SF6 Ken: Most Important Kenfirms

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  • Опубликовано: 2 окт 2024

Комментарии • 55

  • @hoagiesupreme
    @hoagiesupreme 4 месяца назад +2

    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.

  • @tjames975
    @tjames975 6 месяцев назад +9

    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.

    • @RushG
      @RushG  6 месяцев назад +2

      Very true if their DI is done later in the string. Good call

  • @jamesbutler5630
    @jamesbutler5630 5 месяцев назад +1

    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.

    • @RushG
      @RushG  5 месяцев назад

      No probs James, glad to be of help

  • @ErrkNjerk
    @ErrkNjerk 6 месяцев назад +3

    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

    • @RushG
      @RushG  6 месяцев назад +3

      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

    • @МирославКръстев-с7и
      @МирославКръстев-с7и 2 месяца назад +1

      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)

  • @majorlaggames4506
    @majorlaggames4506 4 месяца назад +5

    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.

    • @RushG
      @RushG  4 месяца назад +1

      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

  • @susoloist
    @susoloist 6 месяцев назад +24

    gotta change that V to a VI

    • @RushG
      @RushG  6 месяцев назад +7

      My bad, old habits 😅

  • @420haxx
    @420haxx 6 месяцев назад +3

    Great tips as always mate.

  • @avijitmenon1847
    @avijitmenon1847 Месяц назад

    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!

    • @RushG
      @RushG  Месяц назад

      @@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.

    • @avijitmenon1847
      @avijitmenon1847 Месяц назад

      @@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 :)

    • @avijitmenon1847
      @avijitmenon1847 Месяц назад

      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

  • @phaze5594
    @phaze5594 6 месяцев назад +2

    I needed this one lol

  • @neves2493
    @neves2493 2 месяца назад

    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?

    • @RushG
      @RushG  2 месяца назад

      @@neves2493 before which nerf?

    • @ΚρανίΩ
      @ΚρανίΩ 2 месяца назад

      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

  • @HereToHaveFunn
    @HereToHaveFunn 6 месяцев назад +5

    Hey new to the channel, just started playing ken in sf6 and this video was really helpful. thank you. 🤪

    • @RushG
      @RushG  6 месяцев назад +1

      Welcome in man! Enjoy your stay, be here to have fun (a good friend taught me this)

    • @HereToHaveFunn
      @HereToHaveFunn 6 месяцев назад +1

      lmfao gotchu fam xD@@RushG

  • @mikey22355
    @mikey22355 2 месяца назад

    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 😅

    • @RushG
      @RushG  2 месяца назад +2

      @@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

    • @mikey22355
      @mikey22355 2 месяца назад +1

      @@RushG Thanks mate. Hope life is treating you well 👍🏼

  • @lucascurintcha1
    @lucascurintcha1 4 месяца назад

    Nice tips
    I would just add the jinray low follow up counter hit confirm, and the step kick counter hit confirm

  • @hunter_arg4721
    @hunter_arg4721 2 месяца назад

    Do you play with d-pad or the analogue stick?

    • @RushG
      @RushG  2 месяца назад

      @@hunter_arg4721 dpad

  • @garethelrick7253
    @garethelrick7253 6 месяцев назад +1

    Very good video Rush, thank you for all the information.

    • @RushG
      @RushG  6 месяцев назад +1

      Any time, youre welcome

  • @burnedpotato4374
    @burnedpotato4374 2 месяца назад

    Dont stop creating content for Ken please! Your channel is the only one i can watch for Ken info

  • @davinhatsengate9136
    @davinhatsengate9136 6 месяцев назад

    One of your best! Fantastic video - exactly at the level of detail and explanation for my game. Really really appreciated, thank you!

  • @M.saeed247
    @M.saeed247 6 месяцев назад +1

    Rush bringing the heat 🔥

  • @MarqcDaymon
    @MarqcDaymon 6 месяцев назад

    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

    • @RushG
      @RushG  6 месяцев назад +1

      Im in UTC so it's all good, but I appreciate the concern 😅

  • @DarkMaestro88
    @DarkMaestro88 3 месяца назад

    Are those delayed chin buster combos not applicable anymore? I tried to delay the HP but it doesn’t seem possible.

    • @RushG
      @RushG  3 месяца назад +1

      @@DarkMaestro88 nope they won't work anymore. Worth me taking the dedicated delay chin buster video down now as it doesn't apply

    • @XxGhostDOGxX420
      @XxGhostDOGxX420 2 месяца назад

      @@RushG😭

    • @RushG
      @RushG  2 месяца назад

      @@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

  • @shacharrachmany1102
    @shacharrachmany1102 6 месяцев назад

    I've never been able to connect the light standing kick counter and I got no clue what I'm doing wrong. Help?

    • @RushG
      @RushG  6 месяцев назад +1

      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

  • @KaZey77
    @KaZey77 6 месяцев назад

    👌

  • @McMeatBag
    @McMeatBag 5 месяцев назад

    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
      @RushG  5 месяцев назад

      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

    • @McMeatBag
      @McMeatBag 5 месяцев назад

      @@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

    • @McMeatBag
      @McMeatBag 5 месяцев назад

      @@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.

    • @RushG
      @RushG  5 месяцев назад

      Nice work. I tested this a few days ago ironically, it's really cool but like you said timings are tricky

  • @mekanator108
    @mekanator108 6 месяцев назад

    How do i figure out the hit confirm for a character? also how do I see the cancel window

    • @RushG
      @RushG  6 месяцев назад +2

      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

    • @mekanator108
      @mekanator108 6 месяцев назад

      thanks for the reply!@@RushG

    • @ΚρανίΩ
      @ΚρανίΩ 2 месяца назад +1

      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

  • @gxqx797
    @gxqx797 6 месяцев назад

    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 💪

  • @jasonbestkills
    @jasonbestkills 6 месяцев назад

    thanks beast