K im really curious what they did to Juri’s dive kick now. Hopefully lk pinwheel is still -2 on crouchers, and mk was never safe to begin with, but if they are not changing the frame data on divekick, what are they changing?
How big losing momentum is? Ryu’s fireball is -6 on block, there’s NOTHING that he could do after that, that you couldn’t punish. But I’m curious, just how big is that then? You know, being minus and all. I’m not going to get to deep into time overs, but if people would optimize their combos I’m sure that they would disappear. Again, that’s just my opinion. I don’t know all of the DPs in this game, but Ken’s and Akuma’s are great, I think Julia’s and Hwoarang’s dps are good too.
Can bad matchups count as weaknesses? As Dhalsim still kicks his ass pretty bad. What tools are you talking about? The only new tools he received was the EX SRK and Joudan. Aside from that, and I’m going out on a limb here, he seems exactly like his SF2 HD incarnation, what with the fake fireballs and all.
I can live with that.
He still have ridiculous damage though, and it basically means that hai hai hai hai as Rufus’ main gameplan won’t be viable anymore, which I am totally fine with!
I am a Dhalsim player, so I am hella biased btw:P
Yeah, but Dive Kick was like, his entire pressure game. I honestly don’t know what Rufus is capable of without it because I’ve literally never seen anyone do anything else. Keep an eye on Justin Wong, I guess. Rufus does great damage and has good combo potential but I feel like he’s going to be relying a lot more on EX punishes now and I don’t see him being popular as a meter dependent character.
Im confused. Can you explain?
Im talking about the diaganol input glitch on xbox 360 controllers that makes it near impossible to crouch block or jump forward/backward. Is this not what the patch is talking about?
If I understand it correctly (anyone feel free to right me if I’m wrong), now if you jump straight up, you’ve got priority against cross ups and jump-in attacks. Since the Tekken characters all lack solid standing anti-airs and quick reversals, this affords them counters to constant cross up pressure considering a lot of them have decent/good vertical jump normals. Marduk, for example, has several really quick vertical jump attacks that I’ve never seen a use for and barely ever hit with.
Now he has an answer to jump happy people other than Gator Slam, which is painfully slow when baited.
I really can’t comment on Poison, but doesn’t she have an attack that goes over fireballs?
Raven is hard, imo. He can compete in a fireball war and he can punish yours too. Hugo is fun, especially when you fight a good Hugo, as he can punish so much of Ryu’s tools. EWGF Kazuya is a fun match, Kazuya really can keep up in terms of footsies, and the Ryu player really has to think about throwing fireballs, and not just doing them. I don’t have much experience against Jin, but when he’s in your face pressing buttons…you just have to block and stay patient, as I’m sure every button of his is a frame trap. LOL.
I’m lost, Ryu doesn’t have to worry about Dhalsim? For me it’s very difficult especially with how big the stages are, and how easy it is for Sim to dominate with his pokes.
So basically now a N.J+attack > cross up attack/j.f attack?
This has nothing to do with fixing the inputs?
Fuck you capcom!
He dominates with pokes because he can pressure long range but that’s all Sim has on Ryu in SFxT. He used to have a lot more, its a match up you have to play incredibly smartly because Sim has a clear advantage, but if you figure out how to mess with his zoom pressure he’s out of assets.
It’s a big IF, but its a smaller one than in AE.
Lol Gurrry pls. (Dolan reference).
Yeah, I’m pretty sure they are just making NJ.attack better, nothing about fixing diagonals, yet.
**
.This -is- what I thought. You can’t throw a character who was just tagged out now. You can still tag out on command throw, though. Thank goodness.
the only thing sim has over ryu in sfxtk is you can punish all fireball for free on reaction.
But ryu beats or trades with everything sim can do up close.
What can Hugo punish against Ryu?
Ryu’s donkey kick pressure is hard to deal with for Dhalsim. Jab pressure is really hard to deal with. Ryu can cancel his fireballs and bait Dhalsim into doing stuff. C.HP xx super OS on sim’s fierce seems easier for Ryu, as well as sweeping the fierce and canceling fireballs into an easy approach against sim. Super punishes yoga sniper. Air tatsu can be done in a way that makes it very difficult to anti air for dhalsim, even if he knows it is coming.
Ofc Dhalsim has a lot of tools that are good against ryu too, but I just wanted to show you that there are some good stuff for Ryu in that matchup. It might very well still be in Dhalsim’s favor but it’s closer to even IMO
Yeah I can’t imagine Mr. Wong is having a very good morning
I think Sim’s only jab pressure answer is cr.short, huh? I think its 3 frames if you catch someone unawares which like -never- happens. You’re always at disadvantaged frames when you’re in Ryu’s face. I think it’s closer to Ryu’s favor than even. I’d give Ryu 7 to 3 on a good day, but 6 to 4 seems fairer given Sim’s options in the right situation. You have to play it VERY smart.
Hugo can counter Ryu’s frame traps with clothesline and punish lag in Ryu’s pressure, but other than that I don’t think he has a ton of options. He has to do a lot of baiting and fishing, but gets beat out on the draw. I’ve yet to see a really good Ryu against a really good Hugo, though so I’d have to see the match in action to really be able to comment on a real level.
I want to see him still do work with Rufus, but Dive Kick is Rufus’s chief export so I don’t get what he’ll do.
Hopefully we’ll see.
From what I’ve had done against me, I believe his Cr.lk can punish Cr.Mk on reaction. And his armor special beats fireballs at mid range.
It is really closer? I still have an incredibly hard time trying to even approach Sim, obviously when I’m in I can dominate. But getting to that position is a whole other matter. Can you slide under air Tatsus? Or does the ambiguity make it harder to perform?
That right there is the true testament of a good player; the ability to work around a nerf. Lord knows I know all about that using Vega in AE.
Good question actually… I can’t say I’ve seen it.
I don’t know… I need to see/play this match up more. I feel like Ryu’s got it, honestly, but I have to look at all of Sim’s options.
EDIT: would be the day I didn’t bring my guide with me… I’ll have to read up when i get home and play around in training mode.
C.short to punish ryu’s c.mk might be good yes, but to lariat ryus fireballs are dangerous, since you have to react to them leaving his hands, and not the startup (since you can charge and backdash).
Sliding under tatsus is possible, but it’s a little harder to do than in sf4 from my experience
This is the infinites/glitch fix patch. And more colors. And more gems.
Finally, more yellows and purples!! My kinda thang.
In the jp site along with the diagonal neutral jump thing it says something like “this will improve the feel of the controls when inputting diagonal moves”. I think they are fixing the diagonal thing.