Ryo is much better in K Groove.
I use K Groove now after going to Okinawa, Just Defending is way easier after getting used to Parrying.
Ryo is much better in K Groove.
I use K Groove now after going to Okinawa, Just Defending is way easier after getting used to Parrying.
Is it just me, or does small jump strong land more often/easier than small jump RH? I usually mix them up, but I prefer strong even though it does less damage. Are there any good setups for landing HCB+P? I donât really use the move very much.
For damage of course the fierce is better, but if you want to outprioritize someone, especially in the air you should use j.lk. Like Chun Li or Bison, espeically. Blanka too even.
mixup:
I donât see why P-Groove Ryo would be hampered much. Short Jump Roundhosue would still work, so he could still do âhis thingâ with that.
The overall advantages of K-Groove are lost, of course, but if you prefer P, thereâs nothing wrong with that. The strats I listed would still work, but using the Fireball Super when you land from a Low Jump would be more wasteful, thatâs all.
Wow, the Ryo users are coming out of the woodwork!
Pain: the HCB +P move is a somewhat difficult move to combo in, but i find myself using it a hell of a lot. When comboed, it is ryos most damaging combo AND ALWAYS FOLLOW HCB+P UP WITH SJ. HP!!!.
The most practical way to combo it in is Cr.MK->HCB, sj. HP. I usually do this as follows: f, df, d+Mk, db, b+HP. While it is somewhat hard to pull off in high level play, pulling it out of your ass at random times while often catch your opp. off guard, due to the deceptive range of the MK. If you are very close to your opponent, For more damage, you can do cr.HP->HCB HP.
I find the most use for this combo when my opp. is dizzy. It is Ryoâs most potent choice for when your opp. is in stun (which happens surprisingly often if you are annoying with your jab dps, small jump roundhouses, and Medium kicks) However, when opp is in stun, i recommend this variation: Jump in HK, cr. MK->HCB P, sj. HP. The damage is ludicrous. I also find it somewhat effective when youre opp. is down, to run up to him and right when he gets up, do the MK->HCB combo. It works surprisingly well sometimes.
And When you do the combo in the corner, you and your opponent will land around the same time, so immediately doing jab DP when you land jands almost 90% of the time, until your opp. figgers it out.
And Ryoâs best groove is K! There is no Argument!
Has anyone found practical uses, combos for f,b,f +P?
Also, what is the deal with the pre fight intro when Ryo and Ryu are about to fight and they both backflip out of the same spot in the air?
I think ryo has the best crossup in the game. Itâs deceptive and can often catch your opponent blocking the wrong direction. I think he is one of the few characters that can crossup high and still land and continue to combo. If it hits, go straight into his bnb combo.
As for the FBF+P, I use it mainly as anti air or anti roll. And like I said before, I combo it after the lvl2 rush super.
Is it possible to land a low fwd after JDing ground or air moves? If you can, then K groove is definately the best groove for ryo.
Has anyone been able to do that ridiculous timing on the HCB+p, superjump cancel, land and f-b-f+p that MEM did in his combo video? I know itâs corner only but I canât get that timing to save my life
Wow, i dint know you could fbf+P after the sj HP! If you could give me the link to that video, that would be awesome. But if Mummy canât do it, i doubt i can get the timing down.
BTW, People post on this forum entirely too often. This is like the most frequent posting out of all the forums ive ever been to. It keeps making me feel dweeby everytime i post 5 times during the hour.
Alphastorm: What crossup are you talkin bout?
it depends on the move, JD reduces recovery, but if your opponent did say a jab, or a late air move you may not have time to fwd. If you jd a special or fierce/rh you will most likely have time. That is one advantage of P, you could fwd after just about any parry, which means free combo. I think iâm gonna steal your ryo and add it to my kyo, then i just need one more annoying person for the P-groove team!
No no, you donât hit them in the air with anything. You just superjump cancel so that theyâre in a juggle state, you land, then immediately catch them with the f-b-f+p before they hit the ground. Itâs pretty sick⌠The video used to be on gamecombos.com but I think they took it off. If you want it just let me know I can send it via AIM or something. The whole combo MEM does is C Groove and involves FOUR levels, he super cancels a Level 2 twice all in a dizzy combo. Itâs one of the most ridiculous C Groove combos I have ever seen ever, the execution and timing is hardcore
EDIT:
Correction. He does hcb+p, superjump cancel fp, fp DP, then the guy is dizzy, does some more hits, Level 2 combo super, and super cancels into hcb+p⌠but only two hits connect on that, which I think makes it possible to land the f-b-f+p after empty superjump cancel.
oooooooooh, i know what you mean know. IF you do HCB+P while your opponent is in the air and in the corner, only the first and last hits hit (2 hits) and it sends your opp much higher into the air than if you connected HCB+P on the ground. Because the opponent went higher after the last hit, he was able to super jump empty and land before opp to land the f,b,f +P. Try it out. It should work. Thanks for the reply mummy.
I was talking about ryoâs fwd kick. His kick is slanted more than the other shotos, making it easier to land the hit and combo after.
I just want to jd sagatâs low fierce and combo him to death. I might not be in range for the HCB+P thought. I agree it would be easier to land his bnb in P groove. I also like cammy in P, now I need one more for the team.
what bnb do you use?
bnb: low fwd, HCB+P, SJ fierce
Lets both use P-kyo/ryo/2cammy!!! omg iâm trying it today!
Itâs all Level 2 Super Canceling. I dunno if youâve been to Majestrosâ site before (www.sonichurricane.com), but he has an article there that explains the whole Level 2 Juggling âglitchâ that allows for extra Juggles. The only way to land the Jumping Fierce into Fierce DP at the end of the HCB + Punch is if you do the HCB + P OUT of a Level 2 Super in C-Groove. And make sure you do the Jumping Fierce after the Super Jump AS LATE AS POSSIBLE right before you land. Also, you have to make sure you âReversalâ timing your DP when you land. Youâll only be able to Juggle the enemy in the first animation frame of the Air Reel. So you gotta 1) Do Jumping Fierce as late as possible. 2) Reversal timing the Fierce DP when you land.
Likewise, the only way to land the F, B, F + P is if you, again, cancel a Level 2 into it. This doesnât have anything to do with the above glitch, though. The key is launching them with the end of HCB + Punch when they are high up in the air already. If you catch them off the ground, you canât land in time to catch them with F, B, F + Punch. To do this, you need to cancel the landing from the first Uppercut in his Level 2 Rush Super into the HCB + Punch so that the last hit (that launches) hits the enemy when they are already in the air. That gives you time to Super Jump and land before they hit the ground. When you land, you can catch them with the F, B, F + Punch to Juggle. HOWEVER, because of the Level 2 Super Canceling Extra Juggle thing, you can actually land with a Crouching Strong to Juggle FIRST and Buffer that INTO the F, B, F + P. Iâve actually done the first version, but never the second (never tried, actually). The hardest part, surprisingly, is timing the HCB + P to cancel his Level 2 Rush Super RIGHT when he lands from the first of two Uppercuts.
I know that MEM combo is flashy but I wouldnât bother using it. Itâs too difficult.
If you land a lvl2 rush super, wait for it to end(donât cancel super), you will land before opponent does, then do FBF+Fierce P. That will give you one or two less pixels of dmg but itâs much easier.
Thanks for the clarification jchensor. I was familiar with Majestrosâ article on that juggle thing, but I didnât realize that was what was happening in that combo. The whole Capcom/SNK juggle states and level 2 crap juggles are beyond my understanding so I just stare and do one of these :eek: whenever I see stuff like that.
Alphastorm, yeah hell no I wouldnât actually try that crap out in a match. If I ever landed it all, someone would have to either pay me or get thier fine ass gf to provide services. Didnât know about the landing and catching them with the f-b-f+p though, thanks for the info.
i know ryo probably doesnt do this the best, but i was wondering how to get a really good rushdown game going with the invincible dragon. I know his small jump RH is a big part of it, but the question is, how to get them scared and blocking. I try to run up and do cr.jab, cr.lk, Cr.MK or run up standing mk, jumping roundhouse, or cr.jab, cr.mk, fireball. But i just want a good concrete rush strategy, because many of those have pretty big holes in them and if i want to utilize K, then i need to utilize rush.
You mean blocked strings? They are best in C groove for building meter. Here are some I use:
l.jab, l.short, l.jab, s.fwd
l.short, l.jab, l.fwd, fb or charge kick(get ready to jab dp)
crossup fwd, l.fwd, HCB+Jab(get ready to jab dp). If the low fwd connects, use (HCB+fierce, sj cancel fierce) aka bnb.