Must Know Ken Combos for Street Fighter 6

Описание к видео Must Know Ken Combos for Street Fighter 6

(Combo Tips and Terms Below ⬇)
No cap I thought Ken was the weakest character in the street fighter 6 open beta but after a thorough investigation he is def one of the strongest characters in the game. His whiff punish game is unprecedented and alongside his unique pressure your opponent will naturally most of the match their back against the wall. If his neutral doesn't force a retreat then his combos will. His bread and butter virtually guarantee the corner ANYWHERE on screen. I'll just "Sit and Shut up!" And let the combo guide do the talking. Let me know about your ken experience in the comments. Happy hunting! 🤝🏾❤🙏🏾

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(Combo Tips and Terms Below ⬇)
BGM: Street Fighter 6 Ken's Theme - Spirit of the Flame

Input Notation:
(Assuming Player 1 Side)

↖️⬆️↗️ 7 8 9
⬅️🚹➡️ = 4 5 6
↙️⬇️↘️ 1 2 3

ST= while standing
CR = while crouching
LP MP HP = light medium heavy punch
LK MK HK = light medium heavy kick
QCF = Quarter-Circle Forward = ⬇↘➡
QCB = Quarter-Circle Back = ⬇↙⬅
DP = Dragon Punch Motion = ➡⬇↘
[X] = Hold until attack activates
DL = Delayed Press
CH = Counter Hit
PC = Punish Counter
DR = Drive Rush
(X2) = Motion Repeated Twice
~ = Not a link or a special cancel just press the next button

Terms Used
Meaty: an attack that hits an opponent on the very first frame possible after they rise from a knockdown
Safejump: A very well-timed jump attack on a character who is rising from a knockdown. Your goal is to attack extremely close to when you land so that, if the character performs an invincible reversal attack, you will land and be able to block.

Combo Notation:

PC Jump in Combo - 3230 0:00-0:16
j.HP, cr.HP, qcb+LK, DP+MP
[9HP, 2HP, 214LK, 623P+5MP]

CH Cr. Light Combo - 2240 0:16-0:31
cr.LP, cr.LP, qcf+LK+MK, f+HK(x2) | F.Jump, j.HP
[2LP, 2LP, 236LK+MK, 6HK(x2) | 9HP]
If you catch someone crouching F+LK, then F+HK to end the combo.

PC St. MK DR Combo - 2235 0:31-0:43
st.MK, cr.MK, DR, cr.HP, LK+MK~LK, cr.LP, st.MP~st.HP, qcf+MK | F.jump, j.HP
[5MP, 2MK, DR, 2HP, LK+MK~LK, 2LP, 5MP~5HP, 236MK | 9HP]
Remember Safe jumps only work in/near the corner

CH Jinrai Low Mix Combo - 2161 0:43-0:54
qcf+MK~f+LK, st.LP, DR, st.LP, cr.HP, qcb+LK, DP+MP
[236MK~6LK, 5LP, DR, 5LP, 2HP, 214LK, 263P+MP]
Works off PC counter hit as well

CH Jinrai Overhead Mix Combo - 3563 0:54-1:08
qcf+MK~MK, st.MP, DR, cr.HP, LK+MK~LK, cr.LP, st.MP, qcb+LK, M.DP
[236MK~MK, 5MP, DR, 2HP, LK+MK~LK, 2LP, 5MP, 214LK, 263MP]
Works off PC counter hit as well
After the run cancel (LK+MK~LK), you can straight to St.mp instead of cr.lp for more damage!

CH Jinrai Overhead Corner carry combo - 3205 1:08-1:27
qcf+MK~f+mk, st.MP~st.HP, DR, cr.MP, LK+MK~qcb+K, DP+HP
[236MK~6MK, 5MP, 5HP, DR, 2MP, LK+MK~214K, 623HP]
You can choose to super at the end of the combo as well, just remember to input it backwards as kens lands!

Wall Splat Meterless Combo - 2770 1:27-1:39
HP+HK, DL.st.HP, qcf+LK, DL.f+LK, qcf+LK, f+LK, DP+HP
[HP+HK, DL.5P, 236LK, DL.6LK, 236LK, 6LK, 623HP]

I personally don't like delayed presses that why I delay st.hp as much as possible to reduce the amount of time I have to delay the first jinrai low kick.
If this is giving you trouble do the combo below!

Better & Easier Version of Combo Discovered:
HP+HK, DL.st.HP, qcf+LK, DL.f+MK, DP+HP (3080 damage!)
[HP+HK, DL.5HP, 236LK, DL.6MK, 623HP]

Wall Splat Level 2 Combo - 3879 1:39-1:53
HP+HK, DL.st.HP, qcf+LK+MK, DL.f+HK, DL.qcf+LK, DL.f+LK, qcf(x2)+K
[HP+HK, DL.5HP, 236LK+MK, DL.6HK, DL, 236LK, DL.6LK, 236236K]

OD Tatsu Combo - 2570 1:53-2:06
qcb+LK+MK, st.MP~st.HP, LK+MK, DP+K, qcb(x2)+K
[214LK+MK, 5MP~5HP, LK+MK, 623K, 214214K]

Punish Counter St.HK - 2741 2:06-2:16
st.HK, DR, st.HP, LK+MK, DL.DP+K, qcb(x2)+K
[5HK, DR, 5HP, LK+MK, DL.623K, 214214K]

Counter Hit Dragon Lash Combo - 3630 2:16-2:32
LK+MK, DP+K, cr.LP, st.MP, DR, st.HP, DP+MK, cr.LP, st.MP~st.HP, qcf+LK, DL.f+LK, qcf+LK, f+LK, qcf(x2)+K
[LK+MK, 263K, 2LP, 5MP, DR, 5HP, 263MK, 2LP, 5MP~5HP, 236LK, DL, 6LK, 236LK, 6LK, 236236K]
Dragonlash can be spaced to be safe on block

PC Drive Impact Meterless Combo - 2870 2:32-2:41
HP+HK, st.HP, qcb+LK, DP+MP
[HP+HK, 5HP, 214LK, 623MP]

PC Drive Impact Side Switch Combo - 3140 2:41-2:56
HP+HK, n.jump, j.HP, LK+MK~DP+K, DP+HP
[HP+HK, 8HP, LK+MK~623K, 623HP]

PC Jab Punish Combo - 2425 2:56-3:10
cr.LP, cr.HP, DR, cr.HP, LK+MK~LK, cr.LP, st.MP~st.HP, qcf+MK
[2LP, 2HP, DR, 2HP, LK+MK~LK, 2LP, 5MP~5HP, 236MK]

CH Jinrai Overhead Max Damage Combo - 5893 3:10-3:40
QCF+MK~F+MK, st.MP, DR, st.HP, DP+MK, cr.LP, st.MP, DR, st.HP, DP+MK, cr.LP, st.MP~ st.HP, Jinrai Loops, qcf(x2)+P
[236MK~6MK, 5MP, DR, 5HP, 623MK, 2LP, 5MP, DR, 5HP, 623MK, 2LP, 5MP~5HP, 236LK, DL.6LK, 236LK, 6LK, 236236P]

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