One note for my wonderful viewers: If you believe there are better options than what’s presented in the video, please go into training mode and extensively test it out for yourself first before commenting. I do like the constructive dialogue though. Thanks for watching!
Where Jinrai kicks really shine is when they're in burnout, where ex moves, Parry, and DI aren't available, and each hit does chip. Medium Jinrai becomes safe and can't interrupted by 4f lights during cancels. Heavy jinrai becomes +2 on block, the overhead and high followups are +1, and the low is only -1. So you can loop with lights into medium jinrai at +1/+2, mix in heavy jinrai, L/H +0/+6 dragonlash, or KKMK (+1) to get back in closer. With good variation its really hard to tell where the opening is, with constant threat of throws/lows/overheads. If they have meter they can still super to deal with pressure, though.
I'm working on improving my Ken and I practically do not use Jinrai. I've been trying to understand the move's frames better and this video helped me out a lot. Thanks!
Jinrai is where it's at. My bread & butter is standing HP or crouch MK to medium Jinrai. Mix lows, overheads, and grabs after that first hit of jinrai. If you wanna mix it up even more, cancel a heavy Dragonlash or quick dash -> cancel -> grab instead of going for Jinrai.
@@emuclone154 On paper, yes, it's -5 on block with the low Jinrai followup, which would be punishable at point blank range. In practice, though, you're almost always out of range of your opponent's quickest jabs, leaving you safe. I usually go for jinrai following my pokes, so I start out pretty far, and the pushback of the poke with the two jinrai hits keeps me at a safe distance. Actually, I more often run into the problem of being _too_ far out to the point where the low would whiff, leaving me vulnerable whether I go for it or not. When my jinrai *does* get countered, it's almost always by parries or Drive Impact after the first hit of jinrai, in that one frame window between the first and second hits. That's why I also mix grabs in after the first hit of jinrai; to beat those options.
I noticed that you recover in time to react to DI if you go HP or C.MP into Medium Jinrai into Low. I think it also works with c. HP but i dont remember @@cameronmoore7675
Lmao awesome vid man. I been playing people who dont know how jinrai kicks work so they ask me "how do you deal with the ken rekka kicks??" And now i can just send them this video instead of typing out a 200 word essay on all the frame data for jinrai kicks lmfao
Rank is a joke in sf6, I was gold in SFV; stuck, now Im Master fighting other Master ranks with same story as me, or sometimes dudes who are Master rank for real
The game is still pretty new but they absolutely need to reconsider how some of these moves behave. Headbutt is egregious in all aspects and the fact that's its safe and DI safe because theres the off chance you can perfect parry makes no sense when other characters dont even have a move that good in ther arsenal
@@pretzels7437 You're fundamentally wrong by saying no other character has something this good. Blanka ball is much, much more egregious. You can't even reliably punish it on perfect parry, and you can't ever really DI it. Not even mentioning his OD version, compared to headbutt...
@@pretzels7437 it's not really move youre support to punish, only to defend. The devs knew what they were thinking, with Hondas moveset he excels at chipping you out so headbutt is really just a way to get you into burnout. The people who spam it don't think about that, they just want the shit damage from it.
Please, if you can keep making guides on how to be certain characters that would make me happy. There is not a lot of people on TH-cam talking about how to beat characters in white what’s negative on block, and how to punish it and this really helps me because I’m getting tired of dealing with Drive rush stuff and feeling like I can’t press the button ever if you could put out a guide tip on how to deal with feeling like you can’t press any buttons because when they use Drive rush I feel like I’m all out of options and I’m always feeling like I’m getting meede some how definitely subscribe and I hope to see more videos from you dude❤❤❤
When a player uses a normal off of drive rush the move gets an extra +4 frames of advantage so in the vast majority of situations the attacker will be plus on block. (Obviously could still be negative depending on the move but if they are using it for pressure/oki it's highly unlikely they would use that normal) Generally speaking though guides like this are great for more nuanced moves and/or going into more depth on the specifics of how certain sequences work (for example jinrai having a L,M,H, and OD version + different follow ups) but if you're just worried/getting beat by much more general stuff like drive rush normals and figuring out frame advantage of this is very easy to find on your own in training mode and you don't need a guide. It doesn't take very long either! Furthermore your character may have different answers and unique solutions to various moves and situations so it's best to hit the lab yourself for these sorts of things. Good luck brotha!
Great video! I appreciate that you included general punish info that applies to all of them toward the end of the video. Is there a good way to tell the difference between the light and medium kick versions specifically so you can decide on the right specific punish? I know with HK he declares it with “Jinrai” but I’m not sure how to detect light vs. medium on the fly.
The reason the video suggests doing a 7 frame reversal move after the first kick is specifically because it works against both mk or lk jinrai kicks, so you don't have to distinguish between them.
Cammy's dive kick isnt that serious. You can drive impact it if you see it coming. It can be anti-aired so test in training. The higher the dive kick the more unsafe it is. Hooligan light punch and it is stopped, crouch block stops grab but not overhead. Spiral arrow is safe on block depending on the distance when used.
@@TheMonarchXthe thing with it is that it creates a strike/throw scenario on wakeup if the cammy player goes for a tiger Knee'd divekick after a knowckdown
The thing is, 2 of those are entirely distance dependant, so you can't do the same thing over and over. As a rule, if Cammy's divekick hits close to your ankles, she's a bit plus or zero on block. The higher she lands, the worse it is for her. If she lands above the waist is normally punishable. Spiral arrow, again, depends on her distance, but is never plus on block unless you're in burnout. You should see if she hits you on the last frames of her animation. If not, it's a clear punish. In any case tho, it's almost always your turn, and worst case scenario you'll trade with a 4 frame normal.
@@thefgcsensei4482 if cammy is being to offensive because most don't respect it. Wake up ex Dp Will discourage that. So if they are abusing just ex, it beats it out. Also practice throw breaking if you know they are doing that tech. It can be worked around. A lot of players are one trick ponies so once you stomp down the options, they get flustered.
Great video! I'm curious as a noob Ken player, is the Heavy > Overhead/Heavy the safest option? Assuming I don't get parried. Most versions look easily punishable after watching this.
Heavy is the safest option, while occasionally sliding in Medium to throw the opponent’s timing off. But honestly you don’t want to be doing Jinrai too often outside of combos. Ken has much better and safer pressure tools than this. It’s just a big knowledge check.
I'm going to lab this because I main Kimberly and I can't COUNT how many times I've attempted to DI punish Ken's Jinrai only for him to immediately come out of it, to throw punish me or counter DI. This move is extremely inconsistent with its frames especially online.
@@DreeceDaBeast Yeah I know but idk I think online lag really makes that 1 frame of difference when you're trying to fight out of the corner and dealing with its pressure
I fought 3 ken back to back that spam this kick, found out by accident that LP just works (Cammy), get inbetween the 2nd and the 3rd kick (low, mid, overhead), and it's a proper punish, but this video clears up the technical details, so thanks friend
If someone's spamming OD DP after your medium jinrai, do a heavy one instead (-2) and parry/block instead of doing the follow-up. You're safe regardless, and if they DP, they look stupid
How do you guys find Ken's Hadouken? I used It way more in 5 to be honest, so I dont know if Im missing some importa new detail about the zoning in this game or I simply dont know how to implement It due to drive parry and all that
Worst fireball in the game apparently. That being said, however, a fireball is still a fireball and is always a good tool to have. L Hadouken into drive rush is always good. Baiting them to jump over into a shoryu is perfect baiting. Hell, a meaty EX Hadouken after a super has netted me more than a handful of wins because I don’t abuse it.
Light and Medium are a bit tough to distinguish between in the middle of a match. For Heavy, look for the longer startup frames and listen out for Ken saying JINRAI. He only says that when he does heavy, so it helps a bit.
@@goukudera lol, yeah. My first match against a Ken in the beta all he did was Jinrai. Once you get frustrated enough to try sticking out some jabs you realize it's mostly fake pressure. Very much overrated.
bro.. why would you EVER OD reversal or super light jinrai..... that's GOOD for ken that he can make you panic and spend resources for doing something so trivial and easily beatable by safer options
I see it all the time against Master ranked players. Regardless, most, if not all, of the answers in this video apply to max range Jinrai pressure. Ken also has to be in close enough range to even combo from landing a counter hit Jinrai low.
Hell no, don't waste meter, just Drive Impact the Special Cancel. Nobody is doing this raw, they all special cancel with it thinking it is safe, but it is not a block stun on ANY version. A drive Impact is going to shut down any pressure and force the opponent to change strategy or get blown away.
too late, i already uninstalled sf6 It's stuff like this (every character having three different versions of the same move) that make me not very interested in playing street fighter tbh
These videos are meant to help but it exposes why people don't give fighting games a chance. Frame data unique to a character kills it. This is why it doesn't become about skills but rather "exploits." Let's be honest, when fighting games get fixed, players get mad in today's age of game patches then ultimately abandon the game. We've seen this since super sf4 & it will happen to sf6.
One note for my wonderful viewers:
If you believe there are better options than what’s presented in the video, please go into training mode and extensively test it out for yourself first before commenting. I do like the constructive dialogue though.
Thanks for watching!
Where Jinrai kicks really shine is when they're in burnout, where ex moves, Parry, and DI aren't available, and each hit does chip. Medium Jinrai becomes safe and can't interrupted by 4f lights during cancels. Heavy jinrai becomes +2 on block, the overhead and high followups are +1, and the low is only -1. So you can loop with lights into medium jinrai at +1/+2, mix in heavy jinrai, L/H +0/+6 dragonlash, or KKMK (+1) to get back in closer. With good variation its really hard to tell where the opening is, with constant threat of throws/lows/overheads.
If they have meter they can still super to deal with pressure, though.
I'm working on improving my Ken and I practically do not use Jinrai. I've been trying to understand the move's frames better and this video helped me out a lot. Thanks!
Jinrai is where it's at. My bread & butter is standing HP or crouch MK to medium Jinrai. Mix lows, overheads, and grabs after that first hit of jinrai. If you wanna mix it up even more, cancel a heavy Dragonlash or quick dash -> cancel -> grab instead of going for Jinrai.
You're easily punishable on jinrai. It's not optimal on block
@@emuclone154 On paper, yes, it's -5 on block with the low Jinrai followup, which would be punishable at point blank range.
In practice, though, you're almost always out of range of your opponent's quickest jabs, leaving you safe.
I usually go for jinrai following my pokes, so I start out pretty far, and the pushback of the poke with the two jinrai hits keeps me at a safe distance.
Actually, I more often run into the problem of being _too_ far out to the point where the low would whiff, leaving me vulnerable whether I go for it or not.
When my jinrai *does* get countered, it's almost always by parries or Drive Impact after the first hit of jinrai, in that one frame window between the first and second hits. That's why I also mix grabs in after the first hit of jinrai; to beat those options.
I noticed that you recover in time to react to DI if you go HP or C.MP into Medium Jinrai into Low. I think it also works with c. HP but i dont remember @@cameronmoore7675
This explains why the gap felt inconsistent. Thanks man!
Glad I could help!
Lol my main is Ken and I clicked here wondering why the gap was inconsistent as well
@@Un1234l guess we both need to be hitting the frame data 😂
My guy this was a brilliant fully detailed video 10/10 actually opened my eyes to lab on interrupting people pressuring me 👍
Means a lot, thanks dude!
Lmao awesome vid man. I been playing people who dont know how jinrai kicks work so they ask me "how do you deal with the ken rekka kicks??" And now i can just send them this video instead of typing out a 200 word essay on all the frame data for jinrai kicks lmfao
Lol now us Ken players can finally go past layer 1 on Jinrai Kicks ;)
I played against a ken that got all the way to gold just by spamming this one move, made me realise just how trivial getting gold was
Rank is a joke in sf6, I was gold in SFV; stuck, now Im Master fighting other Master ranks with same story as me, or sometimes dudes who are Master rank for real
The game is still pretty new but they absolutely need to reconsider how some of these moves behave. Headbutt is egregious in all aspects and the fact that's its safe and DI safe because theres the off chance you can perfect parry makes no sense when other characters dont even have a move that good in ther arsenal
@@pretzels7437 You're fundamentally wrong by saying no other character has something this good. Blanka ball is much, much more egregious. You can't even reliably punish it on perfect parry, and you can't ever really DI it. Not even mentioning his OD version, compared to headbutt...
@@Mufire1991Both of those goofy attacks need to be nerfed
@@pretzels7437 it's not really move youre support to punish, only to defend. The devs knew what they were thinking, with Hondas moveset he excels at chipping you out so headbutt is really just a way to get you into burnout. The people who spam it don't think about that, they just want the shit damage from it.
ken yelling Jinrai during the heavy one is the most helpful tip in this video
Glad I could help!
thank you so much. i got really frustrated when ken players would mix these options up
Clean and to the point. Nice vid!!
Glad you enjoyed homie!
The algorithm knew what I needed 😭
The algorithm knows all!
nah u deserve so many more views im commenting for algorithm
Whoa, saying your channel is promising would be an understatement. These guides are pretty awesome. Thank you.
Thanks!
Great vid helped me better understand Kens kicks always felt inconsistent now I know why. Defiently subbing for more vids like this.
This is genuinely very helpful. I'm new to street fighter and facing so very many Kens down in Gold.
Thanks for watching!
I play Ken so this helped me understand my frame options with the variations so much more. Thank you 🙏
Good to hear!
Extremely helpful, thanks!
Excellent breakdown!
Subbed!
🫡
I also found if you can react fast on 1st atack, you can also Drive impact light Jinrai into low kick
Please, if you can keep making guides on how to be certain characters that would make me happy. There is not a lot of people on TH-cam talking about how to beat characters in white what’s negative on block, and how to punish it and this really helps me because I’m getting tired of dealing with Drive rush stuff and feeling like I can’t press the button ever if you could put out a guide tip on how to deal with feeling like you can’t press any buttons because when they use Drive rush I feel like I’m all out of options and I’m always feeling like I’m getting meede some how definitely subscribe and I hope to see more videos from you dude❤❤❤
When a player uses a normal off of drive rush the move gets an extra +4 frames of advantage so in the vast majority of situations the attacker will be plus on block. (Obviously could still be negative depending on the move but if they are using it for pressure/oki it's highly unlikely they would use that normal) Generally speaking though guides like this are great for more nuanced moves and/or going into more depth on the specifics of how certain sequences work (for example jinrai having a L,M,H, and OD version + different follow ups) but if you're just worried/getting beat by much more general stuff like drive rush normals and figuring out frame advantage of this is very easy to find on your own in training mode and you don't need a guide. It doesn't take very long either! Furthermore your character may have different answers and unique solutions to various moves and situations so it's best to hit the lab yourself for these sorts of things. Good luck brotha!
Great content and helps me learn what Ken weaknesses i need to cover so i can improve as a main 👍👍👍
thanks for this video, i was getting got by this kick a lot, now i have a better idea of how to deal!
glad i could help!
This video deserves the Nobel Prize
you're too kind
Wonderful, subbed
Appreciate you bro
Video: best overall option is reversal by invincible OD special or 7f super
Kim mains: *cries*
Hang in there
Great video! I appreciate that you included general punish info that applies to all of them toward the end of the video. Is there a good way to tell the difference between the light and medium kick versions specifically so you can decide on the right specific punish? I know with HK he declares it with “Jinrai” but I’m not sure how to detect light vs. medium on the fly.
The reason the video suggests doing a 7 frame reversal move after the first kick is specifically because it works against both mk or lk jinrai kicks, so you don't have to distinguish between them.
Liked and subbed, hope you will make more of this
Good content
i was just labbing this move yesterday this vid gives me more info thumb up
Thank u its been beating my ASS 😭
It’s a pretty deceiving move!
Absolutely love this vid :o
Think you could make something like this for cammy dive kick, spiral arrow and hooligan?
There’s an idea 👀 stay tuned!
Cammy's dive kick isnt that serious. You can drive impact it if you see it coming. It can be anti-aired so test in training. The higher the dive kick the more unsafe it is. Hooligan light punch and it is stopped, crouch block stops grab but not overhead. Spiral arrow is safe on block depending on the distance when used.
@@TheMonarchXthe thing with it is that it creates a strike/throw scenario on wakeup if the cammy player goes for a tiger Knee'd divekick after a knowckdown
The thing is, 2 of those are entirely distance dependant, so you can't do the same thing over and over. As a rule, if Cammy's divekick hits close to your ankles, she's a bit plus or zero on block. The higher she lands, the worse it is for her. If she lands above the waist is normally punishable.
Spiral arrow, again, depends on her distance, but is never plus on block unless you're in burnout. You should see if she hits you on the last frames of her animation. If not, it's a clear punish. In any case tho, it's almost always your turn, and worst case scenario you'll trade with a 4 frame normal.
@@thefgcsensei4482 if cammy is being to offensive because most don't respect it. Wake up ex Dp Will discourage that. So if they are abusing just ex, it beats it out. Also practice throw breaking if you know they are doing that tech. It can be worked around. A lot of players are one trick ponies so once you stomp down the options, they get flustered.
My dumb brain always falls for that kick
Awesome guide, so succinct and to the point
thank you
so as kimberly its just a "get f*cked" situation no invincible OD or a 7 frame startup super art
What we need are guides to win against Manon, Marisa and Blanka!!
Thanks for this.
Got you
Great vid, thank you for getting to the point.
You’re very welcome!
Great video! I'm curious as a noob Ken player, is the Heavy > Overhead/Heavy the safest option? Assuming I don't get parried. Most versions look easily punishable after watching this.
Heavy is the safest option, while occasionally sliding in Medium to throw the opponent’s timing off. But honestly you don’t want to be doing Jinrai too often outside of combos. Ken has much better and safer pressure tools than this. It’s just a big knowledge check.
I'm going to lab this because I main Kimberly and I can't COUNT how many times I've attempted to DI punish Ken's Jinrai only for him to immediately come out of it, to throw punish me or counter DI. This move is extremely inconsistent with its frames especially online.
The move becomes a lot less scary once you learn how to perfectly control it!
@@DreeceDaBeast Yeah I know but idk I think online lag really makes that 1 frame of difference when you're trying to fight out of the corner and dealing with its pressure
As a Ken main appreciates this video lol
Got you covered
Very helpful video
Just subbed. I main Ken also and would love to run the mirror
You got a twitch?
this explains why i as an Ken main is eating DIs for dinner after i do a low jinrai lmao
When I get home I need to check if Chuns OD tensho kicks can interrupt most of them
Thank you for this.
I am so fucking sick and tired of this dumbass move
I just hold parry and get my drive gauge back while looking out for throws
Parry is also a good option! Guaranteed punishes will dissuade Ken players from doing it again though ;)
thanks!
I fought 3 ken back to back that spam this kick, found out by accident that LP just works (Cammy), get inbetween the 2nd and the 3rd kick (low, mid, overhead), and it's a proper punish, but this video clears up the technical details, so thanks friend
I hate Ken now, since in Ranked it was pretty much all Kens for me from Rookie to Plat.:D
Doesn't help Ken is popular AND very strong lol
Drive reversals and mashing ex dp and supers. That'll stop them from using it.
If someone's spamming OD DP after your medium jinrai, do a heavy one instead (-2) and parry/block instead of doing the follow-up. You're safe regardless, and if they DP, they look stupid
That’s exactly why I added the point of listening for Ken to say JINRAI and paying attention to the slower startup. The move is good for a reason :)
ngl I feel like everyone above plat can identify the difference in timings.
@@studentoflife8532not really,i Just ways try to parry If not possible Just block
Guess I'm not using it as a pressure anymore :/
How do you guys find Ken's Hadouken? I used It way more in 5 to be honest, so I dont know if Im missing some importa new detail about the zoning in this game or I simply dont know how to implement It due to drive parry and all that
Ken's fireball is very strong, especially paired with doing light fireball/OD fireball into Drive Rush for easy engages.
Worst fireball in the game apparently. That being said, however, a fireball is still a fireball and is always a good tool to have. L Hadouken into drive rush is always good. Baiting them to jump over into a shoryu is perfect baiting. Hell, a meaty EX Hadouken after a super has netted me more than a handful of wins because I don’t abuse it.
HOW DOYOU DEAL WITH DEFENSIVE GUILE? so frustrating
Parry and walk forward
Deejays Level 1 is not invincible. He can OD DP though
what about his dragon lash?'
Is there a way to tell which Jinrai a Ken uses besides familiarizing myself with the different starting frames?
Light and Medium are a bit tough to distinguish between in the middle of a match. For Heavy, look for the longer startup frames and listen out for Ken saying JINRAI. He only says that when he does heavy, so it helps a bit.
So what happened if you punish it and the sob mash dp or Spam LP because they do this every time they know they going to get punished for doing this
If you punish them hard and consistently, they’ll either stop or die. If they’re mashing silly, then bait them.
@@DreeceDaBeast ok i will try that
These ken players better watch out now
There’s a small gap I punish it every time
Apparently only if they use L Jinrai
What move can Zangief do to punish it?
If frame data is correct, Gief can do Level 3/CA. Try it out
Good to know so we can punish all the basic Ken mains out there!
Make them work for their wins!
I just parry it. It's actually pretty easy
Ken players love doing medium punch heavy punch into this lol nonstop mashing
That’s the Ken classic
@@DreeceDaBeast yup been playing less than a month and thats the first string i had to lab from having it spammed lol
Jinrai probably his most underrated tool in pressure. Absolutely love knowledge checking people with this. :D
Underrated means people dont use it. Literally every ken uses jinrai for pressure
@@goukudera lol, yeah. My first match against a Ken in the beta all he did was Jinrai.
Once you get frustrated enough to try sticking out some jabs you realize it's mostly fake pressure. Very much overrated.
Shhh don't expose us
Uhhh, who da hek is Sim?
bro.. why would you EVER OD reversal or super light jinrai..... that's GOOD for ken that he can make you panic and spend resources for doing something so trivial and easily beatable by safer options
High level Kens would never to a jinrai blockstring ender without proper spacing
I see it all the time against Master ranked players. Regardless, most, if not all, of the answers in this video apply to max range Jinrai pressure. Ken also has to be in close enough range to even combo from landing a counter hit Jinrai low.
Doesn't matter, you can Drive Impact that garbage on Special Cancel.
@evalangley3985 DI doesn't work in every situation against jinrai, the methods shown in the video are the most consistent counter strategies
@horplesmoff yeah but 2023er needs an easier out. Di is likely answer to all pressure.
@@brettgathings3421 yes, even a standing lk into DP is a rather hard punish for a beginner to perform
Reported
Do me a favor and report to that subscribe button chief
@@DreeceDaBeast I got you big dog
I stopped depending too much on jinrai when I ranked up a bit, but man was it funny how I could just do it and ppl let me 😂
The move is bs for those unaware of the counters lol
Jab
Hell no, don't waste meter, just Drive Impact the Special Cancel. Nobody is doing this raw, they all special cancel with it thinking it is safe, but it is not a block stun on ANY version. A drive Impact is going to shut down any pressure and force the opponent to change strategy or get blown away.
2MP > 236MK~6LK cannot be Drive Impacted after the 2MP. 6LK recovers in time for Ken to counter DI you.
Yes but he doesn't always have to cancel his normals into jinrai kick so DI is more of a hard read than a layer 1 response
too late, i already uninstalled sf6
It's stuff like this (every character having three different versions of the same move) that make me not very interested in playing street fighter tbh
mad cuz bad
Gg
These videos are meant to help but it exposes why people don't give fighting games a chance. Frame data unique to a character kills it. This is why it doesn't become about skills but rather "exploits." Let's be honest, when fighting games get fixed, players get mad in today's age of game patches then ultimately abandon the game. We've seen this since super sf4 & it will happen to sf6.
Disgusting. Why should Jinrai get to reduce Drive Gauge so much? This is so f up.
Ken counters? Disliked and reported
It’s a dirty job but someone had to do it 😂
lmao
@@DreeceDaBeast hahaha honestly great vid for ken mains as well to see our own weaknesses :)