One big change is the extra 3 frames of advantage on run DP. That changes some meaty routes. The universal light scaling nerf also affects things like Ken's 2LP 5MP combo routes.
For example, run DP in the corner now gives you access to the 5LP framekill into 5HP. At midscreen, run DP now has less pushback so you can do stuff like dash up 5HP. This trades against a 4f attack but you're now in range for a follow-up 5HP trade combo! So a few more meterless oki options after run DP for big damage. Unfortunately you lose the auto-timed dash up throw in the corner. It needs to be manually timed now due to the 2 frames of throw invincibility on wakeup.
@@ny_rednova Honestly, if you're having trouble w Dee Jay, you're still going to, his utility is all still there, and he was given a little but more utility as well. It's mostly just damage scaling nerfs mostly. If your problem with him is neutral... then you're still screwed, lol. Grounded Jackknife range nerf and cmk nerf do hurt him a little bit though, ngl. Pretty much what the nerfs did was make 2 touching with Dee Jay more rare in certain match ups.
@@RushG I feel like the target combo nerf was somewhat justified. I felt like it was BS that it could frame trap + natural combo. However, I think it was EXTRMELY unfair that they changed the target combo from being a 21F confirm to a 17F confirm. They took a hit confirm that was pretty easy to do and made it VERY difficult for no reason. As a Chun Li main, I am in shambles over F MP no longer being hit confirmable lol
Great breakdown, thanks. I think the cr.MK hitbox change was more to help whiff punish the harder to whiff punish moves from other characters. EDIT: nvm, I just read the patch notes. They specifically mentioned it was so it can now "hit opponents in a mid-air spinning juggle state" I also saw they made Heavy Jinrai knock the opponent away less on hit, and made the HK follow-up on all versions move forward more, so that means better combos in mid screen from all jinrai kicks. Curious if one can DR afterward to continue the combo more easily now. And Jinrai overhead kick now causes ground bounce when airborne opponent is hit, and gives more knockdown frame advantage. Should open up for more combo and oki opportunities.
The HK Jinrai I still need to test in more detail. Whilst it's had some cool changes I barely noticed the difference in my gameplay HK followup was mentioned 👊 As for the medium Jinrai > overhead, it does cause a new knockdown / bounce offering more advantage but no new combos. Somebody has said it allows us to set up meaty Fireball, I've tested this and only found a -2 oB meaty fireball situation. Not bad but I'd want plus frames from an Oki setup
3:10 You're totally right this change was immediately felt. I personally thought they got rid of this route to super at first, took me like 5 minutes to figure out the timing is just crazy stricter. Good vid man thanks for the upload
@@chasing3suns no problem, I don't mind that they made they deleted the frame trap but making the confirm this difficult in what is such a chaotic game was an interesting choice. Any time I pressed MP in a sequence I had to be super focused to make sure I converted
Hey Rush! I discovered a little while ago that the faster startup on Run > DP means that under certain scenarios Ken can combo into it off of OD Jinrai > Heavy follow-up. For instance, Punish counter DI > j.HK > OD Jinrai > heavy follow-up > run DP deals ~3400 damage. I don't know how situational that combo is, but it does exist and is the most damage of off punish counter DI for only 2 drive (maybe, not entirely sure). It is also really stylish!
I heard about this but havent seen it yet. Nice find, I feel the run DP combos didnt change too much or were not really worth it but this sounds like a nice new addition
No hate my dude. Someone gotta be at the top of the food chain. Just surprised that Capcom went with the route of buff the lows instead of nerf the tops this patch. I’m an Aki main, I’m eating good right now 😁 Edit: Nice video BTW
I do like that you can now do after punish counter shk you can now do drive rush cmk while they're in midair into tatsu as another great corner carry option, and not sure if there are more combos off that one yet. I feel like that's another good change.
@@RushG yes, but I'm wondering if there's other combo options/routes you can get off that cmk that you can't off the shp, especially with the run buff that might lead to better damage. I feel like there has to be more to that than just another corner carry option.
I'll look into it. So far though nothing has come up being worth while for run DP or RR > CR MK in combos Run DP is great in non DR situations For meter spend OD Tatsu shines now
I really hope there are Chinese subtitles or someone can move the video to China's bilibili website and add Chinese subtitles. I really like watching this kind of detailed teaching video.
Hey Rush, since the knockback on heavy Jinrai changed, you can now do H.Jinrai into H.Shoryuken. I don't think it was that way before, and I don't think it's very useful but there it is :D
@@RushG well it doesnt work anymore. It would be jenri into overhead kick before they wake up ill throw short hado & its a block string, its doesnt work anymore
I was playing arcade i notice hits outfit wears out and changes colors and gets disoriented a bit not sure if they intentionally did this in season 2???
I don’t understand what makes ken so good you can just drive impact jinrai kick and compared to other characters his damage seems low and if they do a random run for over head you can attack it or drive impact the over head or normal kick. What makes him so good please explain
Situational damage, corner carry, OD Fireball followed by Drive Rush, strong Supers, 7F CR MK with good range, his DP can be cancelled into Super 3, even from an anti air, can convert into damage without the use of DRC, good corner pressure Ken is a well rounded character, I don't feel he is top 5 in SF6 or ever has been
I'm a tekken 8 player and I'm new to sf6 the last time i played sf game was 20 years ago ,is ken worth picking now and is he a hard character in terms of execution ?
Ken is pretty easy to play, his optimal routes can be tricky but with practice they're fine. The only thing thats annoying with him is his Optimal Jinrai juggles in the corner. The timing on them is very strict. Ken overall is a good pick regarding strength / well roundedness / ease of use. He is pretty fun too.
ken is the most all rounder in street fighter 6 but only thing is he's very very good so don't expect to have all the good tools he has on other characters. if you want to become really good practice situational awareness with him he's very good for that
It's invincible to strike and throws yes, it actually did lose to fireballs but it had frame 1 invincibility to fireballs by mistake. It was supposedly removed after the beta's
From what I could tell regular Jinrai into the overhead causes a floor bounce leading to extra frame advantage, there may be new Oki setups from it but nothing outside of that stood out during my testing It doesn't allow for ground bounce combos
You forgot to say that OD Dragonlash is not consistent no more cause they gave priority to Ken's Run, now if you do OD Dragonlash most of the time Ken gonna do the run. That’s a BIG ASS nerf
So when I made the video the change wasn't clear to me. This change needs it's very own video as Capcom screwed up with this IMO! If we adjust our execution then it fixes the problem, but it will be hard to remember to always input faster to avoid run coming out. I've been getting run instead of OD Tatsu 😤
How do you feel about the run priority change? Ie if you do OD Jinrai, the run takes priority over it so u need to input a direction with the OD Jinrai ie b+hp, hcf 3xk
Really good question, I think we'll eventually get used to it but IMO it's made execution a lot harder (and for no reason). I don't get why Capcom made this change
because turning characters into 3rd Strike Sean is stupid to appease butthurt Ken haters like yourself. he's not as good as he was and he might even be the 3rd best shoto now but yeah capcom suck because they didn't 3rd Strike Sean him, foh.
If Ken is strong, and gets no buffs, and the rest of the cast is good but gets buffed to be strong, that is better than just nerfing Ken and boosting everyone else. This is why you aren't on the balance team.
@@MahmoudLutfi7794 only works after you do raw Drive rush into Stand MP. If you do Stand MP from Drive Rush is had additional plus frames on hit allowing you to link into CR HP
We getting out of Bronze with this one
Take me with you
🤣🤣🤣🤣🤣
Lmao
😂😂😂
One big change is the extra 3 frames of advantage on run DP. That changes some meaty routes. The universal light scaling nerf also affects things like Ken's 2LP 5MP combo routes.
For example, run DP in the corner now gives you access to the 5LP framekill into 5HP. At midscreen, run DP now has less pushback so you can do stuff like dash up 5HP. This trades against a 4f attack but you're now in range for a follow-up 5HP trade combo! So a few more meterless oki options after run DP for big damage. Unfortunately you lose the auto-timed dash up throw in the corner. It needs to be manually timed now due to the 2 frames of throw invincibility on wakeup.
You're definitely a ken main very good observations
I'll take a look into this. Nice one
25 frames like H. Dp.. Nothing new... Just more damage
Ken at least didn’t get gutted like deejay
Deejay was broken
deejay can take 60% health from drive rush just cool it's bs
edit :last season
@@Bos_roseus Stop the lies!
@@Bos_roseus this is true, he was broken for players who were ass at SF lmaoo
@@ny_rednova Honestly, if you're having trouble w Dee Jay, you're still going to, his utility is all still there, and he was given a little but more utility as well. It's mostly just damage scaling nerfs mostly. If your problem with him is neutral... then you're still screwed, lol.
Grounded Jackknife range nerf and cmk nerf do hurt him a little bit though, ngl.
Pretty much what the nerfs did was make 2 touching with Dee Jay more rare in certain match ups.
That chinbuster target combo nerf is mostly annoying because of muscle memory, now I gotta adjust this but it’s all good. My boy was spared luckily 😩
I feel it's an awful change. Drive rush into it to then frame trap and confirm is very tricky in the heat of the moment
@@RushG I feel like the target combo nerf was somewhat justified. I felt like it was BS that it could frame trap + natural combo. However, I think it was EXTRMELY unfair that they changed the target combo from being a 21F confirm to a 17F confirm. They took a hit confirm that was pretty easy to do and made it VERY difficult for no reason. As a Chun Li main, I am in shambles over F MP no longer being hit confirmable lol
Gotta say a lot of the changes seem very fair. He still has a lot of what makes him strong/fun
Spoken like a true ken main
Great breakdown, thanks.
I think the cr.MK hitbox change was more to help whiff punish the harder to whiff punish moves from other characters.
EDIT: nvm, I just read the patch notes. They specifically mentioned it was so it can now "hit opponents in a mid-air spinning juggle state"
I also saw they made Heavy Jinrai knock the opponent away less on hit, and made the HK follow-up on all versions move forward more, so that means better combos in mid screen from all jinrai kicks. Curious if one can DR afterward to continue the combo more easily now.
And Jinrai overhead kick now causes ground bounce when airborne opponent is hit, and gives more knockdown frame advantage. Should open up for more combo and oki opportunities.
The HK Jinrai I still need to test in more detail. Whilst it's had some cool changes I barely noticed the difference in my gameplay
HK followup was mentioned 👊
As for the medium Jinrai > overhead, it does cause a new knockdown / bounce offering more advantage but no new combos. Somebody has said it allows us to set up meaty Fireball, I've tested this and only found a -2 oB meaty fireball situation. Not bad but I'd want plus frames from an Oki setup
3:10 You're totally right this change was immediately felt. I personally thought they got rid of this route to super at first, took me like 5 minutes to figure out the timing is just crazy stricter. Good vid man thanks for the upload
@@chasing3suns no problem, I don't mind that they made they deleted the frame trap but making the confirm this difficult in what is such a chaotic game was an interesting choice.
Any time I pressed MP in a sequence I had to be super focused to make sure I converted
Thanks Rush!
Thanks, Rush. You're always my go-to 😎
Needed this so bad. Thanks goat!
👊
With these changes now his combos are cooler theres more Fire 🔥 moves.
Hey Rush! I discovered a little while ago that the faster startup on Run > DP means that under certain scenarios Ken can combo into it off of OD Jinrai > Heavy follow-up. For instance, Punish counter DI > j.HK > OD Jinrai > heavy follow-up > run DP deals ~3400 damage.
I don't know how situational that combo is, but it does exist and is the most damage of off punish counter DI for only 2 drive (maybe, not entirely sure).
It is also really stylish!
I heard about this but havent seen it yet. Nice find, I feel the run DP combos didnt change too much or were not really worth it but this sounds like a nice new addition
Damn. Ken really dodge the nerf hammer didn’t he ?
Enjoy one more season being top 5.
Damn the hate is real, also typo he's top 7* tops 👌
I bet you're a DeeJay player
No hate my dude. Someone gotta be at the top of the food chain. Just surprised that Capcom went with the route of buff the lows instead of nerf the tops this patch.
I’m an Aki main, I’m eating good right now 😁
Edit: Nice video BTW
This is true
AKI looking ridiculous this patch, enjoy. You guys over there deserve this 🥂
AKI is cool(er)
couldn't wait for your video! Thank you!!!!
I do like that you can now do after punish counter shk you can now do drive rush cmk while they're in midair into tatsu as another great corner carry option, and not sure if there are more combos off that one yet. I feel like that's another good change.
Isn't it more optimal to do drive rush Stand HP in that situation?
@@RushG yes, but I'm wondering if there's other combo options/routes you can get off that cmk that you can't off the shp, especially with the run buff that might lead to better damage. I feel like there has to be more to that than just another corner carry option.
I'll look into it. So far though nothing has come up being worth while for run DP or RR > CR MK in combos
Run DP is great in non DR situations
For meter spend OD Tatsu shines now
Much appreciated Rush, thx
Appreciate you Rush. Do you have a video of how to approach Ed users?
Thought I was going crazy when my MP HP was not linking as usual
I don't mind losing the frame trap but the confirm feels very difficult now
@@RushG I am already not good at FG, my confirms are weak, and now I almost never get that anymore
I really hope there are Chinese subtitles or someone can move the video to China's bilibili website and add Chinese subtitles. I really like watching this kind of detailed teaching video.
Nice Vídeo Man.
Hey Rush, since the knockback on heavy Jinrai changed, you can now do H.Jinrai into H.Shoryuken. I don't think it was that way before, and I don't think it's very useful but there it is :D
I will definitely see wats too Ken wen I get off work low key worried 😦 but excited 😆 at the same time lol 😂
Let me know how you get on man
@@RushG well do this master ranks are different gotta be on point or u die
Thx Rush
Never wake up Sa1 anyway. Run Dp is a huge buff for me
You should when it calls for it, especially in burnout
@@RushG My timing is bad. I am in NA 1400 low master. Your contents help me got out of diamonds. Especially anti-air tutorial🤓❤️. Thanks man.
Keep at it, one step at a time
I hate the idea of wake up super but knowing our risk / reward is key
You missed one, in the corner with jenri you can do over head after first hit to get oki fireball 😔
I tested this and my meaty fireball is -2 oB
Which setup are you using?
@@RushG well it doesnt work anymore. It would be jenri into overhead kick before they wake up ill throw short hado & its a block string, its doesnt work anymore
😭
Chin Busted... -.-
Take me back to SFV
I want to know how the changes to run dp will affect slipping under projectiles.
Like though fireballs?
EX-Jinri cant be combo into anymore? everytime I try to use it, run command keeps happening.
Video incoming
Hi Rush, I'm hearing that Ken now has better Oki after run DP. Have you got any new meaty setups that can be used after this move?
I was playing arcade i notice hits outfit wears out and changes colors and gets disoriented a bit not sure if they intentionally did this in season 2???
The character model damage is only available in offline versus and arcade modes.
Not online.
They were there in season 1 you probably didn't notice.
I don’t understand what makes ken so good you can just drive impact jinrai kick and compared to other characters his damage seems low and if they do a random run for over head you can attack it or drive impact the over head or normal kick. What makes him so good please explain
Situational damage, corner carry, OD Fireball followed by Drive Rush, strong Supers, 7F CR MK with good range, his DP can be cancelled into Super 3, even from an anti air, can convert into damage without the use of DRC, good corner pressure
Ken is a well rounded character, I don't feel he is top 5 in SF6 or ever has been
you cannot drive impact jinrai
Like in the trailer does he have the Stand Mid-K to Crouch Mid-K link or no?
Only on punish counter, it was punish counter stand MK in the trailer which links into CR MK
@RushG I tried it in training mode, and I could not get it to combo.
I'm a tekken 8 player and I'm new to sf6 the last time i played sf game was 20 years ago ,is ken worth picking now and is he a hard character in terms of execution ?
Ken is pretty easy to play, his optimal routes can be tricky but with practice they're fine. The only thing thats annoying with him is his Optimal Jinrai juggles in the corner. The timing on them is very strict.
Ken overall is a good pick regarding strength / well roundedness / ease of use. He is pretty fun too.
ken is the most all rounder in street fighter 6 but only thing is he's very very good so don't expect to have all the good tools he has on other characters. if you want to become really good practice situational awareness with him he's very good for that
they nerfed chinbuster????
Tweaked it, which made it much weaker
nice
So is level 1 still invicble on wake up to non-projectiles?
It's invincible to strike and throws yes, it actually did lose to fireballs but it had frame 1 invincibility to fireballs by mistake. It was supposedly removed after the beta's
@@RushG ah right. I also read a change to jinrai overhead on a nud air enemy. What was that about
From what I could tell regular Jinrai into the overhead causes a floor bounce leading to extra frame advantage, there may be new Oki setups from it but nothing outside of that stood out during my testing
It doesn't allow for ground bounce combos
You forgot to say that OD Dragonlash is not consistent no more cause they gave priority to Ken's Run, now if you do OD Dragonlash most of the time Ken gonna do the run. That’s a BIG ASS nerf
So when I made the video the change wasn't clear to me. This change needs it's very own video as Capcom screwed up with this IMO!
If we adjust our execution then it fixes the problem, but it will be hard to remember to always input faster to avoid run coming out.
I've been getting run instead of OD Tatsu 😤
First weak of sf6 i said dj is broken
Annoying ass character
@@RushG yes bro
💪🙌👌
How do you feel about the run priority change? Ie if you do OD Jinrai, the run takes priority over it so u need to input a direction with the OD Jinrai ie b+hp, hcf 3xk
Really good question, I think we'll eventually get used to it but IMO it's made execution a lot harder (and for no reason).
I don't get why Capcom made this change
@@RushG My thoughts exactly like why?🤣🤣
I'll try to adjust but if it crops up a lot in gameplay I expect the ken-nation to scream on twitter 😅
I am going to give you not only a comment but I like because you are the first person to post changes for Ken.
Appreciate you man
Why does everyone who makes these videos have to show Akuma as the one getting hit?
If I play modern does the medium punch into heavy punch(auto combo) fail now?
No its still good.
Try not playing modern like a scrub instead
It will work in the same way, just harder to confirm on hit
They better bring the old Ken Masters we know and love back. Because I don't like that SF6 Ken Masters version.
Ken is insufferable, why he even got trade off buffs I'll never understand
because turning characters into 3rd Strike Sean is stupid to appease butthurt Ken haters like yourself.
he's not as good as he was and he might even be the 3rd best shoto now but yeah capcom suck because they didn't 3rd Strike Sean him, foh.
@@ryanwest6035 when you say 3rd best do you consider Luke a shoto
@@xxfantomxx6Luke is like a Hybrid shoto imo he's probably the 2nd best or best
It's capcom bro, they always do weird balance changes unless it's an sss tier broken character like AE yun
If Ken is strong, and gets no buffs, and the rest of the cast is good but gets buffed to be strong, that is better than just nerfing Ken and boosting everyone else. This is why you aren't on the balance team.
Admire how high quality you keep stuff despite how fast you churned it out
I just want to know how to land a standing medium to crouching heavy punch
Its super hard
@@MahmoudLutfi7794 only works after you do raw Drive rush into Stand MP. If you do Stand MP from Drive Rush is had additional plus frames on hit allowing you to link into CR HP
@RushG thank you bro it helped me alot
U have to know that you're my favorite ken player of all time your fan from the Middle East
@@MahmoudLutfi7794 no problem man, I really appreciate it 🙏
Needed this so bad. Thanks goat!
👊