@@RushG I know, I only pointed it out because you said in the video that it was 4 frames… mainly to keep beginners that watch this to not use it when testing against 4 framers
This is one of the best videos I have seen on this subject for any fighting game period, I can see a lot of people linking to this. It's actually somewhat of an art form to explain something like this in such as short space of time. Great job Rush!
Video is perfect don’t listen to the losers who want a faster video because they think they know the basics keep up the good work if they knew everything they would be making vids not watching them they need you not the other way around
Thank you man, my back gets up knowing that I have already trimmed videos down (this was originally 26mins long for example), I also know that I need to be clear, concise and maybe repeat myself a few times for things to stick, especially for newcomers to grasp this stuff. The fact that I take my free time to do this, sacrificing other things to get videos out. It's often overlooked. Best I accept some people will be like this and not bite, lessons learned
This is actually a really insane video in terms of hitting the nail on the head about options in this game and understanding them. I'm not sure if you made a script for this video in how you wanted to present these scenarios but I have to say it worked out perfectly. Thanks again, I've been watching every one of your videos since SF6 launch!
Appreciate it limmel, I had an idea of how I wanted to present it. Always ends up being different after edits and cutting out the clutter It's actually a video I've wanted to make for years but was dreading the task. Glad it's out there now 👊
Amazing video. I'd really love to see the inverse of this, what your options are on wake up after you've been knocked down! What do block, tech, back dash, jump, DI win against, etc.
First thing to do is go to training and see what every fighters frame data is on punches and kicks and compare them to your character. And then you can see who is faster or slower then you and go from there.
one quick thing: after mDP run>runs stop to throw should work but doesn't eventhough the data shows the throw landing on the last active frame idk if this means there's like 1 frame of through invincibility on recovery or throws are actually active 2 frames instead of 3
This is a great vid for new people trying to understand all the frame advantage... now if I could just stop randomly dropping Ken's target combos and run into chin buster T_T
Love the videos Rush, keep them coming! Do you have any tips for timing the frame kill moves? When I practice double-dash, double-dash jab, either the first or second dash doesn't come out (hitting it too early), or there's a 1 or 2 frame gap between the tatsu and the dash or between the dashes. These 1 or 2 gap frames kill the meaty setup. How precise are these move windows? I'm practising over and over but only getting the +5F about 1 out of 5 times in the training room. It seems ironic that the point of frame kills is to take the timing out of it, but then you have to have great timing for the frame kills!
This is really interesting. As a Tekken player this is something I gotta get more used to. Typically I just eyeballed it and hit them with a standing HP, but dashing twice after a tatsu seems way better to get guaranteed damage. As well as not burning gauge, cause HP kinda sucks on its own lol. Might still use it after a run DP into raw DR tho, seeing as you can hit confirm chin buster from a drive rush HP. Thanks for the vid, man! Super eye opening
Frame kills seem to be super important in this game. Just know we need to figure out the frame kill sequences for each individual knockdown. Will take time to build the awareness and muscle memory but worth it to reach higher ranks
The frame advantage is different for every knockdown so you will have to memorise a new frame kill for every KD and be able to adjust on the fly… it’s actually quite hard to do even if you know the setups, also you will need different frame kills for different strengths of meaty which further complicates things, finally your frame kill should work against backrise specifically since it pushes further away. There are frame kills that can pressure normal rise, not backrise.
@@dimex3362 over time the muscle memory will take over and you'll just do the right frame kills. I plan to map out the key frame kills this week to practice them
@@RushG very true.. I taught myself a bunch of frame kills with deejay in the corner when the game first came out… but didn’t stick with him, so now I’ve had a character crisis which has prevented me from creating any since I might not stick to the character, but know that if I do ill have to develop the muscle memory to really do it well
Not RUclipsr, Tekken player, music producer AND now [Master] SF6 player imortalXsoul?!? 🤜🤛 Appreciate you man, I even think making the videos I learn or reinforce inforce info
can you make a video about blockstrings? i play jamie and i don't really understand how to make them/why there are so many different strings that people do for the same character
can you make a video explaining how to counter Oki? Is there a way? When using Ken, this happens to me when going up against Cammy, Kimberly, Chun Li, etc. If they have a low frame hit, i can't do anything if I'm knocked down and they come in with Oki.
Damn, what a video. This is so well explained. Just a potentially silly question Rush... How do I test if something is hitting meaty vs just countering an attack?
So if your meaty counters their moves (wake up jab for example) it's still a meaty, only difference is your meaty hits as a counter hit (more plus frames and damage). I've not over complicate things regarding counter hit meaties IMO On Oki focus on meaty strike Vs wake up buttons, meaty throw for people that just block. The third layer is baiting EX DP / super by "not" meatying them. Might be a video in itself
What i dont get is dash is 19 frames and run cancel with lk is 16 frames Why is there no oki after run cancel i tried it an it was -2 or something minus
@RushG question about the very first punish counter in intro , i attempt to recreate this in training room at first with just char doing crouch (no cr mk), cant seem to land chin buster after run stop, is this due to the fact you gain more frames whiff punishing the cr mk as seen in the video?
The sequence in the video is specifically punish counter CR MK into Drive Rush Cancel > CR HP. This only links together on punish counter. The Drive Rushed CR HP always allows you to combo into immediate run stop Chin Buster (or CR MP). Hope this helps
@@RushG not a particular situation but in general it seems like we're I used to be able to cancel in SF5 I can't cancel in SF6. I used to punish with low MK into tatsu but for some reason my tatsu inputs just disappear or the timing is off. This is also happening to me with run cancel.
Nice video as always man, although idk how useful that technique would be with me, cause I have tried the drive rush whenever I knock them know to grab them or do anything and more often than not they always answer with a dp
So if they invincible reversal you have to consider baiting (not meatying). This probably is a topic in itself. But you can make it look like you are going to meaty (just block or walk back) BTW meaties should beat none OR reversals, because they aren't strike invincible on start up frames. If you're getting hit, your timing is off Drive rush is more complicated when it comes to meatying / baiting, as there is a period of time you can't stop DR
@@jadak100 yep, if manual timing just means you need more practice Vs the wake up animation. If it's a frame kill your sequence isn't working / scoring a meaty attack
RW drive rush into Stand HP can work. I think I prefer lights myself so I can frame trap and still cancel into DI if I need to. Quick start up moves IMO are best for meaties (not slower start up moves)
I disagree, the concepts in this video need to be broken down precisely for newcomers to understand. To get this amount of info into 13 mins with this detail was a challenge
So… good vid, but Luke’s st.Lp isn’t a 4 frame button iirc. Use his cr.Lp instead when testing 4 frame oki
It doesn't matter. It was just for the purpose of an example. It's the frame kill timings that are more important and the concept in itself
@@RushG I know, I only pointed it out because you said in the video that it was 4 frames… mainly to keep beginners that watch this to not use it when testing against 4 framers
Ah sorry I understand, good shout
Rush G is actually my favorite ken content creator. Such good information and wording, can always appreciate that. Keep up the awesome work dude 🎉
Hoping these more broader videos help all newcomers, but good to help the Ken's too ✊🔥
These videos are great resources for learning. Thank you
This is one of the best videos I have seen on this subject for any fighting game period, I can see a lot of people linking to this. It's actually somewhat of an art form to explain something like this in such as short space of time. Great job Rush!
Thanks Anil. I hesitated on this as it's not easy to explain and often raises more questions. Glad to hear the positive feedback
@@RushG A video like this could easily last an hour, that’s the issue!
Really good vid bro
The frame data display in this game is so good!
It is. It's a fantastic addition to training mode. Worth a video on it entirely by itself
This was a well.done explanation
You're just handing out Master rank and beyond with all this how-to/tech!
Helping the newcomers 🙈
I take it that you lose to people with the same knowledge and take advantage of those that is still learning 🤔
@@masculinemindset6509 I've never lost a game ever
Holy crap you dropped some gems in this video!
Video is perfect don’t listen to the losers who want a faster video because they think they know the basics keep up the good work if they knew everything they would be making vids not watching them they need you not the other way around
Thank you man, my back gets up knowing that I have already trimmed videos down (this was originally 26mins long for example), I also know that I need to be clear, concise and maybe repeat myself a few times for things to stick, especially for newcomers to grasp this stuff.
The fact that I take my free time to do this, sacrificing other things to get videos out. It's often overlooked.
Best I accept some people will be like this and not bite, lessons learned
This is actually a really insane video in terms of hitting the nail on the head about options in this game and understanding them. I'm not sure if you made a script for this video in how you wanted to present these scenarios but I have to say it worked out perfectly. Thanks again, I've been watching every one of your videos since SF6 launch!
Appreciate it limmel, I had an idea of how I wanted to present it. Always ends up being different after edits and cutting out the clutter
It's actually a video I've wanted to make for years but was dreading the task. Glad it's out there now 👊
Great vid as always Rush! Going to use this to climb out of gold.
I knew you'd get the hang of the game eventually, keep grinding when you can G💪 insightful vid as always
You are the sensai mastermillia
Amazing video. I'd really love to see the inverse of this, what your options are on wake up after you've been knocked down! What do block, tech, back dash, jump, DI win against, etc.
First thing to do is go to training and see what every fighters frame data is on punches and kicks and compare them to your character. And then you can see who is faster or slower then you and go from there.
U either block/parry, tech or invincible reversal, that’s ur only real options
one quick thing: after mDP run>runs stop to throw should work but doesn't eventhough the data shows the throw landing on the last active frame idk if this means there's like 1 frame of through invincibility on recovery or throws are actually active 2 frames instead of 3
Very usefull information, also great explaination !
This is a great vid for new people trying to understand all the frame advantage... now if I could just stop randomly dropping Ken's target combos and run into chin buster T_T
Love the videos Rush, keep them coming! Do you have any tips for timing the frame kill moves? When I practice double-dash, double-dash jab, either the first or second dash doesn't come out (hitting it too early), or there's a 1 or 2 frame gap between the tatsu and the dash or between the dashes. These 1 or 2 gap frames kill the meaty setup. How precise are these move windows? I'm practising over and over but only getting the +5F about 1 out of 5 times in the training room. It seems ironic that the point of frame kills is to take the timing out of it, but then you have to have great timing for the frame kills!
This is really interesting. As a Tekken player this is something I gotta get more used to. Typically I just eyeballed it and hit them with a standing HP, but dashing twice after a tatsu seems way better to get guaranteed damage. As well as not burning gauge, cause HP kinda sucks on its own lol. Might still use it after a run DP into raw DR tho, seeing as you can hit confirm chin buster from a drive rush HP. Thanks for the vid, man! Super eye opening
Frame kills seem to be super important in this game. Just know we need to figure out the frame kill sequences for each individual knockdown. Will take time to build the awareness and muscle memory but worth it to reach higher ranks
The frame advantage is different for every knockdown so you will have to memorise a new frame kill for every KD and be able to adjust on the fly… it’s actually quite hard to do even if you know the setups, also you will need different frame kills for different strengths of meaty which further complicates things, finally your frame kill should work against backrise specifically since it pushes further away. There are frame kills that can pressure normal rise, not backrise.
@@dimex3362 over time the muscle memory will take over and you'll just do the right frame kills.
I plan to map out the key frame kills this week to practice them
@@RushG very true.. I taught myself a bunch of frame kills with deejay in the corner when the game first came out… but didn’t stick with him, so now I’ve had a character crisis which has prevented me from creating any since I might not stick to the character, but know that if I do ill have to develop the muscle memory to really do it well
Excellent video bro, I even learned a thing or two 👀
Not RUclipsr, Tekken player, music producer AND now [Master] SF6 player imortalXsoul?!? 🤜🤛
Appreciate you man, I even think making the videos I learn or reinforce inforce info
can you make a video about blockstrings? i play jamie and i don't really understand how to make them/why there are so many different strings that people do for the same character
can you make a video explaining how to counter Oki? Is there a way? When using Ken, this happens to me when going up against Cammy, Kimberly, Chun Li, etc. If they have a low frame hit, i can't do anything if I'm knocked down and they come in with Oki.
Damn, what a video. This is so well explained.
Just a potentially silly question Rush...
How do I test if something is hitting meaty vs just countering an attack?
Unfortunately, you have to program the CPU in training mode to wake up jab then try your jab and look at the frame data meter.
So if your meaty counters their moves (wake up jab for example) it's still a meaty, only difference is your meaty hits as a counter hit (more plus frames and damage). I've not over complicate things regarding counter hit meaties IMO
On Oki focus on meaty strike Vs wake up buttons, meaty throw for people that just block. The third layer is baiting EX DP / super by "not" meatying them. Might be a video in itself
another good option for oki I seen after chinbuster tatsu run is Cr light into run overhead seen that alot seems to be working for me now as well.
Thanks man. This video is more a general SF tips video, not a Ken Oki video
I'll look into these setups however at a later date
What i dont get is dash is 19 frames and run cancel with lk is 16 frames
Why is there no oki after run cancel i tried it an it was -2 or something minus
Since there are a lot of complaints about throw loops and pressure when cornered, do you think the game would be better by adding delayed rise?
@RushG question about the very first punish counter in intro , i attempt to recreate this in training room at first with just char doing crouch (no cr mk), cant seem to land chin buster after run stop, is this due to the fact you gain more frames whiff punishing the cr mk as seen in the video?
The sequence in the video is specifically punish counter CR MK into Drive Rush Cancel > CR HP. This only links together on punish counter.
The Drive Rushed CR HP always allows you to combo into immediate run stop Chin Buster (or CR MP).
Hope this helps
@@RushG thanks man
Can you do a video about how to cancel in this game. I got the timing down in SF5 but I'm having difficulty in SF6 understanding cancel timing
You got a specific situation I can look at?
@@RushG not a particular situation but in general it seems like we're I used to be able to cancel in SF5 I can't cancel in SF6. I used to punish with low MK into tatsu but for some reason my tatsu inputs just disappear or the timing is off. This is also happening to me with run cancel.
Nice video as always man, although idk how useful that technique would be with me, cause I have tried the drive rush whenever I knock them know to grab them or do anything and more often than not they always answer with a dp
I'm not positive but I think you can just hold back and you'll have a punish counter combo.
So if they invincible reversal you have to consider baiting (not meatying). This probably is a topic in itself.
But you can make it look like you are going to meaty (just block or walk back)
BTW meaties should beat none OR reversals, because they aren't strike invincible on start up frames. If you're getting hit, your timing is off
Drive rush is more complicated when it comes to meatying / baiting, as there is a period of time you can't stop DR
@@RushG ah I see, so my timing is the issue then. Thanks, I'll get back to the lab I guess
@@jadak100 yep, if manual timing just means you need more practice Vs the wake up animation. If it's a frame kill your sequence isn't working / scoring a meaty attack
thanks for all the videos Rush, incredibly helpful. Any tips for meaty/oki setups after run dp in the corner?
I am looking at this next week, there is information on this already in the SF6 Discord if you're a member, Ken section
I usually go for a raw drive rush into HP, cause you can hit confirm a chin buster after it, but it's probably not the most drive gauge efficient.
@@RushG ah thanks, I'll join that and take a look 🙂
@@quantum_tk thanks for the tip!
RW drive rush into Stand HP can work. I think I prefer lights myself so I can frame trap and still cancel into DI if I need to. Quick start up moves IMO are best for meaties (not slower start up moves)
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you need to shorten your videos, to much talking while you can cut half the video
I disagree, the concepts in this video need to be broken down precisely for newcomers to understand.
To get this amount of info into 13 mins with this detail was a challenge
Agreed
There is always the option to not watch if the duration is too long / unsubscribe
Goat