punish counters give more hitstun, even for multi hitting attacks so long as they're only one input. Like ryu f.HP would get +4 on punish but a target combo wouldn't.
@@jaysboredman huh? no. off sequences where you catch them crouching, i.e. off sweep or meaty run overhead. AFAIK no jinrai overhead gives you enough advantage to get 2LP
I mean Gief hits hard, Marissa hits hard, but they dont pressure the living hell out of you like Ken can. Ryu has high damage but is a lot more honest and less oppressive than Ken. Also Ken can get stupid damage on different confirms. The fact he can hit 7K on air to air counter punish is so ridiculous. Look at some of the silliness ShowYouCan found for Ken
None of these are max damage. Especially when you're doing runstop loops with 5MP instead of 2MP, no triple drive rush, using 5MPHP in the combo, using lights in the combo, all mistakes. With lvl3/CA ender combos you can end with a cancel from a special. PC KKMK 2MP66 2HPxxKKLK (walk 1 frame) 5MP66 2HPxxKKLK 2MP66 2HPxxKKLK 2MPxx236MK6HKxxCA -- 6363 damage Omit the 1f walk 5MP 2HPxxKKLK for the triple DR and its still 6213 and very easy.
You can finish your combo with jinrai forward hk instead of forward lk to do more damage
Combos is crazy od
You don't need to run stop 5MP after 2HP. 2MP has enough range to connect after DR 2HP and it does more damage.
You get 3 drive rushes if you add in a microwalk
where?
@@yano4473 it's not very visible, but after the drive rush into stand heavy punch, I microwalk into stand medium punch
How the hell did you combo out of the burning tetsu???
punish counters give more hitstun, even for multi hitting attacks so long as they're only one input. Like ryu f.HP would get +4 on punish but a target combo wouldn't.
how do you combo off dragonlash mid combo?
Counter hit on a crouching opponent allows dragonlash loops in a combos since they stay crouched during it
1:05
Why start a punish counter combo with run into overhead?
It does a flat 1k if punish counter, giving you the highest base damage for a combo starter as Ken
I'm sure neutral jump HK does more
Run tatsu does the most actually
@@fartmaster--po4ti but that scales more
@@codgodches you're right, but the end result in a long combo is small after I just tested. Was a difference of 40 but still yea you're right
Did DpMk get nerfed? mid combo its only plus 3
Gotta hit on crouching opponents, giving +1 frame
@@ThaTrilogy aaah so overhead jinrai
@@jaysboredman huh? no. off sequences where you catch them crouching, i.e. off sweep or meaty run overhead. AFAIK no jinrai overhead gives you enough advantage to get 2LP
@@yano4473 yea old comment went into a ken rabbit hole got him to Diamond 1 and got bored picked up others
Ken needs so much work just to do damage.
Meanwhile Ryu does 4 or 5 moves and does the same if not More damage.
true but ken's overall utility is fucking ridiculous.
I mean Gief hits hard, Marissa hits hard, but they dont pressure the living hell out of you like Ken can. Ryu has high damage but is a lot more honest and less oppressive than Ken. Also Ken can get stupid damage on different confirms. The fact he can hit 7K on air to air counter punish is so ridiculous. Look at some of the silliness ShowYouCan found for Ken
None of these are max damage. Especially when you're doing runstop loops with 5MP instead of 2MP, no triple drive rush, using 5MPHP in the combo, using lights in the combo, all mistakes. With lvl3/CA ender combos you can end with a cancel from a special.
PC KKMK 2MP66 2HPxxKKLK (walk 1 frame) 5MP66 2HPxxKKLK 2MP66 2HPxxKKLK 2MPxx236MK6HKxxCA -- 6363 damage
Omit the 1f walk 5MP 2HPxxKKLK for the triple DR and its still 6213 and very easy.
And your Video demonstrating this?
God I hate numerical annotation so much.
Punish Counter Quick Step>Gorai Axe Kick, C. MP>DR>C. HP> Quick Step> Emergency Stop, (walk one frame) MP>DR>C. HP>Quick Step> Emergency Stop, MP>DR>C. HP>Quick Step>Emergency Stop, C.MP>M. Jinrai Kick>Senpa Snap Kick>CA
Still messy