SF6: Ken Beginner Combos

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2024-04-02に共有
Want to learn how to play Ken but don't know where to start? Confused by all the combo videos and waffle? Don't know how to SHORYUKEN good? Well this is the tutorial for you!

In this tutorial I cover what I believe are the core beginner combos to learn before going on to learn the more complex hit-confirms, link combos, etc. The idea is to learn the simplest most effective combos, it is by no means an exhaustive list.
I also cover a primer to Intermediate Combos, Jump-Ins, Punishing and Anti-Airs :)

**SHORTCUTS**
The standard Dragon Punch (DP) motion is Forward Down Down-Forward (f d df), which is obviously used for Shoryuken. There are two DP shortcuts; these are f df f (useful for cancelling from standing normals) and df d df (useful for cancelling from crouching normals). I would also advise doing f d df f or f QCF as it catches two sets of inputs in case your inputs are a bit sloppy.

**METER USAGE**
As a beginner you'd probably use OD Hadouken in fireball battles a little or to catch your opponent by surprise.
OD Dragonlash is good for extended combos after Chin Buster (target combo).
OD Shoryuken is your invincible "get off me" move.
And Drive Impact and Drive Parry (full screen vs fireballs).
When you get more accustomed to the game you can start using Drive Rush to close space or cancel normals to optimize combos and try to predict your opponents with Drive Parry.
When it comes to Supers you can quite easily cancel all supers from Chin Buster and combo after OD Dragonlash. Level 1 also has invincibility. So you don't necessarily need to save super for Level 3 but can do if you want. If using meter will win the round then it's worth using.

**SUPERS & CRITICAL ARTS**
Dragonlash Flame (Level 1) - Has startup invincibility but side switches and leaves at distance. Easy to combo from Chin Buster but would probably only use this to win a round or for the invincibility if you predict a button.
Shippu Jinrai-kyaku (Level 2) - Works well after OD Dragonlash or OD Jinrai, good for finishing rounds.
Shinryu Reppa (Level 3) - Critical Art when vitality is 25% or less. If you land a little high and don't get the cutscene you can follow up with H or OD SRK but it's always better to get the cutscene. Combo after OD Dragonlash or cancel from Jinrai Senka Snap Kick.

**DRAGONLASH KICK**
Move is + (advantageous) on block so make sure to abuse this move to close space. Drive Reversal isn't fast enough to punish and you can block and punish. It's hard to react to with Drive Parry or Drive Impact as well.

**JINRAI KICK**
Kazekama Shin Kick (f+LK ) follow-up is a low. Use this on crouching opponents in combos.
Gorai Axe Kick (f+MK) is an overhead. You probably won't use this often.
Senkai Snap Kick (f+HK) is a high and will whiff crouching opponents.
Kasai Thrust Kick (f+K after OD follow-up) is a high that is great for cancelling into Lv2 Super.

Any questions about the video, combos, character, game, etc. please leave a comment and I'll do my best to answer :)

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コメント (3)
  • @sugami82
    Notation: LP - Light Punch, MP - Medium Punch, HP - Heavy Punch, P - Any Punch, PP - 2 Punches LK - Light Kick, MK - Medium Kick, HK - Heavy Kick, K - Any Kick, KK - 2 Kicks [input] - hold input/button f - forward, d - down, b - back, u - up s. - standing, c. - crouching, j. - jumping OD - Over Drive AKA EX, DI - Drive Impact, DR - Drive Rush xx - cancel, > - link (top line)
  • @unixjpn
    Which BNB combos are the best to use consistently as my brain cant memorize every combo? Punish combo, jump in combo and hit confirms