Your jump out corner counter is better with cr. HP > run under recovering enemy > cancel run into more corner pressure. You cross under them and put them back under corner stress.
Your stuff is helping me so much, seriously. Was always stuck in bronze/silver hell in my brief period trying to take SF5 seriously, and now I'm comfortably in gold and still finding ways to improve. Keep it up!
Great video as always. Keep it up! Your content is extremely unique and very helpful for intermediate players that wanna tryhard their way to high level like me🔥
You can play around with the inputs for the corner jump to OS the DP direction so a DP comes out regardless if they neutral jump out forward jump. I think the guilty gear input (hcb, f + hp) can do the trick but I haven't been able to figure out the timing
I know this is possible but sometimes the positioning of the jumps means an OS isn't consistent, more so in SF6 as the timings to anti air DP and not whiff are much tighter. IMO it's very easy to react to neutral jump or forward jump, just wait and then input accordingly
If you drive rush into the corner into the heavy jinrai combo don’t loop it twice if you’re using the light kick ender. It does less damage but if you don’t drive rush then doing the double jinrai will do more damage. I find that strange but if you are going to end in super the drive rush into double jinrai loops will do more damage.
Great vids Rush, thank you! I noticed the inputs on the left didn't show the cr hp when guile was jumping out of the corner, which I thought was strange
Hey i just wanted to say that you ken videos are extremely helpful and i was wondering if i could play with you sometime i have a question in corner after non cinematic sa3 can i always do lp dp into mp dp/ex dp or are there combos where i used up too much "air time" and i can only go for hp dp thanks for answer and i just wanted to say that the only thing that annoys me about ken is he is the only character in game with his super 1 being 2x qcb and when i switch characters i mess this up a lot and i dont know a reason why capcom did that sorry for complaining have a nice day
I'm surprised you havn't talked about Heavy punch counter catches into Heavy jinrai into OD Dragonlash setups. this isn't a rare occurrence to land and can do from Heavy shoryu 3450 damage from (1 bar of meter) very easy to do as well. super 3 after does 5150 super 2 4350 super 1 3850. All very optimal good damage this please note needs to be on counter or punish counter.
I was just practicing this today without any knowledge that it was already a thing. Hitting meaty HP CH from Drive Rush after a HP SRK is a guarantee to bring their health down to below half. Very fun to land.
Hey Matty! Aha, that's even more damage right? I saw on twitter somebody did neutral jump HK, OD Dragonlash, after the side switch, Run > DP. Costs bar but looks pretty useful
Only problem with that drive meterless impact combo is that lvl 3 super will whiff. I even tried to atleast get partial super by canceling dp at the end and it just wouldn’t work. I’ll probably just stick to chin buster. It’s mostly reliable for whatever super i want. Having to change combos per super tends to make me fumble a combo when i need it most.
Stand HP > Run > HP DP > CA if you want level 3. You can also do a neutral jump delayed HK directly into level 3. Dones a lot of damage. This tip videos are just concepts / sharing
Ken's CR HP I learned is a great combo starter you can get four hits before you even use DR or DI that gives good damage. I have a 25 hit combo that takes 65% of your opponent life but it puts you in burnout. I'm trying to perfect it. Great tips RUSH G as always 💯
What? How's that work? Cr. HP run (cr) MP is usually the limit before you need to DR. ... Unless you can M Dragonlash after that MP on crouching opponents?!?! Holy shit I gotta test that out. EDIT: Actually now that I think about it, cr HP would force them to stand I believe
I sometimes get dragonlash instead of jinray on the second one... Seems like the game takes my forward input from the follow up of the previus jinray and the qcf as a DP input. Really annoying, any way to remedy that?
after doing the heavy jinrai in the corner combo you can do ex jinrai>hk and then another ex jinrai>mk>mk before your super. obviously meter dump but the combo route is worth knowing if youre going for the big dick damage.
I love how many combos Ken has in this game. Daigo even admitted he is difficult to optimize which is saying something because he played a similar character with E. Ryu in SF4. I tried to pick up a second character but they just aren't nearly as rewarding to play because the difference between a Good Ken and a Top Tier Ken is miles of optimization.
I see. When I tested it I found is very hard to get the perfect run stop timing to both put them back in the corner and be plus. I'd either not put them in the corner or I'd be minus after the run. The timing takes practice for sure
I don’t have a lot of time to play sf6 currently so these videos are great for keeping up with ken tech
Thanks for all the tech sharing Rush👊🏽👊🏽!! Expecting, hopefully, loads more as the game progresses
No worries. Little by little
Your jump out corner counter is better with cr. HP > run under recovering enemy > cancel run into more corner pressure. You cross under them and put them back under corner stress.
I love that 'come along' run tatsu, saw Tokido do a variant against Daigo. Looked spectacular. Cheers for the vid!
Your stuff is helping me so much, seriously. Was always stuck in bronze/silver hell in my brief period trying to take SF5 seriously, and now I'm comfortably in gold and still finding ways to improve. Keep it up!
Digging your videos a lot dude. I’m a 3S player (Akuma and Ken) picking up SF6 (Ken) and you’ve saved me a ton of work. You have a great vibe, too!
Thank you man, glad the tips are helpful 🤜🤛
Great stuff! That meterless DI follow-up was worth the price of admission alone. Keep ‘em coming @Rush G 😁👍
Every days i learn something new with Ken 😊
Great, practical content. Keep em coming.
Thank you for these guides, I'm new to the game and have been learning from your videos. I'm slowly climbing up the ranks thanks to you teacher!
Damn the Ken main god. Thanks for content
Great video as always. Keep it up!
Your content is extremely unique and very helpful for intermediate players that wanna tryhard their way to high level like me🔥
Rush singlehandedly teaching me how to play street fighter.
You can play around with the inputs for the corner jump to OS the DP direction so a DP comes out regardless if they neutral jump out forward jump.
I think the guilty gear input (hcb, f + hp) can do the trick but I haven't been able to figure out the timing
I know this is possible but sometimes the positioning of the jumps means an OS isn't consistent, more so in SF6 as the timings to anti air DP and not whiff are much tighter.
IMO it's very easy to react to neutral jump or forward jump, just wait and then input accordingly
Lol at tatsuing away to safety like that when it's blocked
I'll laugh to myself every time I use it moving forwards. Unless if it can be chased down and punished.. 👀
@@RushG But who can rushdown the fleeing rushdowner!~ (Akuma enters the chat)
Full screen raging demon CA punish?
This chapter is TBC 👿
If you drive rush into the corner into the heavy jinrai combo don’t loop it twice if you’re using the light kick ender. It does less damage but if you don’t drive rush then doing the double jinrai will do more damage. I find that strange but if you are going to end in super the drive rush into double jinrai loops will do more damage.
Good advice, scaling is so different in this game. I think into level 3 though the loop is better? Even after a DR?
That first combo super sick never thought to do thay bet ex slash works for more damage
Great vids Rush, thank you! I noticed the inputs on the left didn't show the cr hp when guile was jumping out of the corner, which I thought was strange
That is strange, I have no idea why the inputs don't show it. Good spot!
It may be something to do with the dummy recording, only thing I can think of
Great info Rush! Thanks to your vids I was able to reach Diamond. Gonna get in the lab and try these out. 😁
Hey i just wanted to say that you ken videos are extremely helpful and i was wondering if i could play with you sometime i have a question in corner after non cinematic sa3 can i always do lp dp into mp dp/ex dp or are there combos where i used up too much "air time" and i can only go for hp dp thanks for answer and i just wanted to say that the only thing that annoys me about ken is he is the only character in game with his super 1 being 2x qcb and when i switch characters i mess this up a lot and i dont know a reason why capcom did that sorry for complaining have a nice day
I'm surprised you havn't talked about Heavy punch counter catches into Heavy jinrai into OD Dragonlash setups.
this isn't a rare occurrence to land and can do from Heavy shoryu 3450 damage from (1 bar of meter) very easy to do as well.
super 3 after does 5150 super 2 4350 super 1 3850. All very optimal good damage this please note needs to be on counter or punish counter.
I was just practicing this today without any knowledge that it was already a thing. Hitting meaty HP CH from Drive Rush after a HP SRK is a guarantee to bring their health down to below half.
Very fun to land.
Hey Rush - great vid! For the meterless DI followup, try neutral jump hk > run dragonlash, hp dp. Big damage. Cheers.
Hey Matty! Aha, that's even more damage right?
I saw on twitter somebody did neutral jump HK, OD Dragonlash, after the side switch, Run > DP. Costs bar but looks pretty useful
@@RushG Yessir! You can get 3220 with the neutral jump route!
Only problem with that drive meterless impact combo is that lvl 3 super will whiff. I even tried to atleast get partial super by canceling dp at the end and it just wouldn’t work.
I’ll probably just stick to chin buster. It’s mostly reliable for whatever super i want. Having to change combos per super tends to make me fumble a combo when i need it most.
Stand HP > Run > HP DP > CA if you want level 3. You can also do a neutral jump delayed HK directly into level 3. Dones a lot of damage. This tip videos are just concepts / sharing
Why the backdash after the DI before hp? Does the combo not connect somehow without it? I’m not near the game. Can’t test it right now.
Ken's CR HP I learned is a great combo starter you can get four hits before you even use DR or DI that gives good damage. I have a 25 hit combo that takes 65% of your opponent life but it puts you in burnout. I'm trying to perfect it. Great tips RUSH G as always 💯
What? How's that work? Cr. HP run (cr) MP is usually the limit before you need to DR.
... Unless you can M Dragonlash after that MP on crouching opponents?!?! Holy shit I gotta test that out.
EDIT: Actually now that I think about it, cr HP would force them to stand I believe
I sometimes get dragonlash instead of jinray on the second one... Seems like the game takes my forward input from the follow up of the previus jinray and the qcf as a DP input. Really annoying, any way to remedy that?
after doing the heavy jinrai in the corner combo you can do ex jinrai>hk and then another ex jinrai>mk>mk before your super. obviously meter dump but the combo route is worth knowing if youre going for the big dick damage.
Yep this works, however this video is CR HP > Jinrai combo routes. I have other videos on juggle into Jinrai
Appreciate it anyhow 🤜🤛
I love how many combos Ken has in this game.
Daigo even admitted he is difficult to optimize which is saying something because he played a similar character with E. Ryu in SF4.
I tried to pick up a second character but they just aren't nearly as rewarding to play because the difference between a Good Ken and a Top Tier Ken is miles of optimization.
Against players who jump out of the corner, does OD dragonlash work?
I've seen a setup using OD Dragonlash, not tested it myself for consistency but it looked pretty good
A lot of pro does 2HP then Run Cancel in order to keep the corner
I see. When I tested it I found is very hard to get the perfect run stop timing to both put them back in the corner and be plus. I'd either not put them in the corner or I'd be minus after the run. The timing takes practice for sure
@@RushG Thank you very much for your content sir, your guides are really good (sorry to say that in my first post)