I got this on my recommendation and im glad i got it cause i haven’t seen any good guides in a while on ken/ryu Thanks for the hard work and keep it up 🥋 🔥
Wonderful video Ronin, and you are right. I jump in far too often and rely on Nair confirms too much. I'll begin applying a more grounded footsie game from here on out. I would love to see a short additional video on Ryus options in neutral if you ever feel up to it.
Celtz - Ikechi mentioned some things he learned about Ryus projectile game from his matches with Ronin! Would love to see a vid fleshed out by Ronin on this. For science.
First time watching one of your videos. Did you play street fighter in the past? The way you explain things is different from other smash vods, I find it so interesting and informative. Great Neutral guide btw!
Focus can be useful if it hits near the ledge on characters with bad recoveries because you can hit focus, landing up air into rising down air which is a true combo.
Interesting on the jump in on shield. I must be timing nair wrong because I tend to get grabbed before my tilts come out. Any pointers? I fast fall nair, but I’m not sure why I can’t tilt fast enough to trump the grab reaction.
Excellent guide, especially with the inclusion of previous guides. Though, I'm pretty worried how 3.0.0 will affect this guide. Also, are there any other issues with Focus besides it being easily broken from attacks with even decent knockback?
I'm having a problem with the shield breaker combo. On the last hit of the roundhouse kick it hits them out of shield instead of breaking the shield as intended. Any tips on the execution as it was shown in the video?
I have always enjoyed the mentality of playing Ken/Ryu. I am new to the character and struggle with the general neutral game and being overly aggressive with the character. Any tips for me on what I should focus on and work towards to get a better grasp of neutral with ken?
positioning, patience and in game awareness is what you need to focus on while making sure your asking your self the right questions. why did that work? why did I get hit? IDK wtf that was I am going to save my replays and go back and look at that again etc
Ronin not sure if youve mentioned it in previous vids, but what do you set c stick to? Im having a tough time using tilts at the right time with Ken and think maybe using the c stick might help?
Hey so this video is really good but I’m fairly new to using Ken so I wanted to ask if you have any beginner tips for things I should work on or practice
Hey ronin you know how ryu could nair chain in smash 4? ken can kinda do the same thing. I have a recent combo video on my channel about. Could you talk about the combo’s validity.
did you know that you can do a fastfall fair on the back of your opponent for some spicy follow-ups like up-B, nair and roundhouse kick. im not that good yet so id like if you'd do a video on that.
How are you stringing with Huptilt at 11:20? I cant get any of the kicks off it. Tho maybe im just bad. Also any advice with true Shoryuken. Idk why but I cannot get it when I want it. I even turnd stick sensitivity all the way down. Wish I could use a dpad lol.
so as soon as you land the proximity ftilt. (do ftilt but very close) you want to input half circle forward and hold the attack button. as for dp its mostly just getting in the lab and practicing the z motion and practicing doing it out of moves you can cancel out of
Really, really new to Ken. Sorry to ask this, but what does proximity (direction) tilt mean? I know there is a heavy and light variation of his tilts but that's it.
Up close pretty much. When your on top of your opponent. If you hold jab you will get hard up tilt and if you are up close and do forward tilt you will get pftilt.
for recovering you do not have to do the input. I have a guide on medium that you can check out but after up air you have to pause for a moment before going into medium. you do the Z motion and then double tap the A button. if you do it to fast you will get light dp every time
@@RoninX-uo8uy I just watched the medium guide, you're one of the only people that I've seen actually have comprehensive guides for Ken. I'm new to him but he's rekindled my drive to play smash again. Subbed and looking foward to more in the future, thank you
Hey, i know this is pretty old, but i just recently got into ken and ryu and i have two questions you or someone else might be able to answer, A. I always accidentally input special moves with the a button, do i just get good? And B. I play on handheld mode, but is game cube controller that much better? Thanks alot!
Yooo I'm learning ken rn too. So, look The input thing is kinda yeah, you'll learn with practice. For the second it's really up to preference. I'm using joycons rn and I can do inputs fine, but the octagonal gates on a gamecube controller would make it easier, but I don't think its by that much. Even the original straight fighter was played with circle gates. Hope this makes sense.
I'm having a lot of trouble with ken. I always want to do flashy combos and don't even know the basics of the character. I really want to learn him because I love the street fighter franchise. Any tips?
@@RoninX-uo8uy I find it hard to do all the special inputs effectively and I don't really know what all his moves do. I try to always just get a quick bread and butter string and run away and i'm prone to mash. When the enemy is at kill percent I get thirsty for a shoyu and get exploited. Also I always lose in disadvantage.
@@samernst3603 a lot of these issues sound like you need to spend more time in the lab and practicing execution. I will be making a combo guide soon that should be able to help you. when you find your opening from your bnb you should never run away when your in advantage. focus on covering your opponents options in disadvantage and push him in the corner. this video goes over that. when your opponent is at kill percent focus on what you see them doing, focus on stage control and push them to the ledge and let the kill come to you. patients is key
I play on both and I personally prefer pro controller because I miss 1 trigger to map, but both are good, I would say that GC has the benefit of the octogonal stick to do inputs but it's personal preference, I find myself more comfortable playing on pro controller.
A lot of it is prefrence but what Is maditory in my opinion is tilt stick and a shoulder button set to jump to make stringing up airs easier. also have your stick sensitivity set to high so that you can react with back dash and other movements easier
How are you executing the perfect pivot light forward tilt dash attack? After i dash for some reason my light tilt kick doesnt register or it does the punch tilt instead. Thankya sir
1 thing i like to do at 90% at the ledge is jab jab reversed shoryuken its 100% true when the oppenent di for the shoryuken. What a good player always does. Because if they dont they would die normaly.
“Jumping in should only be used to call someone out...” I jump so freaking much with Ryu in smash ultimate, yet I don’t jump in very much as Ryu in SF5. Now I’m starting to get why. Jumping in is heavily punishable if not timed properly. Its easy to punish low level players in SF5 since so many players are constantly jumping in. I definitely need to work on playing a more grounded game with Ryu, Ken, and Terry.
I think he means when he dash forwards and inputs in the opposite direction ("pivoting") and then pivots again by inputting a f-tilt towards the opponent. It allows you to immediately input an f-tilt from dash. That's basically a guess from what I saw him doing in the video.
@@grimere4367 In this video at least, it shows that you can use it to pressure shield when spamming it (after ff nairing shield ofc) it pokes short characters, but on taller ones you can do hard u-tilt to hard roundhouse kick to break or poke sheilds (Second hit of hard roundhouse kick will be the thing poking/breaking). at high percent yeah Its just good for comboes (ex.light u-tilt, hard jab (people call this proximity jab or p-jab) Shoryuken). Hope this makes sense.
i recommend using c stick for running down tilts and f tilts and analog for uptilts. this is because the analog downtilt will often end up with you doing an accidental crescent kick.
"If you've got that 70% true combo you spent months perfecting down to a science, Ike's going to walk up to you and Nair-nair-nair-nair-nair you and you're dead. You're trying to execute micro-tilts and proximity normals by buffering dashes that somehow connect your command inputs and all the other guy has to do is wait because his hitboxes, lag and follow ups are just better."
Nair spaming on ken does notvwork if the ken player knows how to anti air property. If we are talking about ikes hit boxes sure they are better but kens high priority on his kit helps deal with that due to how many I frames he has on his anti air kit. Kens frame data is pretty good as well. The patient style your talking about of just "waiting" will eventually end with them in the corner since ken can control the air against them and if they wiff near me I have burst options and other movement options to wiff punish.
14:38 yeah you could do a long, execution heavy combo that leads into medium dp Or you can literally just do Tipper Nair > Dair > Medium dp and kill that way Why you gotta make it complicated
RoninX1819 wait, Ken’s Dair tumbles? I thought that was impossible to DI unless you meant the first hit of dp Also side note, what do you mean by “release parrying”? Is that just parrying or is it a parry tech I didn’t know about.
@@shieldlesscap6124 when your being hit constantly on shield you just release shield in time to parry lol. normally people parry in anticipation of a move. so ya its still just normal parry but its just a different way of using it in a different situation pretty much