No, I’m not sure. If I were sure I wouldn’t have said “I think.” I am pretty sure that’s how it works, though. If you want to know for sure, ask in one of the game mechanic threads in the SF4 forum. I’m sure some one there will know.
Hey guys, just wondering if its possible to combo into U2 without Ex-tatsu in the corner? Or is that not possible? I tried DP FADC but it seems to whiff :\
It works, if you’re already as close to the corner as possible you’ll have to back dash to land the Ultra. Their is also a range where you can’t FADC forward or back dash into Ultra 2 in the corner. I can’t give you a exact measurement, you just have to know. I’ve had several matches where I did burn meter to FADC my DP near the corner only to not do anything because I realized I was too close to the corner for it to work.
What’s the general consensus on the E.Ryu vs Rose matchup? It doesn’t feel too different (aside from E.Ryu’s damage output) than regular Ryu vs Rose.
It feels kind of tough when she gets within cr.mk range as her normals general beat out E.Ryu’s higher startup frame normals; her st.mk generally beats out his cr.mk, her cr.mp usually beats out any of his normals, you can contest it with E.Ryu’s cr.mp but it’s hit or miss. You can’t really zone her from full screen due to her reflect and the shoto footsy range isn’t too great either due to her normals. The only thing that sort of works is to stay around max cr.hk range and throw hp fireballs since she can’t really reaction punish it and has to guess a jump-in or ex spiral.
There seems to be no “sweet spot” for E.Ryu in this matchup. Any tips?
No sweep spot at all. In the range where you can whiff punish the slide you cant punish her standing pokes. In the range to punish the standing pokes you have to block or intecept the slide because its going to reach you. You cant get in the standing pokes’s punishment range and leave because the slide activates your block animation too fast. You have to do a lot of antecipations footsing against her.
No good offensive applications if your execution is good. Many defensive aplications. Focusing Bison’s Scissors, doing it after a blocked c.mk xx hadoken to bait projectile invincible or armored moves, like Cammy’s or Balrog’s
edit: I guess it wont work for the later because the move shall be a reversal…
I just tested it here, the move (EX Spiral Arrow) is a reversal, hits Evil Ryu during the RF andbeats it, but there is no armorbreaking sounds and animations. Strange.
Edit: canceling a move into RF results on it not being an armored move, thats why theres no sound and animation of armor breaking. I didnt know that.
I don’t know if most of you guys would consider her to be his worse match up, but personally I have a harder time against her than anybody else with Evil Ryu. I just feel so lost. Can’t zone full screen, can’t really zone mid screen since EX spiral blows it up now, and when you’re up close her buttons beats ours. The only saving grace is that she’s free on wake up. If you can score a knockdown you really have to make it count. Rose players will be back dash happy since they have no reversal now. If you have a couple bars you can OS that back dash for huge damage. Even the basic punish without meter would really hurt. Then work your frame trap/throw game if you feel that they’ll finally sit still.
But outside of knockdowns I’m not sure what to say. Anybody who watches my matches against Rose will probably be scratching their heads at first. When I get close enough I do a hop kick into EX tatsu/tatsu anticipating slides because Rose players are so slide happy at a certain range. I wouldn’t call it smart play, just something I’m experimenting with and it’s probably not a good idea to do it. Other then that it feels like far MK is the only poke that gives you a fighting chance. It still loses to some of her stuff but at least you have something to work with.
Imagine it is a 1 frame window. You only have 1 specific window to input.
you have 2 input, MP and LP+MP
the only time that you would get chain LP instead of MP is when you have both input early (which mean you input LP+MP before the LP recover) -> no matter what you do, you will miss it anyway. If you do MP~select to have 2 MP input, you would have still miss the link because both inputs are early.
So I say, plink MP~LP = no flaw because you either hit with the MP or hit with LP+MP during the 1 frame window.
Also, chain attack cancel the rest of active frames and recovery frames. IIRC, it doesnt matter which thing it will cancel, you will get your 2nd chain move start up right after you press the button, whether you are in active frame or recovery frame.
But if you mash LP and it hit the opponent, it will be Start up -> active (1st frame hit) -> start up -> active
Because you can buffer the special after dash. The same apply to all fadc combo (Gouki & Ken HP shoryuken fadc the 1st hit = +3, you can do this 100 time and never miss).
but you can’t execute anyone of those after a f.mp. I don’t suggest going into a match trying to land it, but you land a f.mp you could convert it into big damage with 3 bars.
EX DP, FADC, into whatever can be a really scary option against opponents who try to meaty you on wake up. You can follow up with cr. MP, cl. HP, MK axe kick, cr. MP, LK tatsu, HP SRK for 411 damage. It’s very expensive at 3 bars, but who else can wake up SRK for anything close to that kind of damage without Ultra? I’ve never done it but it’s one of those things I hope to do one day in a actual match. I’ll probably follow up with cl. MP > MK axe kick instead because it’s easier. I have done EX DP > red focus > Ultra 2 a few times, that was pretty nice.