I swear the game feels more like a cross between Street Fighter and the older vs games...and it's fucking great! Both Ken and Chun-Li feel sooo much like their Alpha versions.
What's great about him this time around is that he's so dynamic. You could totally get by off of his DP confirms with his run, but he has has a whole suite of combo routes for the more advanced player. Capcom outdid themselves this time around. Here's to a great decade boys.
Considering how good this new beta is, the game is going to be pretty DAMN GOOD. Ken and Akuma are my mains so ken will have to hold it down until Akuma is released. And I think that ken is going to be a dark version of himself, his after match comments are rude and kind of evil. We need a version of Ken that masters the satsu no hado.
It was REALLY fun using Ken in the beta. I didn't get to test every combo, and kept it basic and just bread N buttered my way through. One thing I did find difficult with Ken is getting my offense in.
Need to use more parry > drive rush cancels to be able to run fast into crouching forward, or use his light Dragonlash Kick to get close. His rushdown is insane and he has so many combo opportunities compared to most that were in the beta. You guys should watch some Maximillian Dood beta videos, or just search "SF6 tournaments Chris T". Ken is an offensive monster in this. Probably close to the best he's ever been outside maybe SF3.
Man! I’ve been using Ken hard body” But played beta today and this guy used Ryu and he spammed the flying fuck out of this (straight KICK) that Ryu has and by god I couldn’t counter or even get away from this kick at all. It literally broke every stance! He definitely was on to something***!
Hard DP after the donkey kick(straight kick). Ryus light donkey kick has -11 block advantage when you block it. Hard dragon punch has a 7 frame start up. That makes you +4, Easy punish. The only move that ryu is safe with is hadoken. Every other special is punishable, remember that.
Hi vesper hope you doing great I think everything About Sf Six is great im just worried about throw loops in corner its allready hell being in corner they must take it off I hope you do a video with Mir about this thanks guys
Totally understandable. One key difference is that when you tech a throw in SF6 it takes the opponent out of the corner and is very rewarding unlike SFV.
Looks so damn good and dynamic. Getting muscle memory on what confirms will connect into what moves is a much better and more enjoyable way to learn a fighting game than learning flow charts. I've tried this to an extent on SFV but it was limited and still resulted a little into being flow charty. For example, every time I connect this move, to have the muscle memory for several versions to go into after that. Mostly a shoto main, so I was able to enjoy this aspect on Akuma mostly. Wasn't very doable on Ken and Ryu tbh, always felt like I had just 2 or 3 options to go to. It never went all the way. This here feels so much more dynamic even by looking at it, like it is going in a direction I have always wanted at last. Can't wait to get my hands on this game. Can't wait to start wiring that brain to the different possibilities, and then slowly landing on the ones that suit my style more. Should make for every person we play to feel like a different encounter. And the better your learn your options the more you can change it up on opponents too. Which will be very useful and important this time around as this game is quite heavy I would say (from the looks of it) on reading what your opponent will do so as to punish or not get punished. Know when to drive impact, when to throw, when to parry, even when to drive reversal. The more I think of it the more balanced and read heavy this game looks. Don't know if this is a honeymoon phase, but from all I have seen I am definitely in love with this game. Even Ryu that is not as flashy, looks so awesome to play. A more "steady down to earth punch you the face" archetype that also has so many options. Then you add the extra interaction of the drive mechanics and your defensive options and what others can do to you as well, and I foresee this being the best SF ever. Think SF3 was the last game that I kind of had that more dynamic feeling in the fights. I think the defensive options are what ultimately open the game up to such interactions, and so SF3 had this thanks to the parry, but SF6 has now taken it to a whole new level. I think the speed is perfect too. Yes, it is evident over time that it is slower. If we don't compare to SF5 alone and go straight away into comparing it to SF3 3rd Strike, the game is slow. Quite a bit slower. That speed gap closes with the drive mechanics ultimately to an extent. But it is still slower. And I think it is perfectly fine. Way I see it from observing this game (for how much is it now, 4 months? More?) there are so many options and ways to interact with each other, that making it faster will really make it an anxiety mash rather than a calculated back and forth. Tekken 7 is slower too, and arguably one of the most complex FGs atm. Haven't always been a Tekken fan, aside from the lore and characters which I loved, the game play never really did it for me. T7 though I have to say I enjoyed a lot. And slower does not necessarily mean worse. In many cases, it is better as it allows for all these crazy executions and interactions. Soul Calibur is slower too. Reaction timing is helped in this way, heck, this even helps with the netcode ultimately. Very smart of them to buffer frames in (or whatever its called) in drive impact vs drive impact moments and other interactions that slow down time even more. Making for an even smoother online play ultimately. I don't know man, I have been trying to pick up on things that I may want changed slightly here and there, and ultimately it is trying to nitpick. I've reached the point where, no shilling or anything, but I honestly am starting to feel like I wouldn't change a thing. They have thought this game through so much its mind boggling to an extent. Like the speed. Even this I would not change and think it fits in perfectly for all the crazy options and things we can do. Its like it has this perfect balance between everything. Maybe in the future they will speed it up, kind of like the way SF has changed speed in the past from version to version, but the more I look at this the less I want them to change the speed even going forward. First off, speed changes will make more legacy skill for people that start out SF6 from launch compared to people starting to play it a year later. Would be much harder for a newcomer to get to learn this game on the go on a faster speed. Second of all, like I said, a slower speed in areas does not make the game worse. And with so many options, you need that breather to make everything come together and allow your brain and muscle memory to really be able to perform. I think its perfect. Still on the subject of speed, as I already mentioned, you add the other mechanics into the game and seeing different character archetypes play against each other, and man it feels really fast in the end regardless. Looking forward to trying several characters out. Even Guile has me quite interested. But yeah, I'm eyeballing that Ken really hard. Ryu a close second. Really can't wait to get my hands on them. Normally they both would become my initial mains in every SF to date that has launched (SF2, SF Alpha 1, SF3 Next Generation, SF4 Vanilla, SF5 Vanilla....) so I would naturally gravitate to making them my 2 mains again this time around until Akuma rears his end into it all. lol. But with SO MANY options and SO MANY things to learn on each character.... I don't even know if I will be able to main both of them. Seems like I can be playing Ken for an entire season and still have things to learn and get better at. He looks so good, I'm kinda afraid that Akuma will play so different in SF6 that Ken might ultimately be the main overall in this game going forward :P Time will tell. Thanks so much for these videos man. Really appreciated. Even with the slow down in SF6 news as we get a breather from it, you still have occasional great content to share on it. Thank you. These are of course beta combos and options, the final release may change, but its already looking amazing. And since we don't have access to the game atm, then there is no issue with having changes (as long as its not in the sense of dumbing the game down) since we didn't create any muscle memory on things that might not make it into the final launch. There will be balance changes as well, its not perfect perfect, but the foundation and design direction for it all is I think. Can't wait. SF6 can't get here fast enough. We are almost still like over half a year out? Man.... the wait feels like forever. /wall of text over 😆😆😆
Aye, yeah only from run cancel I think. Only had a few mins b4 work. Im digging it tho, don't think it feels heavy or anything like that. I was terrified it would feel like sf x t or something
Disagree, I thought Ryu's theme is great during a fight, and can listen to more casually compared to Ken's. All the themes up to this point were fine. The only exception for me is Luke's.
It’s just sfv with an extra move that’s it his overhead is horrible his matchups aren’t great at all the ken struggles are still there it’s just different paint that’s it😩
This version of Ken feels so much more thought out, complete and fun to play than any version of Ken from SFV. Can't wait for the release.
I swear the game feels more like a cross between Street Fighter and the older vs games...and it's fucking great! Both Ken and Chun-Li feel sooo much like their Alpha versions.
What's great about him this time around is that he's so dynamic. You could totally get by off of his DP confirms with his run, but he has has a whole suite of combo routes for the more advanced player. Capcom outdid themselves this time around. Here's to a great decade boys.
Thank you for putting the combo notation in the video description! I always liked text better after I've finished watching the video
This isnt a combo guide, this is poetry
Thank you for the annotations
Considering how good this new beta is, the game is going to be pretty DAMN GOOD. Ken and Akuma are my mains so ken will have to hold it down until Akuma is released. And I think that ken is going to be a dark version of himself, his after match comments are rude and kind of evil. We need a version of Ken that masters the satsu no hado.
It was REALLY fun using Ken in the beta. I didn't get to test every combo, and kept it basic and just bread N buttered my way through. One thing I did find difficult with Ken is getting my offense in.
U weren’t the only one to think that, it seems Ken lacked some offensive options.
Need to use more parry > drive rush cancels to be able to run fast into crouching forward, or use his light Dragonlash Kick to get close. His rushdown is insane and he has so many combo opportunities compared to most that were in the beta. You guys should watch some Maximillian Dood beta videos, or just search "SF6 tournaments Chris T". Ken is an offensive monster in this. Probably close to the best he's ever been outside maybe SF3.
Sick combos dude 😊
Man!
I’ve been using Ken hard body”
But played beta today and this guy used Ryu and he spammed the flying fuck out of this (straight KICK) that Ryu has and by god I couldn’t counter or even get away from this kick at all.
It literally broke every stance!
He definitely was on to something***!
Hard DP after the donkey kick(straight kick). Ryus light donkey kick has -11 block advantage when you block it. Hard dragon punch has a 7 frame start up. That makes you +4, Easy punish. The only move that ryu is safe with is hadoken. Every other special is punishable, remember that.
Hi vesper hope you doing great I think everything About Sf Six is great im just worried about throw loops in corner its allready hell being in corner they must take it off I hope you do a video with Mir about this thanks guys
Totally understandable. One key difference is that when you tech a throw in SF6 it takes the opponent out of the corner and is very rewarding unlike SFV.
@@VesperArcade yeah but its still 100 % luck
Volcanikuh vipah!!
Waiting for the PS5 release, my Idol KEN
new to this game and every time i do one of these combos they dont combo together
Looks so damn good and dynamic. Getting muscle memory on what confirms will connect into what moves is a much better and more enjoyable way to learn a fighting game than learning flow charts. I've tried this to an extent on SFV but it was limited and still resulted a little into being flow charty. For example, every time I connect this move, to have the muscle memory for several versions to go into after that. Mostly a shoto main, so I was able to enjoy this aspect on Akuma mostly.
Wasn't very doable on Ken and Ryu tbh, always felt like I had just 2 or 3 options to go to. It never went all the way.
This here feels so much more dynamic even by looking at it, like it is going in a direction I have always wanted at last.
Can't wait to get my hands on this game.
Can't wait to start wiring that brain to the different possibilities, and then slowly landing on the ones that suit my style more.
Should make for every person we play to feel like a different encounter. And the better your learn your options the more you can change it up on opponents too. Which will be very useful and important this time around as this game is quite heavy I would say (from the looks of it) on reading what your opponent will do so as to punish or not get punished. Know when to drive impact, when to throw, when to parry, even when to drive reversal. The more I think of it the more balanced and read heavy this game looks. Don't know if this is a honeymoon phase, but from all I have seen I am definitely in love with this game.
Even Ryu that is not as flashy, looks so awesome to play. A more "steady down to earth punch you the face" archetype that also has so many options.
Then you add the extra interaction of the drive mechanics and your defensive options and what others can do to you as well, and I foresee this being the best SF ever.
Think SF3 was the last game that I kind of had that more dynamic feeling in the fights. I think the defensive options are what ultimately open the game up to such interactions, and so SF3 had this thanks to the parry, but SF6 has now taken it to a whole new level.
I think the speed is perfect too. Yes, it is evident over time that it is slower. If we don't compare to SF5 alone and go straight away into comparing it to SF3 3rd Strike, the game is slow. Quite a bit slower. That speed gap closes with the drive mechanics ultimately to an extent. But it is still slower. And I think it is perfectly fine. Way I see it from observing this game (for how much is it now, 4 months? More?) there are so many options and ways to interact with each other, that making it faster will really make it an anxiety mash rather than a calculated back and forth.
Tekken 7 is slower too, and arguably one of the most complex FGs atm. Haven't always been a Tekken fan, aside from the lore and characters which I loved, the game play never really did it for me. T7 though I have to say I enjoyed a lot. And slower does not necessarily mean worse. In many cases, it is better as it allows for all these crazy executions and interactions. Soul Calibur is slower too.
Reaction timing is helped in this way, heck, this even helps with the netcode ultimately. Very smart of them to buffer frames in (or whatever its called) in drive impact vs drive impact moments and other interactions that slow down time even more. Making for an even smoother online play ultimately.
I don't know man, I have been trying to pick up on things that I may want changed slightly here and there, and ultimately it is trying to nitpick. I've reached the point where, no shilling or anything, but I honestly am starting to feel like I wouldn't change a thing. They have thought this game through so much its mind boggling to an extent.
Like the speed. Even this I would not change and think it fits in perfectly for all the crazy options and things we can do. Its like it has this perfect balance between everything.
Maybe in the future they will speed it up, kind of like the way SF has changed speed in the past from version to version, but the more I look at this the less I want them to change the speed even going forward. First off, speed changes will make more legacy skill for people that start out SF6 from launch compared to people starting to play it a year later. Would be much harder for a newcomer to get to learn this game on the go on a faster speed. Second of all, like I said, a slower speed in areas does not make the game worse. And with so many options, you need that breather to make everything come together and allow your brain and muscle memory to really be able to perform.
I think its perfect.
Still on the subject of speed, as I already mentioned, you add the other mechanics into the game and seeing different character archetypes play against each other, and man it feels really fast in the end regardless.
Looking forward to trying several characters out. Even Guile has me quite interested. But yeah, I'm eyeballing that Ken really hard. Ryu a close second. Really can't wait to get my hands on them. Normally they both would become my initial mains in every SF to date that has launched (SF2, SF Alpha 1, SF3 Next Generation, SF4 Vanilla, SF5 Vanilla....) so I would naturally gravitate to making them my 2 mains again this time around until Akuma rears his end into it all. lol. But with SO MANY options and SO MANY things to learn on each character.... I don't even know if I will be able to main both of them. Seems like I can be playing Ken for an entire season and still have things to learn and get better at.
He looks so good, I'm kinda afraid that Akuma will play so different in SF6 that Ken might ultimately be the main overall in this game going forward :P
Time will tell.
Thanks so much for these videos man. Really appreciated. Even with the slow down in SF6 news as we get a breather from it, you still have occasional great content to share on it. Thank you.
These are of course beta combos and options, the final release may change, but its already looking amazing. And since we don't have access to the game atm, then there is no issue with having changes (as long as its not in the sense of dumbing the game down) since we didn't create any muscle memory on things that might not make it into the final launch. There will be balance changes as well, its not perfect perfect, but the foundation and design direction for it all is I think.
Can't wait. SF6 can't get here fast enough. We are almost still like over half a year out? Man.... the wait feels like forever.
/wall of text over 😆😆😆
Agreed
🗿
How do you do that flaming kick, where you land on the opposite side and they bounce up for more hits?
shoryuken input but kicks instead of punches. Ex version causes bounce.
Aye, yeah only from run cancel I think. Only had a few mins b4 work. Im digging it tho, don't think it feels heavy or anything like that. I was terrified it would feel like sf x t or something
@img2rawpersonalchannel779 it works with the Hadoken input as well actually that's how I've been doing it
Man, I wish every character's theme went this hard. Lookin at you Ryu.👀
I personally enjoy Ryu theme, especially when you are less than 25 hp.
All the stage themes sound better tbh
Interesting opinion, I think the opposite. Ryu is by far the best theme imo (so far, I would even say most entertaining character too)
Disagree, I thought Ryu's theme is great during a fight, and can listen to more casually compared to Ken's. All the themes up to this point were fine. The only exception for me is Luke's.
@@AegisKHAOS Naw Ryu's theme is trash. Doesn't fit the character at all and you know it.
Did some of these combos change with the second beta?
Not really
Bet that hurts
"Sit down and shut up!"
It’s just sfv with an extra move that’s it his overhead is horrible his matchups aren’t great at all the ken struggles are still there it’s just different paint that’s it😩