This is the first SF6 Ken guide I've seen that actually addresses his weird AF timing and turns whiffs to sweet meaties... 10/10...headed to FG now, thanks 😎👍
This is hands down one of the best Ken guides and I’ve seen a lot of them. Your specific details on the combo set ups and practice drills is absolutely amazing thank you.
Your the first Ken guide, that actually tackles the difficult timings on a lot to his moves, and your the only one to give us not so experienced fighters a training setup actually practice these things! Don’t know how many times I’ve seen Ken guides and the just expect newer players to automatically know how this stuff works and the very specific situations they can apply to…😑 So, I greatly appreciate you taking the extra time to explain and show practice drills we can do to improve our mental stacks and inputs.👍🏽
Glad it helped! I also had the same problem when I started getting into the genre pretty seriously. I'll try to keep making more videos that include tips on performing inputs, timing, and setting up training mode!
This is a perfect guide that i was lookkng for! Just when i thought i was getting bombarded w information i checked the length of the video and it is the perfect length i will definitely be rewatching this in training
Nice guide. I play a more fundamentals based Ken but definitely been looking to spice his kit up with some shenanigans and setups. Ken definitely has a very very high skill ceiling for mastery. Super advanced character despite also having a lower skill floor.
Ken is my favorite but I’m having a hard time trying to learn this stuff, his to do it and what works and doesn’t, this was a great guide man thank you.
You can consistently combo into Heavy Jinrai if you use cr.HP rather than st.HP, which, from your recording, is not a true combo unless you counter hit. You have the same frame advantage with either HP on hit, but cr.HP has more hitstun, therefore letting you do H Jinrai, as well as any of your spicy Drive Rush/Punish Counter loops. Looping Crazy Kicks is always fun when you get it, as well as if you loop EX Jinrai into the medium followup > SA2. (Note: cancel into SA 2 only on the axe kick; the ender followup launches high and causes SA2 to whiff a few hits, resulting in less damage)
This was a great video! I really appreciate the explanations as the combos are executed. I've been having trouble executing the flaming dragon punch off of the quick dash. So many times, nothing happens because the game doesn't recognize the input. I need to work on cancelling into the quick dash to special move.
This is super useful thank you so much. I love playing with Ken despite all the hate. I do feel that Ken in SF4 was the most fluid and fast to play (excluding Third Strike). In SF6 I feel he’s a little slow and some times clumsy; but I’m getting into the groove. Especially with my Brook FGC that just came in baby!!!!!
Ken is only as clumsy as you make him. Guides like this can run people into a wall if they aren’t careful. You need to take these guides with a grain of salt. The higher levels of gameplay don’t allow some of these combos at all. So get ready for a super slow paced game.
Awesome video. Im a noob man so its probably something im missing but how do u get the combo at 8:32? I have my dummy set to be counter hit and im trying to do ex dragonlash kick after medium jinrai but its not working?
The timing is tricky. You have give enough time for ken to recover from jinrai before beginning the input. And you have to get the dragonlash out quick. My guess, you are starring the 623 motion too soon, or not performing it quick enough. Sorry for the late reply! Hope you get it down.
Your an absolutely a Ken Sensei loving your video on how to play Ken. I have a hard time doing chin buster into fire tatsu. Is there any tips on inputs and timing and how soon to press run and then a tatsu? Help would be appreciated.
Chances are you are rushing it too much. Try to be deliberate in your button presses. 1st just try canceling chin buster into run. Sounds overly simple but just do several reps until it starts to feel like muscle memory. After that then just add the Tatsu at the end. Listen to your button presses and if you hear more than 4 you're likely mashing a little too much. Try to keep your fingers and hands relaxed as well. It's like playing an instrument. You don't want to be tense. If the run is canceling into just one of his regular kick follow ups. Your quarter circle back motion needs cleaned up. If the Tatsu is coming out but not on fire you were a little too slow. Depending on your controller you may have an extra shoulder button which can be mapped to KK (two kicks) so you can turn run into a single button press. I play on hitbox so I just press medium and heavy kick. It's convenient for me but if I'm not careful the inputs can get sloppy. Another thing when I'm struggling with a new combo I like to press the buttons really loud so they click so I can really hear the rythm and doing this will also discourage extra input mashing. Don't get me wrong someone's I mash out my inputs especially when doing a SA at the end of a combo it's something we all work on but that's likely what's going on. Let me know if you get it down or what is happening when you try.
@@naception Hi thanks for the tips. I play on arcade Rayzer EVO lever sanwa lever/buttons. I normally try to do the target combo then press (LK+MK) and before the cancel window do a MK.tatsu. I keep trying it out and again thanks for all the advice.
@@naception Thank you! I finally can do it without if 100% failing, you are right about the timing input. I was pressing RUN to fast while mashing dp or tatsu. You are awesome many thanks! I wonder if negative edge helps to be on or off? Ill try both on and off and see for myself.
Hey I’ve been wondering why do the jab before you do the run? I’ve been trying to do the run after tatsu and heavy jinrai but I can’t really get the timing down and the whole time I’ve been thinking why am I jabbing? Lol thanks for the video! Also if you could one on Ken’s run stop combos that’d be awesome. Appreciate all the help.
Great guide. Can't wait to have all this great knowledge countered entirely by me not remembering that the opponent can just D.I or parry all of this on wake up. 🤦🏻♂️
Thanks for the amazing guide! I'm playing modern. Are the moves you mentioned here also possible in modern? Wondering if I need to switch to classic to pull these awesome loops and combos off. Subbed!
i was very competitive against high ranking players on sf5 such as ur grand masters/ultimate grandmasters…….now I find myself starting from scratch after getting the game last week and catching up to all the new mechanics….. i’m getting my ass whoop by alot or most of these players tat i use to put a beat down on🤦🤦🤦
Yes. Your character will be able to act that many frames before your opponents. So if you are +4 and both players tried to jab at the same time your jab would begin 4 frames sooner than your opponents. A frame is the smallest increment in time in the game. There are 60 frames a second
You’re asleep on air tatsu yeah it’s got wacky frame data but that’s what makes it sooooo good. Also it’s ridiculously ambiguous lmao in the lab the cross ups don’t convert but in real games if you catch any button press and literally just depending on height sometimes you’ll be +1 or +4 +5 I’ve dead ass cheesed so many people with wake-up jump air tatsu cross up and dead ass almost always end up w a conversion bc the frame data is so weird.
This is the first SF6 Ken guide I've seen that actually addresses his weird AF timing and turns whiffs to sweet meaties... 10/10...headed to FG now, thanks 😎👍
Yeah I first saw xuses using these set ups and was surprised there wasn't a video about them. Thanks for watching!
This is hands down one of the best Ken guides and I’ve seen a lot of them. Your specific details on the combo set ups and practice drills is absolutely amazing thank you.
Your the first Ken guide, that actually tackles the difficult timings on a lot to his moves, and your the only one to give us not so experienced fighters a training setup actually practice these things!
Don’t know how many times I’ve seen Ken guides and the just expect newer players to automatically know how this stuff works and the very specific situations they can apply to…😑
So, I greatly appreciate you taking the extra time to explain and show practice drills we can do to improve our mental stacks and inputs.👍🏽
Glad it helped! I also had the same problem when I started getting into the genre pretty seriously. I'll try to keep making more videos that include tips on performing inputs, timing, and setting up training mode!
This is a perfect guide that i was lookkng for! Just when i thought i was getting bombarded w information i checked the length of the video and it is the perfect length i will definitely be rewatching this in training
Glad it helped!
Bro this guide is legit. Thanks for the putting it together. Learned tons! Hype to start labbing this out.
Really good video. And straight to the point
Thanks 🙏 I need this video in my life. Fills on so many questions ibe had about Ken
Just started playing and this had broke out down perfectly for me. Great video
Nice guide. I play a more fundamentals based Ken but definitely been looking to spice his kit up with some shenanigans and setups.
Ken definitely has a very very high skill ceiling for mastery. Super advanced character despite also having a lower skill floor.
Ken is my favorite but I’m having a hard time trying to learn this stuff, his to do it and what works and doesn’t, this was a great guide man thank you.
This video made my bumblies all tingly.
Great video, all jokes aside!
Thanks a lot for this guide, one of the most usefull i found on Ken. Just subbed.
You can consistently combo into Heavy Jinrai if you use cr.HP rather than st.HP, which, from your recording, is not a true combo unless you counter hit.
You have the same frame advantage with either HP on hit, but cr.HP has more hitstun, therefore letting you do H Jinrai, as well as any of your spicy Drive Rush/Punish Counter loops. Looping Crazy Kicks is always fun when you get it, as well as if you loop EX Jinrai into the medium followup > SA2. (Note: cancel into SA 2 only on the axe kick; the ender followup launches high and causes SA2 to whiff a few hits, resulting in less damage)
This was a great video! I really appreciate the explanations as the combos are executed. I've been having trouble executing the flaming dragon punch off of the quick dash. So many times, nothing happens because the game doesn't recognize the input. I need to work on cancelling into the quick dash to special move.
Sick tech. Punish counter hk can also be run cancelled into run dragonlash/dp
Awesome stuff .. im definitely gonna be studying this to improve my Ken 🙌🏿🔥
This is super useful thank you so much. I love playing with Ken despite all the hate.
I do feel that Ken in SF4 was the most fluid and fast to play (excluding Third Strike). In SF6 I feel he’s a little slow and some times clumsy; but I’m getting into the groove. Especially with my Brook FGC that just came in baby!!!!!
Agreed
Ken is only as clumsy as you make him. Guides like this can run people into a wall if they aren’t careful. You need to take these guides with a grain of salt. The higher levels of gameplay don’t allow some of these combos at all. So get ready for a super slow paced game.
Liked and subbed. Sweet Video, thanks!
what a piece of art content! Thank you!
Sir, this video is exquisite. You just outlined my next few weeks of training.
Awesome video. Im a noob man so its probably something im missing but how do u get the combo at 8:32? I have my dummy set to be counter hit and im trying to do ex dragonlash kick after medium jinrai but its not working?
The timing is tricky. You have give enough time for ken to recover from jinrai before beginning the input. And you have to get the dragonlash out quick. My guess, you are starring the 623 motion too soon, or not performing it quick enough. Sorry for the late reply! Hope you get it down.
I need a good set up for classic controls and practice it consistently I’ve only used modern controls till this point
this was super useful, thanks so much
great setups!
Thanks for this crazy tech.
Your an absolutely a Ken Sensei loving your video on how to play Ken. I have a hard time doing chin buster into fire tatsu. Is there any tips on inputs and timing and how soon to press run and then a tatsu? Help would be appreciated.
Sure. What type of controller are you using?
Chances are you are rushing it too much. Try to be deliberate in your button presses. 1st just try canceling chin buster into run. Sounds overly simple but just do several reps until it starts to feel like muscle memory. After that then just add the Tatsu at the end. Listen to your button presses and if you hear more than 4 you're likely mashing a little too much. Try to keep your fingers and hands relaxed as well. It's like playing an instrument. You don't want to be tense. If the run is canceling into just one of his regular kick follow ups. Your quarter circle back motion needs cleaned up. If the Tatsu is coming out but not on fire you were a little too slow.
Depending on your controller you may have an extra shoulder button which can be mapped to KK (two kicks) so you can turn run into a single button press. I play on hitbox so I just press medium and heavy kick. It's convenient for me but if I'm not careful the inputs can get sloppy.
Another thing when I'm struggling with a new combo I like to press the buttons really loud so they click so I can really hear the rythm and doing this will also discourage extra input mashing. Don't get me wrong someone's I mash out my inputs especially when doing a SA at the end of a combo it's something we all work on but that's likely what's going on. Let me know if you get it down or what is happening when you try.
@@naception Hi thanks for the tips. I play on arcade Rayzer EVO lever sanwa lever/buttons. I normally try to do the target combo then press (LK+MK) and before the cancel window do a MK.tatsu. I keep trying it out and again thanks for all the advice.
@@naception Thank you! I finally can do it without if 100% failing, you are right about the timing input. I was pressing RUN to fast while mashing dp or tatsu. You are awesome many thanks! I wonder if negative edge helps to be on or off? Ill try both on and off and see for myself.
Ohhh this is what i needed! Thx man maybe i will reach diam with that.
Great information thank you 👍
Hey I’ve been wondering why do the jab before you do the run? I’ve been trying to do the run after tatsu and heavy jinrai but I can’t really get the timing down and the whole time I’ve been thinking why am I jabbing? Lol thanks for the video! Also if you could one on Ken’s run stop combos that’d be awesome. Appreciate all the help.
Great guide. Can't wait to have all this great knowledge countered entirely by me not remembering that the opponent can just D.I or parry all of this on wake up. 🤦🏻♂️
Excellent guide
Thanks for the amazing guide! I'm playing modern. Are the moves you mentioned here also possible in modern? Wondering if I need to switch to classic to pull these awesome loops and combos off. Subbed!
wondering too!
awesome dude thank you
i was very competitive against high ranking players on sf5 such as ur grand masters/ultimate grandmasters…….now I find myself starting from scratch after getting the game last week and catching up to all the new mechanics….. i’m getting my ass whoop by alot or most of these players tat i use to put a beat down on🤦🤦🤦
500th sub :p
Thanks for the support!
What buttons to press for a chin buster? I use modern controls.
delay is difficult at corner really difficult? especially od jinrai kick
So this run kick counter set up dosent seem to work on some players. It's wonky... and I want it too work 😢
If you are plus means you hit before the opponent is this correct?
Yes. Your character will be able to act that many frames before your opponents. So if you are +4 and both players tried to jab at the same time your jab would begin 4 frames sooner than your opponents. A frame is the smallest increment in time in the game. There are 60 frames a second
You’re asleep on air tatsu yeah it’s got wacky frame data but that’s what makes it sooooo good. Also it’s ridiculously ambiguous lmao in the lab the cross ups don’t convert but in real games if you catch any button press and literally just depending on height sometimes you’ll be +1 or +4 +5 I’ve dead ass cheesed so many people with wake-up jump air tatsu cross up and dead ass almost always end up w a conversion bc the frame data is so weird.
There's a lot to explore that is for sure.
What’s your rank with Ken?
1:44 but grab beats the cr.lp
Still dig the tech here tho
Never heavy into a run. Never a good idea.
yall should be ashamed of yourselves
Teaching us audio cues ❤❤❤