SF6 Ken: RUN DP and Jinrai into OVERHEAD

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  • čas přidán 23. 05. 2024
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Komentáře • 64

  • @bo1273
    @bo1273 Před 2 měsíci +12

    Staying with Ken is the path!

    • @Fadesign100
      @Fadesign100 Před 2 měsíci +1

      I agree .. fix the RUN and he will be perfect IMO

    • @RushG
      @RushG  Před 2 měsíci

      I actually feel like I've got used to it 🙈

    • @Fadesign100
      @Fadesign100 Před 2 měsíci

      @@RushG Ive gotten less drops but it's still haunting me at the worst possible times. I just don't see how this is a buff in anyway when your second guessing your combo routes after a year of ken action being perfect. If you have tricks would be a great video, all my friends are struggling too :(

    • @sleepfgc
      @sleepfgc Před měsícem

      ​@@Fadesign100 What happened to the run?

    • @Fadesign100
      @Fadesign100 Před měsícem

      @@sleepfgc It has priority now so when you are in the corner for EG instead of EX kicks you will get run.... It's so BS and you will get run in the worst situations when you need to close the game out and it whiffs then you loose .... Im getting better with it but it's causing me to second guess myself and it's not good. Ive heard there are many Pro players not happy with this change either.

  • @Bersebu-ToXin
    @Bersebu-ToXin Před 2 měsíci +2

    thanks for showing us about ken's new content. I was struggling about staying with ken or switch to akuma, but watching your videos i'd realize that Ken still very strong and have many new route to built my gameplay. Since must ppl are switching to other charts is kinda good to feel dat we are just a few ppl using ken right now. Waiting for more info! Greeting from Dominican Republic.

  • @dracokid6174
    @dracokid6174 Před měsícem +1

    One thing I found while testing the jinrai into OD fireball setup is that it has a weird interaction with parry. mainly people who try to tap parry on wakeup. if they manage to PP the first hit but not the second hit of the fireball, it can result in ken getting more frame advantage on block (anywhere from +3~5). Haven't fully labbed it out but just a little tech I found.

  • @thegoldengunman
    @thegoldengunman Před 2 měsíci

    Top quality video, thanks!

  • @WolfCatBirdPigMan
    @WolfCatBirdPigMan Před měsícem

    Thanks for the knowledge as always! Do you have a video that goes over Ken's highest damage combos? I looked through them the other day and couldn't find it XD.

  • @lt1915
    @lt1915 Před měsícem

    God bless you and the Ken tech you upload

    • @lt1915
      @lt1915 Před měsícem

      Deadass got me though diamond

  • @junior1388666
    @junior1388666 Před 2 měsíci +4

    Havent even touched Ken this patch yet, Akuma is way too fun!

    • @sergiok6660
      @sergiok6660 Před 2 měsíci

      Same, I'm having too much fun lol

  • @fps_predat0r
    @fps_predat0r Před 2 měsíci

    YESS! Before it was just hado without punch

  • @zerotattsreviews9767
    @zerotattsreviews9767 Před 2 měsíci +1

    Ken regardless.... 💪🏿💪🏿💪🏿

  • @human_h8839
    @human_h8839 Před měsícem

    Good video ❤

  • @HereToHaveFunn
    @HereToHaveFunn Před měsícem +1

    bro omfg. lets gooooo

  • @MarvelousMorrion
    @MarvelousMorrion Před 2 měsíci

    Rush G my fav Ken player

  • @Nostalgiaforinfi
    @Nostalgiaforinfi Před 2 měsíci +1

    Habe you ever spent much time thinking about optimal meter gain routes for less damage or equal damage?

    • @RushG
      @RushG  Před 2 měsíci

      Because of the damage scaling changed to DRC?

  • @nilo_reyes6542
    @nilo_reyes6542 Před 2 měsíci

    I checked other follow ups and you can do crouching two jabs into standing fierce it’ll be + 2 on block

    • @RushG
      @RushG  Před 2 měsíci

      In which situation? The Jinrai > overhead?

    • @nilo_reyes6542
      @nilo_reyes6542 Před 2 měsíci

      @@RushG yes👍

  • @brunoga4347
    @brunoga4347 Před 2 měsíci

    Have you tested heavy jinrai after run dp as meaty? I've heard that it works on back rolls.

    • @RushG
      @RushG  Před 2 měsíci

      I haven't, very risky if they were to wake up DI. This is why I also don't do meaty step kick

    • @brunoga4347
      @brunoga4347 Před 2 měsíci

      ​@@RushG I've tried it. Works against wakeup DI.

  • @sinclair2332
    @sinclair2332 Před 2 měsíci

    didnt exactly understand what back rise is...can somone please explain?

    • @RushG
      @RushG  Před 2 měsíci +2

      Good question, so in SF6 as you hit the ground during a knockdown you'll automatically get up off the ground.
      But you can also control how you get off the ground, instead of doing the default "wake up" which is quick rise, you can tap back to set up a back rise. The frame data is the same but the distance between you and your opponent is greater if you back rise. The negative however is, it puts you closer to the corner

  • @Fadesign100
    @Fadesign100 Před 2 měsíci +14

    How are you feeling about the priority with run ? For me it's killing my game.... CAPCOM needs to fix this IMO its BS in a match.

    • @owend6139
      @owend6139 Před 2 měsíci +5

      If you hold the final diagonal of the motion input the OD will come out much more consistently.

    • @Fadesign100
      @Fadesign100 Před 2 měsíci

      @@owend6139 Ya I was playing with it more but its still frustrating dropping soothing so critical In a match to close it out. I just don't see why they did this in the first place.

    • @Un1234l
      @Un1234l Před 2 měsíci +1

      Never had an issue with it.
      All my runs and ODs come out fine still

    • @computervision557
      @computervision557 Před 2 měsíci

      Nothing special, just need to adapt it, I am happy for so many buffs

    • @Alex95rlz
      @Alex95rlz Před 2 měsíci +1

      Just hold the final direction of your OD motion. I main Ken and got used to it right away, though still found it pointless

  • @pany4317
    @pany4317 Před 2 měsíci

    Is it still worth it to
    go for slightly delayed DR HP from run dp knockdown?

    • @RushG
      @RushG  Před 2 měsíci +1

      I haven't tested this, did it meaty before?

    • @pany4317
      @pany4317 Před měsícem

      @@RushG yes? if I remember correctly, run DP knockdown was like + 22 which you can do DR 5HP (active from 21 to 25)
      but when this patch hit, run DP knockdown is now +25....no more autotimed DR 5HP,

  • @hayden-tan
    @hayden-tan Před 2 měsíci +1

    It is a shame that Chin buster>medium jinrai>axe kick(overhead) only works in the corner.
    After the new patch, somehow my previous method of executing Chin buster>Run>Tatsu doesn't work anymore -_-
    Chin buster>medium jinrai > OD tatsu is my new corner carry

    • @RushG
      @RushG  Před 2 měsíci +1

      Chin buster > run Tatsu still works, just in the same way as before

    • @hayden-tan
      @hayden-tan Před 2 měsíci

      @@RushG Yeah. But in the past, the easier method I used was Chin buster > down + two kicks > back + kick. However, potentially due to Capcom's "Adjusted special move input recognition frames" change, I couldn't do it the same way anymore

    • @RushG
      @RushG  Před 2 měsíci +1

      You don't need to hold down, MP > HP > 3K (neutral position) > QCB + K
      But yes the new change made to Ken's kick priority will be why you're now having issues

  • @RafaelOliviera952
    @RafaelOliviera952 Před 4 dny

    sorry the noob question..what means +1 +2 ?

    • @RushG
      @RushG  Před 4 dny

      @@RafaelOliviera952 it's no problem. This is your frame advantage over the other person. The number of animation frames you have before ahead of your opponent, your actions will come out that many frames faster than them doing the same thing

  • @StylishGaz
    @StylishGaz Před 2 měsíci +1

    It's baffling that they buffed him, he was already one of the easiest and strongest characters. When the Akuma hype dies down he'll settle at top 1 or 2 for sure.

  • @demavendd
    @demavendd Před 2 měsíci

    I was planning to keep playing ken alongside akuma but capcom said nu-uh and killed ken

    • @qui11
      @qui11 Před 2 měsíci +8

      how did they kill Ken? Ken is still A+ tier. Akuma is likey about A tier max

    • @IytrrvItru
      @IytrrvItru Před 2 měsíci

      ​@@qui11no way u think ken is above akuma... Akumas buttons are just too good , 13 out of 16 normals are safe on block , compared to kens 9 . Also f hp of akuma is something else ... Best long range whiff punishing tool in the game currently

    • @RushG
      @RushG  Před 2 měsíci +1

      The input change isn't great IMO regarding his run. Im still getting funky inputs but also the pad im using is terrible
      Have a new one coming today so will see

    • @jeyraxel
      @jeyraxel Před 2 měsíci

      @@IytrrvItru Why nobody talks about Guile? Guile have best long range whiff punish than Akuma and Ken. Also better frames.

    • @IytrrvItru
      @IytrrvItru Před 2 měsíci

      @@jeyraxel you mean his standing heavy kick ? Or st hp ? The hp is good but is -6 on block , if you mess up and react to a jab or something you get punished pretty heavily . And there's nothing to link to the st hk outside of supers or a sonic boom afaik . Again not a guile player so I'm not 100% . Majority of the people don't play the character cause he is boring af , therefore majority of us don't have the necessary knowledge