This wasn't a video I had planned or wanted to do, optimisation in 6 are hard due to the mechanics and the way scaling works. I didn't focus too much on Drive Rush in this video but there are some key concepts and routes which are worth learning / understanding
Just giving us the info you have about the routes of more by than enough! Thanks for breaking it down for us! Edit:Oh and as far as drive rush goes, I think people who have watched your videos know by now, but when it comes to damage if you enter in with a drive mechanic (ie: rush, perfect parry, impact) there's going to be so much scaling that it isn't worth using resources unless you are close to the ko!
Love all of this. Now to make it even more complicated. Mid screen OD Jinrei into lvl 2 super, you get more damage off of OD Jinrei light than the full 3 hit extension!
@@RushG basically another reason to map Ken's 3 kicks to a button. If you do OD Heavy Jinrei 3 hit extension you get 4290 from jump in. If you get the light kick version (which you'll get if you light +medium) full extension gives you 3810 while 2 hit LK gives you 4050
Of course the grounded and juggle OD jinrai enders would be different. They definitely want to you to feel the sadness when you mix them up in the moment.
Absolute pain I swear. Imagine guaranteed punishes turning into a battle with ones self regarding your combo of choice. That said I have got a lot better at landing them since this video was made
Hey Rush G. Solid video. I've been playing Ken for a while in low MR so most of this I'm familiar with just from labbing, but this was nicely organized to explain all the different routes. One thing I'm not sure if you're trying to avoid, but I was hoping for some Input on what you think are the best routes to take. For example I typically keep it simple with the OD Jinrai into an mk Jinrai Hk follow up into dp or super since it's the best damage to meter spend, and theres an easy route into all 3 supers so it's relatively simple to determine the route I want to take mid combo. I feel like I want a bit more of what you think you should be doing or at least your recommendation, although I understand if you're trying to just be objective about the combo routes
First off are you using the punish counter state to begin with? If yes, the first part is Stand MP. CR HP > HK Jinrai. That should all combo pretty easily? From there it gets tricky as you need to master the timing of cancelling HK Jinrai into Forward + LK Keep practicing you will get it
@@RushG Holy shit thank you for clarifying that. I was trying this last night without counter and I kept thinking I'm either dumb, too slow or both. Will try again tonight!
Good work! Could you make a guide on Ken's footsies and pressure in particular - how do you sequence lights in the corner, at what distance etc.? I know this is a less glamorous topic, but as a D2 Ken I'm struggling to open up opponents and I get blown up on offense in the corner more than I should.
If I am honest with you, I am really bad at SF6 at its core. I don't understand the meta fully yet and don't know match ups too well. I think it would be a disservice if I were to make a guide on this topic I know Musclenoob has made a video like this on how RUclips. Check him out 👊
Fair answer, but don't sell yourself short. Even if the Master league is super diverse in actual skill level, it's still a very small group of people.@@RushG
Hey rush I’m looking at inputs for cancelling light jinrai into level 3 and I just don’t really see what you are doing or when you begin the cancel of the light grounded jinrai to level 3. Being new to sf the thing I struggle with most is converting to level 3 off of something like low jinrai. Any tips here? Are you double qtr circle punch after you see the light grounded jinrai hit? I hate how supers are my biggest issue, really a confidence killer in a set 😢
I was malding over this exact same issue. Its the first street fighter I'm getting into. What helped is to start doing the input for the lvl 3 the moment you already pressed the last jinrai kick don't wait for the visual cue of the kick hitting the oppenent because by then it'll be to late
How are you cancelling into super so quickly after the HK (following Jinrai)? Playing on pad (I think you are too) and I cannot ever land the super because I'm too slow with the input. I'm trying to get the input in as early as possible, but the super always whiffs.
After i input the heavy kick I am immediately inputting super. It does take time to build the hand speed (with required accuracy) but it's just practice over time When I was first starting out in SFV it felt impossible. Practice over time is key Also remember it's not a juggle it's a cancel from the HK follow up
For some reason I haven't been able to cancel one jinrai into another one..I can't figure out how to do it. I am a master rank with 1650 MR but I still don't know how to do it.
I’m not sure about this but after de HK jinrai>LK follow up instead of doing another jinrai you can do a double LP DP and always do more damage (it not works in wall splat situations)
very well rush, hit diamond 4 yesterday and ill surely be master rank whenever i feel like grinding for it. For now ive just been having fun doing my regular stuff but i felt like i need to expand my horizons for when i start playing better players. Hope all is well my friend, miss you bud!@@RushG
Youre definitely on the path thats for sure, Master soon enough. Missing you guys like mad too, hoping I can make time but IRL focus has been the grind lately
Man, Rush it's just good to hear from you!!! We're all still here just chillin, IRL comes first though so nbd! There's plenty of time dude. I appreciate you reaching out my friend!!! we'll talk soon my guy @@RushG
He covered combos with 2 OD jinrai into level 3 during the last section of the video. Whether you start with a jump-in or whatever isn't really what this vid is focused on. He's just showing the options for different levels of cashing out.
The graphic / overlay pad is the Hori Fighting Commander, I used to use a PS4 version, but it's now broken. They no longer make them so they are hard to find these days
If you land the PC DI in the corner neutral jump HK > HK jinrai > LK > LK Jinrai > LK > HP DP is 3150 vs 3070 if you start with crouch HP. Pretty much applies to any Jinrai combo coming from PC DI in the corner, even triple OD Jinrai kicks still works despite the bounce from neutral jump HK. The raw unscaled damage of a crouch hp is 800 while a neutral jump HK is 900.
The neutral jump HK was mentioned in the video I think Using it in matches I've had a number of times where the follow ups drops (HP DP whiffs entirely after the juggle)
Check the combo before last during the midscreen Jinrai section Also consider: CR HP > HK Jinrai, OR Dragonlash, Super 3 Forward Dash CR HP > Run > Tatsu, OD Dragonlash, Super 3
@@Armitage01101 this is a good meterless (drive) option for sure I tested out max damage and found after DI crush you can do raw DR, CR HP > Run, CR MP > Drive Rush Cancel, CR HP > Run, CR MP > Drive Rush Cancel, CR HP > Run, CR MP > MK Jinrai > HK > Super 3 Does around 5200 damage
I know you loved doing those 3 OD jinrai's into those supers! You can't fool me I'm going to have to rewatch this to keep it fresh so I can add more stacks to my offense 👍great vid brother , enjoy the weekend!!!
It's a lot of information to take on board but the more practice over time the more we'll get familiar with the situations. Those triple OD juggles are nasty 🔥
@@RushG yeah it is a lot of information to take in but its solidified on ur page now so we can always go back to it so thats a major plus, and my guy my guy thank you! streaming tomorrow?!?!?!
I used to use the PS4 Hori Fighting Commander but they no longer remake this model. I now use the Betop C3 controller (PS3 but I use it on PC). I have a review of it on my channel. Highly recommended 6 button controller
Yeah when I was testing this, the situations where you can connect dp off of OD jinrai overhead, sometimes being able to 3 OD sometimes 2, so confusing. And hard. And so many things destroy your damage it's tough to decide what combo is worth.
This wasn't a video I had planned or wanted to do, optimisation in 6 are hard due to the mechanics and the way scaling works. I didn't focus too much on Drive Rush in this video but there are some key concepts and routes which are worth learning / understanding
Just giving us the info you have about the routes of more by than enough! Thanks for breaking it down for us!
Edit:Oh and as far as drive rush goes, I think people who have watched your videos know by now, but when it comes to damage if you enter in with a drive mechanic (ie: rush, perfect parry, impact) there's going to be so much scaling that it isn't worth using resources unless you are close to the ko!
Love all of this. Now to make it even more complicated. Mid screen OD Jinrei into lvl 2 super, you get more damage off of OD Jinrei light than the full 3 hit extension!
Good to know, nice one 👊
@@RushG basically another reason to map Ken's 3 kicks to a button. If you do OD Heavy Jinrei 3 hit extension you get 4290 from jump in.
If you get the light kick version (which you'll get if you light +medium) full extension gives you 3810 while 2 hit LK gives you 4050
fantastic video. Will have it on repeat over the next few days.
bro i feel like you just unlocked so much ken shit when he was starting to feel like he was figured out. hats off
Men, do this is hard, but when you do this in teh right way, damn is fucking good hahahah.
I still drop the combos to this day, the timings are tight but it's rewarding
Of course the grounded and juggle OD jinrai enders would be different. They definitely want to you to feel the sadness when you mix them up in the moment.
Absolute pain I swear. Imagine guaranteed punishes turning into a battle with ones self regarding your combo of choice.
That said I have got a lot better at landing them since this video was made
It’s funny when we all bitch at a character so much we master the match to humiliate whoever picks it, like Jimmy doing an Anti-Ken guide 😂
I been trying to put jinrai kicks together & i only got one set up, Needed this!
Hey Rush G. Solid video. I've been playing Ken for a while in low MR so most of this I'm familiar with just from labbing, but this was nicely organized to explain all the different routes.
One thing I'm not sure if you're trying to avoid, but I was hoping for some Input on what you think are the best routes to take. For example I typically keep it simple with the OD Jinrai into an mk Jinrai Hk follow up into dp or super since it's the best damage to meter spend, and theres an easy route into all 3 supers so it's relatively simple to determine the route I want to take mid combo.
I feel like I want a bit more of what you think you should be doing or at least your recommendation, although I understand if you're trying to just be objective about the combo routes
The best Ken teacher I have seen in my life!
I'm not going to lie, I cannot for life of me get the first optimal combo. My HK Jinrai after the c.HP keeps whiffing
First off are you using the punish counter state to begin with?
If yes, the first part is Stand MP. CR HP > HK Jinrai. That should all combo pretty easily?
From there it gets tricky as you need to master the timing of cancelling HK Jinrai into Forward + LK
Keep practicing you will get it
@@RushG Holy shit thank you for clarifying that. I was trying this last night without counter and I kept thinking I'm either dumb, too slow or both. Will try again tonight!
Good work! Could you make a guide on Ken's footsies and pressure in particular - how do you sequence lights in the corner, at what distance etc.? I know this is a less glamorous topic, but as a D2 Ken I'm struggling to open up opponents and I get blown up on offense in the corner more than I should.
If I am honest with you, I am really bad at SF6 at its core. I don't understand the meta fully yet and don't know match ups too well. I think it would be a disservice if I were to make a guide on this topic
I know Musclenoob has made a video like this on how RUclips. Check him out 👊
Fair answer, but don't sell yourself short. Even if the Master league is super diverse in actual skill level, it's still a very small group of people.@@RushG
Hey rush I’m looking at inputs for cancelling light jinrai into level 3 and I just don’t really see what you are doing or when you begin the cancel of the light grounded jinrai to level 3.
Being new to sf the thing I struggle with most is converting to level 3 off of something like low jinrai.
Any tips here? Are you double qtr circle punch after you see the light grounded jinrai hit? I hate how supers are my biggest issue, really a confidence killer in a set 😢
I was malding over this exact same issue. Its the first street fighter I'm getting into. What helped is to start doing the input for the lvl 3 the moment you already pressed the last jinrai kick don't wait for the visual cue of the kick hitting the oppenent because by then it'll be to late
How are you cancelling into super so quickly after the HK (following Jinrai)? Playing on pad (I think you are too) and I cannot ever land the super because I'm too slow with the input. I'm trying to get the input in as early as possible, but the super always whiffs.
After i input the heavy kick I am immediately inputting super. It does take time to build the hand speed (with required accuracy) but it's just practice over time
When I was first starting out in SFV it felt impossible. Practice over time is key
Also remember it's not a juggle it's a cancel from the HK follow up
Thank you for sharing! I'm looking for more optimal combos to conserve my gauge. Hopefully, I will hit the Diamond soon!
Best of luck on reaching diamond and beyond 👊
For some reason I haven't been able to cancel one jinrai into another one..I can't figure out how to do it. I am a master rank with 1650 MR but I still don't know how to do it.
You need to hold forward when inputting the Jinrai follow up
I’m not sure about this but after de HK jinrai>LK follow up instead of doing another jinrai you can do a double LP DP and always do more damage (it not works in wall splat situations)
It's optimal but there are no options from it I to Super. You can cancel LP DP into Super 3 but it's not optimal.
It's not a route I recommend
Are you buffering inputs?
Buffering in what way? Just so that I understand the question
Do you use hitbox ot stick? If its stick what king of plate do you use? Octogonal or square?
Pad player
revisiting some of these videos to sharpen my game , great info time after time
How's the grind going?
very well rush, hit diamond 4 yesterday and ill surely be master rank whenever i feel like grinding for it. For now ive just been having fun doing my regular stuff but i felt like i need to expand my horizons for when i start playing better players. Hope all is well my friend, miss you bud!@@RushG
Youre definitely on the path thats for sure, Master soon enough. Missing you guys like mad too, hoping I can make time but IRL focus has been the grind lately
Man, Rush it's just good to hear from you!!! We're all still here just chillin, IRL comes first though so nbd! There's plenty of time dude. I appreciate you reaching out my friend!!! we'll talk soon my guy @@RushG
What about the 60ish% combo you can get from jump hk > C.HP > H Jinrai > LK > OD Jinrai > HK > OD Jinrai > MK > MK > LVL 3 Super
He covered combos with 2 OD jinrai into level 3 during the last section of the video. Whether you start with a jump-in or whatever isn't really what this vid is focused on. He's just showing the options for different levels of cashing out.
Hey Rush, quick question. Is that a real controller on the bottom of the video? I want one
The graphic / overlay pad is the Hori Fighting Commander, I used to use a PS4 version, but it's now broken. They no longer make them so they are hard to find these days
Can you make one for modern?
I haven't looked at modern yet, once my next few videos are published I'll take a look into modern
If you land the PC DI in the corner neutral jump HK > HK jinrai > LK > LK Jinrai > LK > HP DP is 3150 vs 3070 if you start with crouch HP.
Pretty much applies to any Jinrai combo coming from PC DI in the corner, even triple OD Jinrai kicks still works despite the bounce from neutral jump HK. The raw unscaled damage of a crouch hp is 800 while a neutral jump HK is 900.
The neutral jump HK was mentioned in the video I think
Using it in matches I've had a number of times where the follow ups drops (HP DP whiffs entirely after the juggle)
@@RushG Yes, HP DP interacts strangely after three OD jinrai. The most I can get is two hits of the DP.
Not even that (it is weird though), I've done neutral jump HK, OD Jinrai > HK, MK Jinrai > HK, after that my HP DP whiffs
Why do everything in punish counter?
I don't remember this particular video, the punish counter isn't the important part though it's the specific combo enders I was trying to show iirc
@@RushG np thx for the videos ! They definitely helped 👍
Can you do the first combo with Modern Ken??
I'll look to do all the main combos like the one you mentioned in its own video soon using modern 👍
Nice work, thanks
common RushG W
What's his most optimal combo after a punish DI mid screen?
Check the combo before last during the midscreen Jinrai section
Also consider:
CR HP > HK Jinrai, OR Dragonlash, Super 3
Forward Dash CR HP > Run > Tatsu, OD Dragonlash, Super 3
What do you think about the jump HK, run Dragonlash, HP DP as a go-to meterless punish counter DI combo?@@RushG
@@Armitage01101 this is a good meterless (drive) option for sure
I tested out max damage and found after DI crush you can do raw DR, CR HP > Run, CR MP > Drive Rush Cancel, CR HP > Run, CR MP > Drive Rush Cancel, CR HP > Run, CR MP > MK Jinrai > HK > Super 3
Does around 5200 damage
I know you loved doing those 3 OD jinrai's into those supers! You can't fool me I'm going to have to rewatch this to keep it fresh so I can add more stacks to my offense 👍great vid brother , enjoy the weekend!!!
It's a lot of information to take on board but the more practice over time the more we'll get familiar with the situations.
Those triple OD juggles are nasty 🔥
Also enjoy your weekend too man 👊
@@RushG yeah it is a lot of information to take in but its solidified on ur page now so we can always go back to it so thats a major plus, and my guy my guy thank you! streaming tomorrow?!?!?!
Thanks for explaining Ken! Can you tell me which Controller you use? It's a Hori I can see that but which one exactly? thx
I used to use the PS4 Hori Fighting Commander but they no longer remake this model. I now use the Betop C3 controller (PS3 but I use it on PC). I have a review of it on my channel. Highly recommended 6 button controller
lol, the amount of work to do this versus the damage reward you get is pointless. Only Ken fans enjoy this .
Style is not for everyone :P :)
Best content for Ken frfr
Thank you bro. I'll be asking for lots of help with T8 when it drops 👊
@@RushG likewise man when it comes to this game defo need da sets in
@@CloudT7 let me know your discord
@@RushG CloudT7#9722
technically not first :(
First in my 💜
Yeah when I was testing this, the situations where you can connect dp off of OD jinrai overhead, sometimes being able to 3 OD sometimes 2, so confusing. And hard. And so many things destroy your damage it's tough to decide what combo is worth.