SF6 KEN - Safe Jump Set-up. EASY and POWERFUL tech!

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  • Опубликовано: 13 янв 2025

Комментарии • 60

  • @unixjpn
    @unixjpn Год назад +8

    This is the kind of content I have been looking for. Thanks for sharing how to play KEN as I main him and trying to learn him as well. Subscribed.

  • @PuertoRicanStyL
    @PuertoRicanStyL Год назад +2

    That's insane! Thanks for sharing the knowledge, man.

  • @alexdb983
    @alexdb983 Год назад

    You da bomb for giving out this information. Thank you!

  • @chiliesauce8381
    @chiliesauce8381 Год назад +2

    That kens face in the thumbnail for this video looks very cool. Like how he looked in the sf2 new challengers artwork head shot on the select menu back in the 90s.

    • @Shiyuka
      @Shiyuka 3 месяца назад +1

      i guess you know by now but in case you dont it comes from his presentation cinematic in world tour mode

  • @unsolol
    @unsolol Год назад +2

    Love it will use it 🙏🔥 thank you

  • @Soupian
    @Soupian Год назад +2

    LETS GO! more ken content. Good shit dude!

  • @branflakes115
    @branflakes115 10 месяцев назад +1

    This is very cool, thank

  • @McMeatBag
    @McMeatBag 8 месяцев назад

    Great tips. I find myself often hitting a midscreen jinrai and then not knowing how to continue pressure off of it

    • @naception
      @naception  8 месяцев назад

      Happy to help!

  • @ebd9636
    @ebd9636 Год назад +1

    you can do the same oki setup from the beginning on run tatsu, and can do a safe jump with jumping lk after run dragonlash, and if they don't get up backwards it is also a cross up (both have more damage, dragonlash is good for a possible side switch and tatsu is good for massive wall carry)

    • @Leather_Warlord
      @Leather_Warlord Год назад

      No, you can jump safely after run tatsu combo ender, but jump attack will not connect. Run tatsu leaves you at +43 on KND, you need +42. That one frame is taken on opponent's wake-up animation where you cannot hit him

  • @abelmelo6409
    @abelmelo6409 Год назад

    Nice tech man. Thanks!

  • @sinetwo
    @sinetwo Год назад

    That's awesome! This is turning more and more in to a precise game of chess. Or poker. Or Street fighter I guess

  • @floridaman7206
    @floridaman7206 Год назад +12

    Dang this is so much easier to set up than ryu’s it’s kinda unfair lol

  • @davidf9222
    @davidf9222 Год назад +2

    Its a nice safe jump but im failing to see a situation where you would end a confirmed chin buster into jinrai

    • @rayvsthaworld
      @rayvsthaworld Год назад

      Perfect parry maybe. You don't get good damage so you go for the setup.

    • @davidf9222
      @davidf9222 Год назад +1

      @@rayvsthaworld what do you mean? Chinbuster into run tatsu corners your opponent and is arguably the best setup in the game.

    • @rayvsthaworld
      @rayvsthaworld Год назад

      @davidf9222 if the safe jump setup is also in the corner that's the best setup you can have.

    • @davidf9222
      @davidf9222 Год назад +1

      @@rayvsthaworld i think youre missing the point. Theres no reason to use that as a corner combo. The extension of that combo adds another 1200 damage into pressure.

    • @rayvsthaworld
      @rayvsthaworld Год назад

      @@davidf9222 I get it, I'm just saying there could be moments where you could use it. Like after perfect parry because the damage difference won't be that much.

  • @kingj521
    @kingj521 Год назад

    This is going into the Ken tech Catalog.

  • @SgtHeartmann.
    @SgtHeartmann. Год назад

    Very good find man

  • @gsel1128
    @gsel1128 Год назад +4

    I've been trying to use this safe jump for a while after going into the lab and seeing what leaves Ken +42. My problem with it is either you are:
    1. Not in the corner when you hit chin buster, in which case you're giving up doing run tatsu and taking them to the corner, and also if they back tech the safe jump doesn't really do much because the +11 at like max range doesn't give a lot
    2. In the corner, in which case you're skipping the second hit of kinrai into DP, which means you're giving up 1200 damage to get a safe jump instead of +33 Oki, which doesn't seem worth it
    I love safe jumps, but it never seems worth it to use this one on Ken

    • @naception
      @naception  Год назад

      You are right. Highest level optimal play probably wouldn't use chin buster much at all. But it's still good tech to know. This set up also works of crouch HP heavy jinrai no follow up.

    • @Ryan-tc2el
      @Ryan-tc2el Год назад +1

      You should be doing heavy DP followup which is +27-28, where 2LP or 5LP depending on hit height will give you the perfect framekill for 5HP

  • @katman2192
    @katman2192 Год назад

    You just need imagination what a trully legendary game

  • @mightandlightvfx7157
    @mightandlightvfx7157 2 месяца назад

    Works with a reversal DP too?

  • @wassimsmati16
    @wassimsmati16 Год назад +1

    Hey man, it's a great guide thanks a lot ! Does Ken have others meaties mid screen ? ( other than the cancel run into MK) In case we want to mixup our setups a little bits.

    • @lucasdingli5991
      @lucasdingli5991 Год назад

      The only other auto timed meaties mid screen, that I know of, is two forward dashes whenever you get run tatsu. Leaves you +4 so you can get stmp or throw meaty.

    • @lucasdingli5991
      @lucasdingli5991 Год назад +1

      Also I forgot to mention that off of any run into overhead setup, you can just run cancel into a low, throw or delayed tech (if they dp) for a mixup

    • @wassimsmati16
      @wassimsmati16 Год назад

      ​@@lucasdingli5991Wow thx man ! Can I combo with the run+low like with overhead ?

    • @lucasdingli5991
      @lucasdingli5991 Год назад

      @@wassimsmati16 the low check is just to mix up the opponent, but you can hit confirm it into you light combos or tick throw. Plus it's safer on block since run overhead at best leaves you either 0 or -1 on block depending on how meaty it hits.

    • @naception
      @naception  Год назад +1

      you can do chin buster into heavy jinrai whiff NO follow up. Then use Standing Heavy Punch as soon as you recover and it will auto hit meaty and give you +5 on normal hit. You will be too far to combo into MP so I alway DR right after to combo or if they block you DR into pressure. Sub for my upcoming vids for more tech!

  • @KILLzone_565
    @KILLzone_565 Год назад +2

    Nice find man! Ken mains rejoice

  • @sinetwo
    @sinetwo Год назад

    Is MP > HP > medium Jinrai safe from punishment?

  • @king_jenkins3234
    @king_jenkins3234 Год назад

    I subed off this video alone 😎

  • @Slowbro00101
    @Slowbro00101 Год назад

    Yo about Zangief throws, Siberia Express, hellstab, headbutt, chop (M,M) and stomp ( M,M ). Could you make me a style. Do unique moves and EX moves reversal.

  • @powerk21
    @powerk21 Год назад

    Does it work in the corner? Because I don't see myself doing a safe jump setup after a chin buster when I can just take them into the corner with run Tatsu xd

    • @naception
      @naception  Год назад

      Yes it does. I like to do this at the end of a punish combo if my opponent is left with only a small amount of health left.

  • @Medali1234
    @Medali1234 Год назад +1

    Why do people always whiff a jab in oki setups ?

    • @naception
      @naception  Год назад +3

      yep claveaumich is correct. Its because the whiff jab sets up the timing rather than trying to feel it out and time it manually. Just make sure the whiff jab comes out as soon as you recover so its not delayed. This way oki is better timed.

    • @Medali1234
      @Medali1234 Год назад

      Ah makes sense now, thanks 😁😁

  • @NaClSandwich
    @NaClSandwich Год назад

    Thanks man this is gross and I love it :)

  • @562merdoc
    @562merdoc Год назад +1

    What if they grab?

    • @naception
      @naception  Год назад

      The jumping heavy kick will still counter hit if they grab on wake up. That's what's so good about safe jump set ups. They are safe!

  • @schecter006
    @schecter006 Год назад +1

    This can be back tec'd right?

    • @naception
      @naception  Год назад +1

      If they back tech you can still just reach them with jumping HK if your timing is right. You may whiff but you will still recover in time to be safe.

  • @goji101
    @goji101 Год назад +1

    I dont think that safejump would work, as most people will backroll, and your attack will whiff since the bot is set to wake up normally. Not to mention why would you go into jinrai in midscreen instead of doing run tatsu for corner carry, and if you were to do it in the corner, you are cutting a ton of damage from your combo for a safejump.

    • @naception
      @naception  Год назад

      JH can still reach back tech. All safe jumps not off a hard knock down can be back teched. Idk don't use it i guess 🤷I usually do it when I'm playing wake up on DP bots. Works often.

  • @NotoBones
    @NotoBones Год назад

    I play on modern so I don’t have heavy kick but does J.HP still work or no?

    • @naception
      @naception  Год назад

      Yes. It does. However it does not have the same reach, so if the opponent backtechs they will definitely escape. Otherwise everything still works the same.

  • @fodolocraigo8426
    @fodolocraigo8426 Год назад

    Jp bros, I don't feel so good

  • @Daria-Morgendorffer
    @Daria-Morgendorffer Год назад

    well that hardly seems fair xD

  • @dvskane1808
    @dvskane1808 Год назад

    Seriously????

  • @xmiiasma3997
    @xmiiasma3997 Год назад

    Works off of chin buster xx light tatsu as well, might give you more corner carry than this too