Even though you lose the st.HK CC follow up, you can still continue st.HP CC with HK tatsu, LK tatsu, HPDP and it does more damage than the usual Vskill1 follow up (261/303 "near wall"). It needs to be spaced far from the opponent, but other than that, there is not much technical difficulty in it, and if the spacing fails it's still a decent damaging CC combo (208). But if you want to make super sure that it's gonna deal better dmg and you don't have time to make space, you can do st.HP CC, MKtatsu, EXDP for 272 dmg. I'm still trying to figure out what to do mid-screen with the st.HK CC though. I'd say that a good idea would be to throw something like a slow fireball to see what's the opponent's behavior and work from there, because you can catch a quick rise+reversal with a well timed microwalk+non charged VS2, but that read can be countered with a backrise+reversal from the opponent sooo... idk man, hahaha.
I'm never too happy with the Stand HP into HK Tatsu crush counter confirm, Ive seen the HK Tatsu miss occasionally so never really invested. That said though it can be good for the most part. I considered adding it as a suggest in this video, need some road tests first. About Stand HK we need to look at the Oki after cc in more detail. It's a shame it doesn't work off the CC. But I feel this is because they didn't want people doing Stand HK regular hit or block into VS2
Hey Rushy, awesome stuff! Can you do me a favor and check the CA > Vskill 1 setup in the new update. The one where you do the Vskill 1 run into st.MK for counterhit which used to give +5, but I've tested it now and it only gives you +3 on CH. There are certainly some changes to the frames in the new patch, I'd like you to confirm it.
Maybe I made a mistake but last time I played akuma Cr hp doesn't crush counter on akuma ex DP, still crush counter between the animation gap tho, (but sometimes will trade hit)
Yeah its pretty decent damage wise, I think if you catch somebody with a fully charged one and it hits em raggo / airbourne near corner you still get LP DP, HP DP. Shits broken lol.
This is why I subbed to you you are right on time with the Ken Tech
No probs Cedric
Thanks for this! I needed some more ideas to get creative with the cc’s . Great choice in music as well
Thanks TokioDon, glad its been useful to you. Link to the song I think is in video description for reference
Even though you lose the st.HK CC follow up, you can still continue st.HP CC with HK tatsu, LK tatsu, HPDP and it does more damage than the usual Vskill1 follow up (261/303 "near wall"). It needs to be spaced far from the opponent, but other than that, there is not much technical difficulty in it, and if the spacing fails it's still a decent damaging CC combo (208). But if you want to make super sure that it's gonna deal better dmg and you don't have time to make space, you can do st.HP CC, MKtatsu, EXDP for 272 dmg.
I'm still trying to figure out what to do mid-screen with the st.HK CC though. I'd say that a good idea would be to throw something like a slow fireball to see what's the opponent's behavior and work from there, because you can catch a quick rise+reversal with a well timed microwalk+non charged VS2, but that read can be countered with a backrise+reversal from the opponent sooo... idk man, hahaha.
Awesome video as always! This content always motivates me to get better at the game. Thanks so much for the effort you put in your videos. :D
Ah also that same well spaced st.HP CC combo can become a 380dmg if you do LPDP, HPDP towards a wall while in VT1.
I'm never too happy with the Stand HP into HK Tatsu crush counter confirm, Ive seen the HK Tatsu miss occasionally so never really invested. That said though it can be good for the most part. I considered adding it as a suggest in this video, need some road tests first.
About Stand HK we need to look at the Oki after cc in more detail. It's a shame it doesn't work off the CC. But I feel this is because they didn't want people doing Stand HK regular hit or block into VS2
Awesome stuff Rushy. Great work bro :-D.
Nice like always brotha. Hmmm ideas😂😂
Nice tricks as usual, sankiu sensei G...
No probs Arsanto, still more to learn with this VT
Hey Rushy, awesome stuff!
Can you do me a favor and check the CA > Vskill 1 setup in the new update. The one where you do the Vskill 1 run into st.MK for counterhit which used to give +5, but I've tested it now and it only gives you +3 on CH. There are certainly some changes to the frames in the new patch, I'd like you to confirm it.
I will take a look at this, I dont think there should be any differences but its worth looking into
Maybe I made a mistake but last time I played akuma Cr hp doesn't crush counter on akuma ex DP, still crush counter between the animation gap tho, (but sometimes will trade hit)
I think your time must be off as it should work every time.
nice video! So, any preference between vs1 and vs2? I would think vs1 is better, although a bit more risky, perhaps?
VS2 has that crazy factor and it's a lot of fun. It's kinda cheap but same time it's not amazing. I've found it frustrates people
V-skill 2 mite work with Ken's V-triger 2 for good damage, then add the CA.
Only issue is when you activate it ups the scaling. Long combos like this actually suck now in SFV :(
I'm not sure if it's better, but I'm using VS2 from now on because it looks more fun
It really is a good laugh to use it. But that said I think it can be used wisely / tactfully. Really messed with people's heads
yo, that actually looks cool, what are the moves properties done raw?
-2 oB / +2 oH. For changed its +3 oB and +4 oH. Then we have more layers if it hits counter hit. Funny stuff
you get increased juggle state if you hit them with it when they jump which leads to a full on H.dp
I've done a bit of testing on the air to air juggles. Ken gets some crazy conversions
good video bro! didnt know u could get Ldp into H dp meterless :O
Yeah its pretty decent damage wise, I think if you catch somebody with a fully charged one and it hits em raggo / airbourne near corner you still get LP DP, HP DP. Shits broken lol.