TV, within SF6 game settings turn vsync off and input delay reduction on.
@@RushGthanks for the reply man, I’ve paid closer attention and noticed your input shortcut for DP off the forward ST HP, this helped a lot and I’m able to get them off now. You certainly have to be quick and focus up but it is possible. I think my issue was actually just flat out being too late on the cancel. Much more conditioning and practicing required
I’m currently high plat and I feel like just getting a hit confirm DP off of ST HP would be insane in matches at this rank. Would you that this is a simple input for you in your games? Just something to look forward to achieving.
Thanks a ton :)
And also just a general thought from your suggestion, my usual HP is something like HP-> medium jinrai (scrubby I know) instantly or heavy jinrai in corner (also instant). Basically I always input these specials immediately and never use the extra frames I got in the confirm window. Could just be some unlearning I need to do in general and train myself to stop inputting as fast as possible
On punish counter can so link c.mp into sweep as a confirm.
Coming from 3s ken, so confirming is pretty natural to me but 6 feels so different, i still struggle. Have to get used to it
I'm pretty sure sweep is 8 frame start up meaning CR MP on punish counter is plus 8, I'm pretty sure it's not plus 8 on punish counter, more like +7 meaning this link will only work if the CR MP is punish counter and meaty. I'll check it to be sure
@@RushG ok maybe I'm mistaken. I swear I did that before but maybe I really just was lucky with meaty
@@RushG how could it be punish counter and meaty though? I mean, I have thought punish counter is only when you hit in their recovery.
@@TheBaioken good point, it would need to be a drive rushed and meaty CR MP for it to work (this was what I meant)
So I wonder if you got a drive rushed meaty and they got counter hit because they woke up buttons, that should make the CR MP +6 on top of standard plus frames. In this scenario it wouldn't need to be more meaty for the link into sweep
Im beyond frustrated with SF6 atp. Stuck at plat 4 for months now. The skill gap is crazy. I either get wrecked or wreck players that shouldnt even be plat
It's not much different in master and MR league. There are some high MR players and I have no idea how they've managed it. Game is very stressful
SF6 is a game that relies on reactions a lot. At plat 4, you should already know most of the matchups and some counterplay.
Common mistakes in Plat are missed hit confirms, repetitive autopiloting and not being able to stand in one place for even 3 seconds, all of which are due to stress. Went from Plat 2 to Diamond 3 (it tooks some time, it wasn't easy) by watching my replays and playing calm and collected.
Trust me, if you stand in one place long enough in neutral, your opponent will panic and will try to approach. Counter his gameplan and once you go on the offensive, don't let him breathe. It's much easier to overwhelm people with options on the offensive than in neutral.
Also, playing this way simplifies the game by a lot and a big portion of that stress goes away along with the mistakes I mentioned earlier. Look at Punk's gameplay: no flashy stuff, just a simple structured play. He pokes the opponent and keeps them in neutral for as long as possible. Once he gets the hit, immediate Drive Rush for corner carry and okizeme.
You may get some games here and there by playing like an animal, but your overall winrate will be higher if you play properly. If you get exactly 50% winrate, you'll be climbing the ranks without a problem. Mind that suddenly switching playstyles can lose you some ranks at the beginning, you just need to get the hang of it and ask yourself what made you lose the match (which also means that you'll be labbing a lot)
Good stuff rush appreciate you bro. But damn my guy in my time you uploaded this at 3am make sure youre catching your zzz's lmao
Im in UTC so it's all good, but I appreciate the concern 😅
Do you play with d-pad or the analogue stick?
@@hunter_arg4721 dpad
Rush bringing the heat 🔥
I've never been able to connect the light standing kick counter and I got no clue what I'm doing wrong. Help?
After counter hit Stand MK? If the Stand LK isn't connecting it might be range or your timing. You have to time the Stand LK precisely else it won't combo
Are those delayed chin buster combos not applicable anymore? I tried to delay the HP but it doesn’t seem possible.
@@DarkMaestro88 nope they won't work anymore. Worth me taking the dedicated delay chin buster video down now as it doesn't apply
@@RushG😭
@@XxGhostDOGxX420 losing the frame trap it was one thing but making it much tighter to hit confirm really made it harder to use even outside of the frame trap
I just cannot get a good run tatsu off of the HK punish counter. Every time it drops the opponent behind me, while missing that last hit for no dragon lash potential.
It's to do with timing. To get the Dragonlash follow up the time of when you do Stand HP > run Tatsu is very specific
@@RushG speaking of weirdness from run tatsu. Tokido had a DI punish counter combo of jump HP > DR crouch MP > run tatsu where the last hit launches them forward > jinrai loop into super
@@RushG I finally got the timing to keep them in front of me like a regular run tatsu juggle. Can't hit the tatsu too fast or it puts you in the corner, too slow and it puts you in the corner or misses. So much of Ken's stuff is so timing specific.
Nice work. I tested this a few days ago ironically, it's really cool but like you said timings are tricky
Hey rush. Dunno if you still use this account but is this stuff still relevant with season 2? Finally trying to pick up Ken now everyone isn’t using him 😅
@@mikey22355 The confirms ate all the same outside of Kens Chin Buster target combo. You can't delay it as much making the hit confirm more difficult, it also doesn't frame trap any more because you can't delay it
@@RushG Thanks mate. Hope life is treating you well 👍🏼
How do i figure out the hit confirm for a character? also how do I see the cancel window
That's a great question and I actually don't know how to calculate how confirmable it is outside of feeling how big / small the window is
You can use random guard and try to cancel very late from a normal, if the follow up comes out then that strongly suggests it's hit confirmable.
I'll look into this and come back to you
thanks for the reply!@@RushG
usually a window of 15 frames or higher it becomes hit confirmable. for example in season 1 ken's stand ho had 19 frames for confirms, which is basically one third of a second more than enough time for confirming, on the other hand light punches will have in between 1 and 3 frames of cancel window with buffer of course. im not sure if its 3 frames but for dj stand jab i know for a fact its around that
👌
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?
@@neves2493 before which nerf?
1. luke 2. ken 3. juri 4. chun li 5. dj / cammy / blanka / guile / rashid. all of those characters have potential to be top 5 depending on how you view things. from a tournament reliability standpoint, pick my order and put dj at the bottom, since he relies too much on risking and making his opponent risk. its a double edge sword
Love this shit rush! And yes im still in the discord, just not logged in in a while. I'l do that soon, and we'l arrange a set 💪