SF6 Ken: RUN DP and Jinrai into OVERHEAD
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- Опубликовано: 18 ноя 2024
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Staying with Ken is the path!
I agree .. fix the RUN and he will be perfect IMO
I actually feel like I've got used to it 🙈
@@RushG Ive gotten less drops but it's still haunting me at the worst possible times. I just don't see how this is a buff in anyway when your second guessing your combo routes after a year of ken action being perfect. If you have tricks would be a great video, all my friends are struggling too :(
@@Fadesign100 What happened to the run?
@@sleepfgc It has priority now so when you are in the corner for EG instead of EX kicks you will get run.... It's so BS and you will get run in the worst situations when you need to close the game out and it whiffs then you loose .... Im getting better with it but it's causing me to second guess myself and it's not good. Ive heard there are many Pro players not happy with this change either.
One thing I found while testing the jinrai into OD fireball setup is that it has a weird interaction with parry. mainly people who try to tap parry on wakeup. if they manage to PP the first hit but not the second hit of the fireball, it can result in ken getting more frame advantage on block (anywhere from +3~5). Haven't fully labbed it out but just a little tech I found.
thanks for showing us about ken's new content. I was struggling about staying with ken or switch to akuma, but watching your videos i'd realize that Ken still very strong and have many new route to built my gameplay. Since must ppl are switching to other charts is kinda good to feel dat we are just a few ppl using ken right now. Waiting for more info! Greeting from Dominican Republic.
Havent even touched Ken this patch yet, Akuma is way too fun!
Same, I'm having too much fun lol
God bless you and the Ken tech you upload
Deadass got me though diamond
Rush G my fav Ken player
🙏
Ken regardless.... 💪🏿💪🏿💪🏿
YESS! Before it was just hado without punch
Top quality video, thanks!
Thanks for the knowledge as always! Do you have a video that goes over Ken's highest damage combos? I looked through them the other day and couldn't find it XD.
I checked other follow ups and you can do crouching two jabs into standing fierce it’ll be + 2 on block
In which situation? The Jinrai > overhead?
@@RushG yes👍
It is a shame that Chin buster>medium jinrai>axe kick(overhead) only works in the corner.
After the new patch, somehow my previous method of executing Chin buster>Run>Tatsu doesn't work anymore -_-
Chin buster>medium jinrai > OD tatsu is my new corner carry
Chin buster > run Tatsu still works, just in the same way as before
@@RushG Yeah. But in the past, the easier method I used was Chin buster > down + two kicks > back + kick. However, potentially due to Capcom's "Adjusted special move input recognition frames" change, I couldn't do it the same way anymore
You don't need to hold down, MP > HP > 3K (neutral position) > QCB + K
But yes the new change made to Ken's kick priority will be why you're now having issues
How are you feeling about the priority with run ? For me it's killing my game.... CAPCOM needs to fix this IMO its BS in a match.
If you hold the final diagonal of the motion input the OD will come out much more consistently.
@@owend6139 Ya I was playing with it more but its still frustrating dropping soothing so critical In a match to close it out. I just don't see why they did this in the first place.
Never had an issue with it.
All my runs and ODs come out fine still
Nothing special, just need to adapt it, I am happy for so many buffs
Just hold the final direction of your OD motion. I main Ken and got used to it right away, though still found it pointless
Does the setup after TC Jinrai overhead corner knockdown in the corner also work with heavy fireball? I only have access to heavy/OD on modern.
I don't think it does as the start up is different :(
Habe you ever spent much time thinking about optimal meter gain routes for less damage or equal damage?
Because of the damage scaling changed to DRC?
bro omfg. lets gooooo
Good video ❤
didnt exactly understand what back rise is...can somone please explain?
Good question, so in SF6 as you hit the ground during a knockdown you'll automatically get up off the ground.
But you can also control how you get off the ground, instead of doing the default "wake up" which is quick rise, you can tap back to set up a back rise. The frame data is the same but the distance between you and your opponent is greater if you back rise. The negative however is, it puts you closer to the corner
Have you tested heavy jinrai after run dp as meaty? I've heard that it works on back rolls.
I haven't, very risky if they were to wake up DI. This is why I also don't do meaty step kick
@@RushG I've tried it. Works against wakeup DI.
Is it still worth it to
go for slightly delayed DR HP from run dp knockdown?
I haven't tested this, did it meaty before?
@@RushG yes? if I remember correctly, run DP knockdown was like + 22 which you can do DR 5HP (active from 21 to 25)
but when this patch hit, run DP knockdown is now +25....no more autotimed DR 5HP,
It's baffling that they buffed him, he was already one of the easiest and strongest characters. When the Akuma hype dies down he'll settle at top 1 or 2 for sure.
Sf6 is the Shotos game
sorry the noob question..what means +1 +2 ?
@@RafaelOliviera952 it's no problem. This is your frame advantage over the other person. The number of animation frames you have before ahead of your opponent, your actions will come out that many frames faster than them doing the same thing
I was planning to keep playing ken alongside akuma but capcom said nu-uh and killed ken
how did they kill Ken? Ken is still A+ tier. Akuma is likey about A tier max
@@qui11no way u think ken is above akuma... Akumas buttons are just too good , 13 out of 16 normals are safe on block , compared to kens 9 . Also f hp of akuma is something else ... Best long range whiff punishing tool in the game currently
The input change isn't great IMO regarding his run. Im still getting funky inputs but also the pad im using is terrible
Have a new one coming today so will see
@@IytrrvItru Why nobody talks about Guile? Guile have best long range whiff punish than Akuma and Ken. Also better frames.
@@jr-2nd you mean his standing heavy kick ? Or st hp ? The hp is good but is -6 on block , if you mess up and react to a jab or something you get punished pretty heavily . And there's nothing to link to the st hk outside of supers or a sonic boom afaik . Again not a guile player so I'm not 100% . Majority of the people don't play the character cause he is boring af , therefore majority of us don't have the necessary knowledge