SF6 Ken: RUN revisited and it's IMPORTANCE

แชร์
ฝัง
  • เผยแพร่เมื่อ 29 พ.ย. 2024

ความคิดเห็น • 47

  • @HuyTran
    @HuyTran 5 หลายเดือนก่อน +1

    Brief summary: Get more damage if you run, run stop.
    Combos
    - PC cr.HP xx run, run stop > cr.MP xx LK Tatsu > MP Shoryuken OR OD Shoryuken OR SA2. 3100 damage for base.
    - PC cr.HP xx run, run stop > st.MP xx run, run HK xx SA1 OR SA2 or SA3.
    - PC cr.HP xx run, run stop > cr.MP xx drive rush cr.HP xx run, run stop > cr.MP xx drive rush cr.HP xx run, run stop > cr.MP xx MK Jinrai, HK followup xx SA3. Cash out to SA3.
    - PC st.HP > cr.MP xx drive rush st.HP > cr.MP > drive rush cr.HP xx run, run stop > cr.MP xx MK Jinrai, HK followup xx SA3.
    - PC cr.MK xx run, run Shoryuken.
    - PC cr.MK xx run, run HK xx SA1 OR SA2 or SA3.
    - (cornered) cr.MK xx drive rush cr.HP xx run, run stop > st.MP, HP xx run, run Dragonlash > HP Shoryuken. Standard side-switch.
    - (cornered) cr.MK xx drive rush cr.MP > st.MP, HP xx run, run Dragonlash > HP Shoryuken. Side-switch without run stop, but less damage.
    Okizeme
    - After SA1 or SA2 > LP Hadouken (they'll jump over) > run, run Shoryuken to anti-air if they jump. If not, just run stop.
    - st.MP, HP xx run, run Tatsu > (whiff) st.LP > run, run MK. Meaty overhead.
    - st.MP, HP xx run, run Tatsu > (whiff) st.LP > run, run stop. This is +3.

  • @Dang0thebepis
    @Dang0thebepis 7 หลายเดือนก่อน +9

    Dude how are you reading my mind when I'm labbing this exact thing this morning and referencing your old video

    • @RushG
      @RushG  7 หลายเดือนก่อน +3

      It could be my intuition or yours. Either way one of us has super powers

  • @hoagiesupreme
    @hoagiesupreme 7 หลายเดือนก่อน +14

    Its Ken's fundamental mechanic, its like playing Ryu without Denshin charges or Lili without wind stocks. I thought the run mechanic was so awkward at first, but now i really, really enjoy playing ken because his combos arent the same old mish-mash of inputs we have been doing for twenty years.

    • @McMeatBag
      @McMeatBag 7 หลายเดือนก่อน +2

      Yeah, if you're not using Ken's run, you might as well play Ryu for that truckload of damage.

  • @nurannahadiislam7940
    @nurannahadiislam7940 7 หลายเดือนก่อน +3

    Yeah run combos used to be so difficult when I tried to do them as a beginnner to fighting games.
    But now unless rollback fucks me up, I can pretty much do all the run combos

  • @XeroLimitGaming
    @XeroLimitGaming 7 หลายเดือนก่อน +2

    2:57 it doesn't require it in the corner. But if your opponent is cornered you can get more damage by removing the run stop sequence and after the second drive rush you do st. MP>cr. HP>H. Jinrai>low kick follow up> L. Jinray > heavy kick follow up for 5746 damage. Though I know people struggle wth the juggle.

    • @RushG
      @RushG  7 หลายเดือนก่อน

      Yes this is correct but I was solely focusing on the mid screen run combo situation as this is the topic of the video

  • @McMeatBag
    @McMeatBag 7 หลายเดือนก่อน

    Completely unrelated, but I think I finally found a cue to help time Ken's standing HP punish counter follow up. Right as the opponent is at the apex of reeling back from the HP, input the follow up. Still really tough to get the DP from crouch MK, so I've been relying on stand LK instead. Edit- I just realized that the down-forward-forward input works perfectly here.
    I have at least 3 different ways that I input DPs and sometimes it's hard to remember to use which one where.

  • @metalgeartrusty
    @metalgeartrusty 7 หลายเดือนก่อน +2

    The Ken committee will have to point out that cr mk, st mp, and cr mp all combo into run DP on CH. the most practical application for this is when you check Drive rush, you can go into run DP without thinking.
    i do like whiff OS'ing with cr mp sometimes. just mash cr mp, run at spaces where cr mp will whiff.
    if it does whiff, the run wont come out. if they do anything that moved their hurtbox forward, its a meterless run DP confirm (easier said than done)
    any other applications for this tech may be submitted onto this thread for verification

    • @jadak100
      @jadak100 7 หลายเดือนก่อน

      Excuse my ignorance but what does it CH mean? And is there a video example of what you just said to see how it actually looks like when applied?

    • @RushG
      @RushG  7 หลายเดือนก่อน +1

      CH is counter hit, it's where you stuff the start up if an attack with your own attack giving you 2 extra frames of advantage
      I'll try this OS out in matches. Thanks metgeartrusty

    • @metalgeartrusty
      @metalgeartrusty 7 หลายเดือนก่อน

      @@jadak100 its counter hit. so you can go to training mode, set the dummy to "always counter hit" and you'll see that st mp, cr mp, and cr mk all combo into run dp
      good to use when you hit a drive rush and you dont want to cancel to drush
      th-cam.com/video/bVw1QVto3K0/w-d-xo.html&ab_channel=MenaRD
      go to 0:42

    • @jadak100
      @jadak100 7 หลายเดือนก่อน +1

      @@RushG gotcha thanks a ton man. Back to labbing then

    • @jadak100
      @jadak100 7 หลายเดือนก่อน +1

      @@metalgeartrusty thanks for the answer man, now I know a bit more about what you mean. I really appreciated it

  • @KingCyborg15
    @KingCyborg15 7 หลายเดือนก่อน

    Thanks for this Rush, was just going over this with my other ken main buddy. I need to lab that run stop. Thats why you are the goat.

    • @RushG
      @RushG  7 หลายเดือนก่อน

      My pleasure man

    • @KingCyborg15
      @KingCyborg15 7 หลายเดือนก่อน

      @@RushG Hey man, I hope you dont mind a question... Is there any benefit to using 5MP instead of 2MP in the run loop?

  • @leandrogomes7738
    @leandrogomes7738 6 หลายเดือนก่อน +1

    Amazing video like always, Rush. Already favourited it. I am now training the optimal punish counter route, but I am having some trouble to consistently time the run stop so that the crMP connects and does not get blocked... In the frame data I see it is a matter of frames for the run stop to be performed, so that the crMP will have enough frame advantage... Any hint here???

    • @RushG
      @RushG  6 หลายเดือนก่อน +2

      If you are struggling with the timing on CR MP after run stop, to begin with use Stand MP (it's 1F faster).
      So go for combos like CR HP (punish counter), run (stop), Stand MP > HK > run (Dragonlash / DP / Tatsu)
      Once you have there nailed try to go back to CR MP after run stop

  • @junior1388666
    @junior1388666 7 หลายเดือนก่อน +1

    If u check a DR with 2mp u can also cancel to run shoryuken. I think its the best way to pinish DR (without meter)

    • @MrRyuken555
      @MrRyuken555 7 หลายเดือนก่อน +1

      Absolutely or cancel to light tatsu

    • @RushG
      @RushG  7 หลายเดือนก่อน

      I'll consider this follow up on DR check, nice one!

  • @jadak100
    @jadak100 7 หลายเดือนก่อน

    Thanks for the content rush, still working in integrating better habits on my gameplay, btw, I've been trying to apply the c mk run step kick on punish counter, but fishing for those is actually hard, most of the time i get them by chance.
    Do you have a drill or recommendation in how to practice and get punish counter more consistently?
    Im familiar with the concept of whiff punish if that helps

    • @RushG
      @RushG  7 หลายเดือนก่อน +1

      Id say don't fish for them specifically. It's more a case of going for it when actively looking for something.
      So for example if you're in the Ken mirror if you think theyre gonna CR MK, space yourself to CR MK their whiffed CR MK, this will help you be ready for that conversion.
      It's more a case of knowing when to apply it rather than forcing it

    • @jadak100
      @jadak100 7 หลายเดือนก่อน

      ​@@RushG I see, so it's more like reading my opponent and predicting what they're most likely gonna do next based on the situation.
      I hope that becomes easier for me the more I play haha.
      Thanks for always taking the time to answer our questions, keep being awesome, man.

    • @RushG
      @RushG  7 หลายเดือนก่อน

      @@jadak100 yeah that's exactly it. It depends on the matchup and the players playstyle. From there you want to funnel down to a small number of options to counter them, rather than force this situation regardless.
      I'll use it more where that's a lot of back and forth neutral in a match

  • @markburke4401
    @markburke4401 7 หลายเดือนก่อน

    You top G Ken main keep up the good work

    • @RushG
      @RushG  7 หลายเดือนก่อน

      Thank you man

  • @MrExpgunner
    @MrExpgunner 7 หลายเดือนก่อน +1

    The run cancel is pretty hard for me still I need to lab it more. Any tips on run cancel?

    • @RushG
      @RushG  7 หลายเดือนก่อน +1

      The best tip I have is mapping a single button on your controller to "3 kicks". Pressing that one buttons alone will initiate the run from CR HP.
      Id start with doing the run stop into Chin Buster (MP > HP) first as the timing is easier

  • @RuffyG
    @RuffyG 7 หลายเดือนก่อน

    i got a question my friend, first of all thanks for you videos. what button on your controller do you start running? do you only hit 1 button? coz i started play leverless and i have to press 2 buttons to start running

    • @SuperZarge
      @SuperZarge 7 หลายเดือนก่อน

      Look for the 3 kick icons on controller settings you can bind into one button then you can use it as a run button

    • @RushG
      @RushG  7 หลายเดือนก่อน

      I have 3K mapped to a single button as SuperZarge said. I tap this single button and it gives me run

    • @RuffyG
      @RuffyG 7 หลายเดือนก่อน

      @@RushG thank you mate. the first one cr hp run stop cr mp into light tatsu into mp dp i always and up with 5 hits instead of 6 like you. am i too slow or what

    • @RuffyG
      @RuffyG 7 หลายเดือนก่อน

      @@SuperZarge thx mate

    • @RushG
      @RushG  7 หลายเดือนก่อน

      It's most likely because your timing on the run stop or CR MP is off meaning the CR HP doesn't combo into CR MP.
      Remember the CR HP should be punish counter for this to combo to work.

  • @jimmyuser10
    @jimmyuser10 7 หลายเดือนก่อน

    I hate that run, i need to press light kick multiple times to stop in combos.

    • @RushG
      @RushG  7 หลายเดือนก่อน +1

      This is what takes some time getting used to. It's really annoying whilst trying to get it down consistently

    • @Blazekid1906
      @Blazekid1906 7 หลายเดือนก่อน +2

      i advise you use a bind

    • @Khan-_-Art1st
      @Khan-_-Art1st 7 หลายเดือนก่อน +1

      Bind all kicks to LT

    • @Raxyz_0
      @Raxyz_0 7 หลายเดือนก่อน +2

      I don't know why Capcom created two different type of stances. Kimberly and Chun both have "special command" stances which allow for you to buffer any of their followups by holding the button AS SOON as you enter their stance (Kim's run and Chun's serenity). It's so easy to do stance combos with them because you don't need to time it, just cancel into stance and hold the followup you want and then continue from there. But if the character has a "two button" stance, then it only works like that in neutral. You can test with Aki's slither, Blanka's coward crouch, and Ken's run. If you do them in neutral and hold the followup, it'll come out at the first frame possible. But if you cancel _into_ the stance, then this stops working for no good reason.

  • @gilgameshnoctis163
    @gilgameshnoctis163 7 หลายเดือนก่อน +1

    yea….for some reason…i cant get the timing down for Run stop to connect 🥲😅

    • @RushG
      @RushG  7 หลายเดือนก่อน

      Its tricky it takes time

    • @YeSalu-g8h
      @YeSalu-g8h 6 หลายเดือนก่อน

      Just got the game a few days ago and I’m having the same issues