So, to put it simple for myself: If I see the jinrai animation but do not hear "jinrai!" -> DP. See jinrai and hear "jinrai!" -> guess for high/low or throw. Thx bro !
Diamond Ken here, I don't do M.Jinrai on block anymore because it's just not worth it, but there are a few options that work. Often when you do the target combo as a blockstring you have the option to either EX-Hadoken to be safe or depending on the range, normal hadoken, which depending on the character can cause a spacing trap (they whiff a button, you punish counter them) but the last option is H.Dragonlash. The opponent can early Drive Impact or mash jab and doing it once at the start of the match is good to see what the opponent is gonna do. If the opponent mashes jab: Cancel into M.Jinrai instead of H.Dragonlash. The startup will frame trap them quite consistently from my experience and you have one go at a Jinrai mixup. If the opponent pre-emptively DIs, then well, just DI back. If the opponent blocks, continue doing H.Dragonlash, you can also mix it up and do H.Jinrai since they're not doing anything. Another safe thing to do when getting Jinrai'd is parry, but be careful because the Ken can choose not to continue the Jinrai and throw you instead. Have some great matches, people!
kens consider sticking to heavy jinrai without follow ups. if the opponent is in burnout you should still be able to unga the jinrai mix. if theyre not in burnout heavy jinrai is safe on block and has to be interrupted. if they block heavy jinrai they can still super or OD DP to stop follow ups but you are safe if you do nothing.
Fantastic guide! I main Ken and didn't even know the proper punish, thanks Rush. I apologize, it's my second comment on your channel and second request already. Terrible. Do you plan on analyzing match-ups as Ken mains? For example I struggle a lot against Juri, it feels as though she can low profile most of my pokes in neutral (but especially st MK). Thanks again dude, your channel is a huge help!
DI beats the LK jinrai follow ups also. I feel like spending the meter isn’t always worth it as your spending 2 bars of meter after likely just blocking a stand HP xx MK jinrai which just chunked 1 bar of your meter to begin with. What you can do against overhead low is a parry high block, covers all options except empty jinrai but therein lies the mixup
I'd need to test but if you try to react to the followup with DI, I think they can DI back? So that isn't a good option Parry is also an option but the timings on the follow ups differs so the chance of perfect parry is slim
@@heroofnow1 I can confirm from playing against a Master Ken in Battle Hub yesterday that they can counter DI you after they follow up into the LK. The guy countered me 100% of the time every time i tried. Thats why im here watching this video because i couldnt for the life of me figure out how to escape the corner while they pressure with the Jinrai into LK. It destroys your meter too. I found after labbing the only way i could punish it was parrying the LK into a 5f LK into Rolling Sobat (Dee Jay player). They need to make that followup LK unsafe or somthing
@@RushG yeah this totally wasnt a salty comment that was left after I just got jinrai'd to death and had to find the solution, ty for the guide man haha
You can jab the start up if you're quick. If they do it at range you have time to anti air DP. If you block it don't be afraid to just block and take a throw or even consider Drive Reversal to get them off you
Unfortunately this tech doesn't work. Parry is an option, it's worth labbing the timing on MK Jinrai into Low Kick as that's the one Ken's love to abuse the most. MK Jinrai into overhead has a larger gap, you can press a fast button there
@@ChRicke-rt9hy outside of an inv reversal punish that's fast enough to guarantee beating all situations it's unfortunately a guess. If they go for overhead then a long reaching button will punish counter the MK Jinrai, if they go for the low followup you're going to get counter hit. The other solution is to learn the perfect parry timing of the low followup kick he does. The mixup here though is if Ken doesn't do any follow-up, he can then grab your parry recovery
mix them up with different options. 1. LP - if blocked, go for grab, other wise confirm into LP LP LP Jinrai L - H followup. 2. Walk up and bait throw, neutral jump into Air.HP, full combo. 3. Shimmy - walk up to bait OD Shoryu/Anti Air, then punish, OR if they go for grab, use HP to close the distance into Drive Rush or jin rai kicks. 4. LP - LP - Drive Impact regardless of block or confirm.
Hey rush got a controller question. So I’ve tried dualshock 4 and the hori fightijt commander you have is still best for me. W the dualshock 4, I miss diaganols constantly. I don’t even really care about the 6 button layout.. it’s missing diags. The hori you have has a great dpad. Anyway you said that your controller is still fine, no issues, how long have you been using it? And more importantly, as the controller on Amazon from private Sellers is over $200, what do you plan to move to when the time comes? Any in mind? Great vid as always btw
okay so what do i do if im in burnout or doing this will put me in burnout or playing a character who's level 1 super isnt invincible? just let them run their bullshit?
Spending going into burnout. This is something you have to weigh up. This is why sometimes I prefer super over OD DP. In burnout this situation entirely changed as medium jinrai is now -3 oB and light is -7 oB. In these situations have to pray you survive! I'll explore non meter options but I think it's all a risk / read
@@ogtaskmaster876 you're either blocking the low, taking your turn if they don't commit to the low or you attempt to perfect parry the low (the risk here is you'll be punishable to throw if they don't do the low followup). I don't think Marisa's armoured specials will work as the low counters the armour
Hey, for the run cancel tatsu punish, what's the fastest you can make the tatsu come out. I am getting around 23/24 frames consistently. Can it be done faster?
Yo! Can you make a vid on the Jamie matchup? I struggle against him a lot namely because I dont know which moves of his are punishable, or you could maybe make a vid on how you go about studying matchups in general and give us some general tips on how to use the training mode to lab certain scenarios and study frame data. As always love the content, super informative and can’t wait to see what we discover in the future👊🔥
Being a jamie main i will tell u what i know his standing mp is plus his sweep target combo is so negative u can di impact on block palm and rekka (1 hit) are minus 6 but both can be spaced to be safe
Then you have to guess which sucks. Pressing a button is risky IMO, you're better off blocking low but trying to react to the overhead, you "can" try parrying the low kick follow up but then the Ken will do Medium Jinrai into no follow up to punish the whiffed parry It's a very silly mix Ken gets
@@RushG yea that’s where I’m at. I main Kimberly and try to get her SA 3 out asap for the buff. So by the second round I usually have nothing and then it’s too late I’m in blender.
Yeah it's tough. I see people press a button to call out the overhead cancel, parry to stop both follow ups but this leaves you open to empty Jinrai csncel into throw. I may be a Ken main but I do hope they look at this as it's really stupid
So question, for the attacking Ken is there a chance to cancel jinrai into level 3 late into the cancel window to punish someone trying to reversal trough the gap?
Good question. This won't work as the follow up hit does not connect, you can't cancel a whiffed hit. You can't do the single Jinrai into an inv move either as the defending player gets a true / raw punish if timed correctly
Good question, it's a no I'm afraid as MK Jinrai into low follow up will punish the start up of a regular DP (it's a tight frame trap). Also at range regular DPs may not connect on frame 7 meaning they can even block if they don't follow up
@@striker045 if they don't follow up, your parry will whiff. I believe parry has 29F of recovery so you will be able to be thrown during that time (punish counter)
If you don't have an inv Reversal then you're put in a mix. You're best off blocking low and trying to react to the overhead. The low oB is punishable up close. That or you can add in parry to not worry about the high / low mix. Issue here is if they don't cancel they can throw you as your party recovers. Even though I'm a Ken main I hope they make changes to this silly situation
Oh. I thought this was gonna be some secret sauce meterless option. Not a bad video, especially for those who didn't already know. It was just my expectations were loftier. Greedy and having copium for meterless options.
I "think" there is some form of fuzzy guard / delayed button you can do but I haven't tested it myself You "can" press a 4F if you feel lucky, it beats overhead and LK Jinrai > LK, just not MK Jinrai > LK
I'll still test to see what options you have but I feel for now it's drive reversal / you could risk DI / Backdash / maybe fuzzy guard the high and low? It's a commitment, no universal answer
You're going to have to respect the low follow up, risk the read of pressing a button to call out the overhead (your light buttons will beat overhead) or rely on parry. Its much harder if you have slow or no reversals
@@wallofsoundandmusic345 if people took the time to understand that a lot of things leave him negative on block and some other stuff are gimmicks he'll drop but he is hella fun to pkay
@@Regula_joe all about testing your opponent and seeing what kinds of things they fall for and don't fall for. If they aren't falling for it in the first round, bait it out by making them think you will do the unsafe stuff. I always test a Drive Impact early to see if they got the reactions or not. Same with the jinrai loops and Heavy Dragon Lash.
The true lesson here, dont be the crazy Ken 🙃
Please make a video on how to deal with Dragonlash! haha
Heavy Jinrai, I think, also whiffs on crouchers XD
@@stephanenorng4066 you can stuff heavy dragon lash with st lp, rest seem minus on block
I'll never get hit by Jinrai again thanks to this 10/10 guide
LETS GOO
This one for you one
y u gotta do us dirty like this bro.
As much as I hate to do this, it's my duty to educate 😭
[And stop the madness]
@@RushG I understand 😔 So when’s the Dragonlash video coming out.
If folks not stopping dragonlash. They deserve to get hit / pressured by it 🪦
All tech must be known
So, to put it simple for myself:
If I see the jinrai animation but do not hear "jinrai!" -> DP.
See jinrai and hear "jinrai!" -> guess for high/low or throw.
Thx bro !
Diamond Ken here, I don't do M.Jinrai on block anymore because it's just not worth it, but there are a few options that work.
Often when you do the target combo as a blockstring you have the option to either EX-Hadoken to be safe or depending on the range, normal hadoken, which depending on the character can cause a spacing trap (they whiff a button, you punish counter them) but the last option is H.Dragonlash. The opponent can early Drive Impact or mash jab and doing it once at the start of the match is good to see what the opponent is gonna do.
If the opponent mashes jab: Cancel into M.Jinrai instead of H.Dragonlash. The startup will frame trap them quite consistently from my experience and you have one go at a Jinrai mixup.
If the opponent pre-emptively DIs, then well, just DI back.
If the opponent blocks, continue doing H.Dragonlash, you can also mix it up and do H.Jinrai since they're not doing anything.
Another safe thing to do when getting Jinrai'd is parry, but be careful because the Ken can choose not to continue the Jinrai and throw you instead.
Have some great matches, people!
Spending two Drive to punish a move like that feels uneconomic af like a lot of things about this game
kens consider sticking to heavy jinrai without follow ups. if the opponent is in burnout you should still be able to unga the jinrai mix. if theyre not in burnout heavy jinrai is safe on block and has to be interrupted. if they block heavy jinrai they can still super or OD DP to stop follow ups but you are safe if you do nothing.
You have secured your place in Street Fighter heaven for producing this video.
Appreciate you man. It probably needs an update though as I've had much more time dealing with it and have new opinions
Fantastic guide! I main Ken and didn't even know the proper punish, thanks Rush. I apologize, it's my second comment on your channel and second request already. Terrible. Do you plan on analyzing match-ups as Ken mains? For example I struggle a lot against Juri, it feels as though she can low profile most of my pokes in neutral (but especially st MK). Thanks again dude, your channel is a huge help!
The design of the low kick stream looks ridiculous
was looking for this for a while, thanks mate, amazind vid as always :) keep it up!
Great vid, straight to the point no messing 👍🏾
Great vídeo. Rush, Are you going to do "how to punish" for each character how you did with SFV?
Probably not. Whilst I'm doing a lot of 6 content right now I don't feel as invested in the long term grind
DI beats the LK jinrai follow ups also. I feel like spending the meter isn’t always worth it as your spending 2 bars of meter after likely just blocking a stand HP xx MK jinrai which just chunked 1 bar of your meter to begin with. What you can do against overhead low is a parry high block, covers all options except empty jinrai but therein lies the mixup
I'd need to test but if you try to react to the followup with DI, I think they can DI back? So that isn't a good option
Parry is also an option but the timings on the follow ups differs so the chance of perfect parry is slim
@@RushG they cannot I believe bc you can't go into DI from special moves.
@@heroofnow1 I can confirm from playing against a Master Ken in Battle Hub yesterday that they can counter DI you after they follow up into the LK. The guy countered me 100% of the time every time i tried. Thats why im here watching this video because i couldnt for the life of me figure out how to escape the corner while they pressure with the Jinrai into LK. It destroys your meter too. I found after labbing the only way i could punish it was parrying the LK into a 5f LK into Rolling Sobat (Dee Jay player). They need to make that followup LK unsafe or somthing
jinrai, more like jinDENIED
Jinfried
Great vid once again. Keep up the good work!
I find spamming LP kinda works as Cammy, it can get between the kicks, that or I'm just getting lucky
yeah so basically they're bullshit and give him way too many mixups for no effort, got you
MK Jinrai spam in neutral is obnoxious AF
@@RushG yeah this totally wasnt a salty comment that was left after I just got jinrai'd to death and had to find the solution, ty for the guide man haha
@@flame_eh loooool, even as a Ken main myself I still stand by it being absolutely braindead
Would also like advice on how to deal with Kens that love to approach with Heavy Dragonlash!
You can jab the start up if you're quick. If they do it at range you have time to anti air DP. If you block it don't be afraid to just block and take a throw or even consider Drive Reversal to get them off you
what could Lily do, since her fastest attack with invincibility is CA3, and CA1 is 12F startup, CA2 is 9F.
Unfortunately this tech doesn't work. Parry is an option, it's worth labbing the timing on MK Jinrai into Low Kick as that's the one Ken's love to abuse the most. MK Jinrai into overhead has a larger gap, you can press a fast button there
dont quote me, id have to lab - but crouching LK, crouching LP, into wind stocked spire could work.
This is coming in handy today... all these dang mirrors 😅
thank you the video is very complete
No probs
Can I punish without an OD reversal? As Bison I don’t have one and I don’t always have the Level 1 ready
@@ChRicke-rt9hy outside of an inv reversal punish that's fast enough to guarantee beating all situations it's unfortunately a guess.
If they go for overhead then a long reaching button will punish counter the MK Jinrai, if they go for the low followup you're going to get counter hit.
The other solution is to learn the perfect parry timing of the low followup kick he does. The mixup here though is if Ken doesn't do any follow-up, he can then grab your parry recovery
Idk how but I've been jabbing through the Jinrai kick light follow up most of the time lol 😅.
Light Jinrai into the LK follow up doesn't frame trap. You were lucky 😅
@@RushG ah OK. Alot of Ken's I fought in the lower ranks must not know that. Damn now I feel stupid for telling my friend to just jab jinrai kick lol.
Ken corner pressure guide possible? My corner pressure is so bad
mix them up with different options. 1. LP - if blocked, go for grab, other wise confirm into LP LP LP Jinrai L - H followup. 2. Walk up and bait throw, neutral jump into Air.HP, full combo. 3. Shimmy - walk up to bait OD Shoryu/Anti Air, then punish, OR if they go for grab, use HP to close the distance into Drive Rush or jin rai kicks. 4. LP - LP - Drive Impact regardless of block or confirm.
how about a Ken match up guide?
Hey rush got a controller question. So I’ve tried dualshock 4 and the hori fightijt commander you have is still best for me. W the dualshock 4, I miss diaganols constantly. I don’t even really care about the 6 button layout.. it’s missing diags. The hori you have has a great dpad.
Anyway you said that your controller is still fine, no issues, how long have you been using it? And more importantly, as the controller on Amazon from private Sellers is over $200, what do you plan to move to when the time comes? Any in mind?
Great vid as always btw
Thank you for this ryu main this is very informative 😂🎉🙌
🤜🤛
okay so what do i do if im in burnout or doing this will put me in burnout or playing a character who's level 1 super isnt invincible? just let them run their bullshit?
Spending going into burnout. This is something you have to weigh up. This is why sometimes I prefer super over OD DP.
In burnout this situation entirely changed as medium jinrai is now -3 oB and light is -7 oB. In these situations have to pray you survive! I'll explore non meter options but I think it's all a risk / read
What about a Marisa player without an uppercut like that? Besides super.
@@ogtaskmaster876 you're either blocking the low, taking your turn if they don't commit to the low or you attempt to perfect parry the low (the risk here is you'll be punishable to throw if they don't do the low followup).
I don't think Marisa's armoured specials will work as the low counters the armour
Hey, for the run cancel tatsu punish, what's the fastest you can make the tatsu come out. I am getting around 23/24 frames consistently. Can it be done faster?
I haven't really tested it. Key thing is to make sure the first hit of Tatsu lands as they are grounded. So run before they hit the ground
thx for the video mate
No probs
Yo! Can you make a vid on the Jamie matchup? I struggle against him a lot namely because I dont know which moves of his are punishable, or you could maybe make a vid on how you go about studying matchups in general and give us some general tips on how to use the training mode to lab certain scenarios and study frame data. As always love the content, super informative and can’t wait to see what we discover in the future👊🔥
Being a jamie main i will tell u what i know his standing mp is plus his sweep target combo is so negative u can di impact on block palm and rekka (1 hit) are minus 6 but both can be spaced to be safe
What is punishable? Everything except a very well spaced light palm.
As a ken main ill be sure to layer up my offense
Jokes on you I already answer EVERYTHING with OD Flash Kicks.
Average Guile main btw.
Ok and if your character doesn’t have invincible dp and you don’t have access to your super….
Then you have to guess which sucks. Pressing a button is risky IMO, you're better off blocking low but trying to react to the overhead, you "can" try parrying the low kick follow up but then the Ken will do Medium Jinrai into no follow up to punish the whiffed parry
It's a very silly mix Ken gets
@@RushG yea that’s where I’m at. I main Kimberly and try to get her SA 3 out asap for the buff. So by the second round I usually have nothing and then it’s too late I’m in blender.
Yeah it's tough. I see people press a button to call out the overhead cancel, parry to stop both follow ups but this leaves you open to empty Jinrai csncel into throw. I may be a Ken main but I do hope they look at this as it's really stupid
nice find, gonna play with more sound
So question, for the attacking Ken is there a chance to cancel jinrai into level 3 late into the cancel window to punish someone trying to reversal trough the gap?
Good question. This won't work as the follow up hit does not connect, you can't cancel a whiffed hit.
You can't do the single Jinrai into an inv move either as the defending player gets a true / raw punish if timed correctly
I’m having problems with hitting the hp hk all the time using the hori game pad any suggestions?
I just use my whole thumb to cover both buttons. So the top of my thumb pressing HP and the bottom HK
Wow incredible
If the punish window is -7 can a non-ex DP punish?
Good question, it's a no I'm afraid as MK Jinrai into low follow up will punish the start up of a regular DP (it's a tight frame trap). Also at range regular DPs may not connect on frame 7 meaning they can even block if they don't follow up
BETRAYAL
BETRAYED
Indirectly this is leveling us up
Main Ken here, I punish lk ender stomp with lk intonlk tatsu
Would they also just be able to parry without the risk of getting grabbed?
Medium to low would get perfect parried every time.
It's a read regarding timings. Each option has a different timing on the follow up
Wouldnt regular parry still be safe though?
@@striker045 if they don't follow up, your parry will whiff. I believe parry has 29F of recovery so you will be able to be thrown during that time (punish counter)
@@RushG yep this is correct
Good stuff..new sub earned!
Hi what kind of controller do you use?
PS4 Hori Fighting Commander
@@RushG okay thanks
Sucks that you don’t have a choice but to sacrifice a resource
Rush the good Ken’s don’t do the jinrai so up close. Normally they do crmk to mk jinrai lk from sweeping distance.
Ken can still level 1 punish from sweep distance
Regardless of who does it. It's just good to know we can do this if it arises
wtf i dont have an invincible reversal
If you don't have an inv Reversal then you're put in a mix. You're best off blocking low and trying to react to the overhead. The low oB is punishable up close.
That or you can add in parry to not worry about the high / low mix. Issue here is if they don't cancel they can throw you as your party recovers.
Even though I'm a Ken main I hope they make changes to this silly situation
Nice one ☝️ I main Cammy. I knew sticking around here would pay off 😂
Let's go! Whilst there will be more Ken stuff I'm trying my best to keep it more general SF6 where I can
Oh. I thought this was gonna be some secret sauce meterless option.
Not a bad video, especially for those who didn't already know. It was just my expectations were loftier. Greedy and having copium for meterless options.
I "think" there is some form of fuzzy guard / delayed button you can do but I haven't tested it myself
You "can" press a 4F if you feel lucky, it beats overhead and LK Jinrai > LK, just not MK Jinrai > LK
what about us non reversal plebs?
I'll still test to see what options you have but I feel for now it's drive reversal / you could risk DI / Backdash / maybe fuzzy guard the high and low?
It's a commitment, no universal answer
using 2 Ken's was not the best. Use different models to easily tell who's doing what.
but, you know this is not a complete solution. the next chance they will bait you with empty kick... just saying
Nope as empty kick is punishable by the aforementioned moves
What this video doesn't show is punishes that don't involve meter
..do this with Kimberly.. she cant dp out of it.
You're going to have to respect the low follow up, risk the read of pressing a button to call out the overhead (your light buttons will beat overhead) or rely on parry. Its much harder if you have slow or no reversals
SHAME SHAME SHAME!
😅
Ive learned that in higher ranks doing jinrai on block is death. Actually ken has a hard time because most of his strings are negative on block
Ken is top 5. He doesn't have a hard time lol
@@wallofsoundandmusic345 if people took the time to understand that a lot of things leave him negative on block and some other stuff are gimmicks he'll drop but he is hella fun to pkay
@@Regula_joe all about testing your opponent and seeing what kinds of things they fall for and don't fall for. If they aren't falling for it in the first round, bait it out by making them think you will do the unsafe stuff. I always test a Drive Impact early to see if they got the reactions or not. Same with the jinrai loops and Heavy Dragon Lash.
@@Regula_joe annnnnnnd he's still top 1, 2 months later.
Please delete this video
.
.
jk hahaha
Lol. There are situations where you can still get away with it
@@RushG all my friend said im the jinrai god 😥