Rush_G

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Rush_G

Rush_G

@_RushG

SF6 Ken main | Content Creator | Part Time Streamer

England, United Kingdom Katılım Mart 2016
321 Takip Edilen1.4K Takipçiler
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Rush_G
Rush_G@_RushG·
My modified Hori Octa Pro: - Sanded Saturn dpad glued to backing plate (no longer interchangable) - Shaved rear shoulders, I was often accidentally pressing L2 (Drive Impact) - Xbox One metal dpads buttons on PCB - Blu Tack to increase weight YT video - youtu.be/kHXxzE0Qf10
YouTube video
YouTube
Rush_G tweet mediaRush_G tweet mediaRush_G tweet mediaRush_G tweet media
Ryunato@ryunato_fgc

@_RushG Wow, where did you get the Saturn pad and PBC? 👀 I would actually want to try that.

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Rush_G
Rush_G@_RushG·
@DacJoshFGC +5 is also fine, I've explained I'm looking for a link on regular hit in the neutral rather than being forced to special cancel / DRC
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DacJosh
DacJosh@DacJoshFGC·
@_RushG +4 wouldn’t matter if you’re using it spaced out, st lp would whiff, idk what you’re looking for really. Just make it +5 at that point
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Rush_G
Rush_G@_RushG·
My thoughts: 1) Previous OD Jinrai combos have improved consistency (SA1 AngryBird combo) 👍 2) 5MK buff 👎 3) 2HP > HK Jinrai, minus button, huge gap 👎 4) New SA2 damage is niche but I like it 👍 BUFF 2MP frame data (+1 ob, +4 oH), Regular Fireball + 5MK hitbox Capcom plz
Chris T@Chris_Tatarian

I am sharing the same feelings as Ryukichi after playing this week. 1.) The “buffs” for Ken are simply not practical enough in a real match. I’ve yet to find a situation, other than a Shimmy or DP punish for me to use the OD-Jinrai > DP combo. 2.) His 5MK cancel into Super is only reliable with SA1/2, SA3 will whiff sometimes. 3.) 2HP > H-Jinrai is a good buff, and practical for Ken’s pressure game. 4.) SA2 extra damage is nice for Punish Counter, but once again, must be a precise situation of -6 on block. Overall I feel like Ken’s in the same spot as last season, other characters seem to have gotten very practical buffs, meanwhile Ken continues to not receive buffs in the area of his gameplay that needs it the most. - Plus Button - Useful Special Moves in neutral - Damage - 2LK > 5LP To Combo reliably. - punishable buttons on block (MK & HK) I repeat: - Air Ex Tatsu is the definition of useless, and has been for 2 years now, the move itself feels deleted & glitchy lol - Dragon Lash is slow, not practical in most scenarios, easily countered with PP or a button, even crouching attacks will counter it, defeating the sole purpose of him flying off the ground. - Weak FB’s. & more. These are my thoughts for now.

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Rush_G
Rush_G@_RushG·
@DacJoshFGC I'm taking about 2MP as a neutral tool and landing it naturally, not close up. If Ryu lands a stray 2MP he can link into 5LK naturally. Counter Hit can go into another medium punch I'm saying for Ken to be +1 on regular hit to get a 4F link. 5MP isn't a neutral tool
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DacJosh
DacJosh@DacJoshFGC·
@_RushG No no I’m saying pressing stmp to link into st lp. If you’re at a close enough range where after your medium you want to link confirm, just press 5 mp instead of 2mp.
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REZ | Dudesickle
REZ | Dudesickle@Dudesickle06·
This character is genuinely the exact same after the patch ngl. OD fan is still a nightmare to deal with & and her overall gameplan also hasn't been nerfed in the slightest. This patch in general btw has been the same as the last one. I legit don't know what is Capcom's mindset with making changes with this game.
REZ | Dudesickle tweet mediaREZ | Dudesickle tweet media
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Rush_G
Rush_G@_RushG·
@DacJoshFGC Ken's 5LP is 4F, Ken's 5MP is 5F If hit a CR MP at range you cant link into anything. Only Counter hit do you get 5MP close up. At range it's 5LK, again counter hit
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DacJosh
DacJosh@DacJoshFGC·
@_RushG I mean any range where you would press 2mp to get a link into lp you can already press st mp which is 1 frame faster and links into lp, seems redundant.
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Rush_G
Rush_G@_RushG·
@DacJoshFGC @jav1ts Fair, I think it being +3 on regular hit is where the main issue lies. Ryu's is +5! Ken's 2MP being +4 oH and being able to link into a 4F at closer proximity would be great
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DacJosh
DacJosh@DacJoshFGC·
@_RushG @jav1ts 2mp being +1 would be overkill, Ryu doesn’t even have the same kind of pressure (esp when you consider Ken has a 5 frame medium, that would be like Ryu mp being +2). Ken can already make it plus in a lot of frame kills since it has 3 active frames.
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Rush_G
Rush_G@_RushG·
@NY_Teiga @tajh256 @FightCoachFight @andyenigma Solid list! I hate the damage on EX Tatsu before the break HP DP Brake only going onto LP DP, I assume that's grounded hit? I swear you can go into his punch Supers too? None side switch damage buff would be nice Lack of 4F normal also sucks 😭
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Rush_G retweetledi
Chris T
Chris T@Chris_Tatarian·
I am sharing the same feelings as Ryukichi after playing this week. 1.) The “buffs” for Ken are simply not practical enough in a real match. I’ve yet to find a situation, other than a Shimmy or DP punish for me to use the OD-Jinrai > DP combo. 2.) His 5MK cancel into Super is only reliable with SA1/2, SA3 will whiff sometimes. 3.) 2HP > H-Jinrai is a good buff, and practical for Ken’s pressure game. 4.) SA2 extra damage is nice for Punish Counter, but once again, must be a precise situation of -6 on block. Overall I feel like Ken’s in the same spot as last season, other characters seem to have gotten very practical buffs, meanwhile Ken continues to not receive buffs in the area of his gameplay that needs it the most. - Plus Button - Useful Special Moves in neutral - Damage - 2LK > 5LP To Combo reliably. - punishable buttons on block (MK & HK) I repeat: - Air Ex Tatsu is the definition of useless, and has been for 2 years now, the move itself feels deleted & glitchy lol - Dragon Lash is slow, not practical in most scenarios, easily countered with PP or a button, even crouching attacks will counter it, defeating the sole purpose of him flying off the ground. - Weak FB’s. & more. These are my thoughts for now.
FAV|りゅうきち(Ryukichi)@ryukichi1214

ケンを実際に対戦で動かしてみた!! 現実は非常でした。 とても悲しい悲しい事実に僕は。 扇子を取り出した。 また会う日まで。 Good bye KEN

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Rush_G
Rush_G@_RushG·
There's some niche situations like this where the (new) Stand MK > Super cancel is great, another example is Meaty OD Fireball against SA1 and you're +8 but at range Cancelling into Super during neutral / footsies isn't easy due to the tiny cancel / hit confirm window
織花える@えるふVtuber@EL_Orihana

新環境のケン君の変更点をちょっとずつ ③ 〇遠距離で浮いてる相手への追撃 ・強Kすごい遠いパニカン ・とおくで波動拳踏ませた時 とかにSAつなぐだけならかなり安定するようになって うれし!よ!!!! グラディウス相手にたまにあったんだよねーー #スト6 #ケン

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Rush_G
Rush_G@_RushG·
@Kuragune Optimals need to be paired with consistency, there is a point where we need to ask ourselves if the risk is worth the reward Some of these routes are attainable with practice but others require too many singular strict timings to make it worth it
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Kurogane
Kurogane@Kuragune·
@_RushG One of fhe worst thing in SF6 is that the most cool combos are always non-optimal and u are losing damage when u can just do some basic but efficient combo
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Rush_G
Rush_G@_RushG·
Video contains #sf6_ken combos but it's often far too much work for squeezing out the marginal extra damage. The no backrise off Jinrai > low follow up and SA2 punish damage buffs are minor but more important. Ken is mostly the same post patch.
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Boony
Boony@boony12_·
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Rush_G
Rush_G@_RushG·
This should of been a cool combo ender but instead it turned into a number of miscalculations #cotw_ken #finalSPGplease
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Rush_G
Rush_G@_RushG·
@AfroSaiyan Appreciate it, I've put hard work into my JP gameplay!
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Ibn
Ibn@AfroSaiyan·
@_RushG You look like you know how to play high-key
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Rush_G
Rush_G@_RushG·
Sometimes I like to David Attenborough players neutral in SF6, then ponder how they got to this point in their fighting game career. It's only up from here, I believe in you!
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MuscleNoob
MuscleNoob@TheMusclenoob·
you can beat this stupid mix-up by buffering dp or level 3 and reacting to her movement in the air, but its still really dumb and I hope they get rid of it
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Rush_G
Rush_G@_RushG·
Air Rev Blow is gonna be the death of me in this game I swear 😭
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