Yeah, I’m fairly sure it’s all accurate. It’s from that japanese guide book.
Only thing I left out was Focus attack properties, but that’s all standard stuff
Uploaded the translations.
Few things I’m confused about with the E.Ryu changes. First off
I get it, but what exactly could the applications for this be? It’s not like we can really hit confirm hop kick into a tatsu… or can we?
So we can FADC with out counter hit? Or only on counter hit?
As for the buffs, pretty happy about the change to health/stun, as well as the buff to U1. Maybe now there will be an actual reason to use it over U2.
Might make hopkick feasible to use against grapplers with 2 frame grabs.
The translations about the CH on s.fp are iffy. We’re missing something.
Being able to charge U1 in more situations is still only 31-32 more damage. Which is nice, but probably not a big deal.
Edit: Also, hopkick into a connected aerial tatsu might allow followup sweep possibly? That would be nice.
i think it was fixed
• Target Combo’s standing Hard Punch will knock the opponent down and away on counter-hit. Also the damage on this move was buffed.
Yeah, the note about CH s.hp and FADC probably applies to cl.hp. I just don’t know what application it would have.
I think they’re saying fadcing the target combo will be rewarding now
I completely missed how exactly the mp -> hk target combo was supposed to have different behavior on CH. Are CH on the initial moves of target combos going to change the behavior of later hits in the TC now? Or is this an anti FA/fuerte measure?
to be honest i dont know, im guessing it the start of the TC is a counter hit, the second hit will still count as one as well
Is it meaning f+MK can be kara cancelled or just cancelled on contact?
Please let it be kara.
F+MK can already be kara cancelled
As in, kara cancelled like kara demon.
Yes
Sorry, I mean that I’m hoping that the dev blog means that normal and EX Tatsu can be kara cancelled from f+MK at any point during it, like you can with Demon.
Btw something else i just found out in training mode (not sure if people already know but w/e)
If you hit a crouching cornered opponent with his TC and FADC as fast as possible you will dash through your opponent and end up behind him. you can alse delay the FADC a bit so you wont go through him.
I can really see his TC become usefull in the upcoming patch since meter is rarely a issue as evil ryu.
one of the things they listed is that his light axe kick is +1 on block. I don’t know if it’s a mistranslation or not so…
oh my bad. Not sure on this either. But I agree I hope its a kara cancel
If it’s regular, on-hit cancel, I think it can make for an amazing tool. f.MK is a strong tool against someone who likes to footsie, based on my experience, because you can use it to avoid AND hit an enemy out of low pokes. So if you can do this, and then cancel it into a tatsu for more damage (maybe a tacked on dp link too?), that would let Evil Ryu control footsies to a certain extent…
I’m surprised they didn’t address the whole thing of enemies often not getting hit by ex tatsus.
This post is a response to a post in another thread but I moved it so I wouldn’t be off-topic.
I was just trying to point out that the ‘E Ryu combo’ has practical applications. That’s it.
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This is getting off-topic. I don’t want to muck up the thread any more than I have. But first of all, you went from what I saw as “E Ryu can’t hit confirm big damage” to “E Ryu can’t hit-confirm off a CH at medium range.” First of all, divekick/j.mk/crossup tatsu mixups are obviously more damaging and ambiguous than CH/kara throw mixups. If they blocked right on the divekick or whatever, they already made a good guess or read on my mixup.[/FONT]
Yeah I would agree that the raw string cr.lp cl.hp is garbage because you can’t hit-confirm into anything really safe. But it’s a very useful string off a jump-in or whatever. I believe cl.mp xx mk axe kick is a true blockstring though so you could do cr.lp -> cl.mp xx mk axe kick fairly safely.
I knew about the hole, but it’s not that big. So off far mp or cr.mk it’s not that big a deal to me because either they’re mashing it out on block (punishable) or they’re being really amazing and reacting to the axe kick itself (probably not ready to tech throws/block overhead/aa crossups/block sweeps etc.)
Well if you really want to know, here’s what I’d expect to punish:
[LIST]
[]Sagat Super
[]Sagat hp uppercut -> lol
[]Guile hk flash kick
[]Guile super
[]Guile s.hp
[]Ryu Sweep
[]Ryu super
[]Ryu hp uppercut?
[]Ken hp uppercut
[]Ken sweep
[]Ken cr.mk
[]Ken hp super
[]Ibuki sweep
[]Ibuki s.mk?
[]Dudley s.hp
[]Seth lp super
[]Gouken sweep
[]Akuma cr.mk
[]Gen s.mk-> lol
[]Gen super
[]Dan hp uppercut
[]Dan cr.mp xx ex danku
[]Sakura cr.mk xx hp shooken fadc -> lol
[]Oni b.mp -> s.hp xx lol
[]Yun far s.mp
[]Dictator s.hk
[*]Juri cr.mk xx pinwheel
[/LIST]
I think that’s enough to show that you just shouldn’t do raw s.hp xx hadouken.
:f::d::df: :mk:~:lp::hp: = (near) Sagat Kara Tiger Range EX SRK
Unfortunately doesn’t FADC well like Sagat’s.