DS stands for dragon kick or devil kick. I belive dragon kick is semi translated for the jp name of the move.
The “S” in DS is for Stomp, as before there was anything even remotely officially translated, people just nicknamed it “Dragon Stomp”.
^ Yeah its called Dragon Stomp, might as well abbreviated to DS or stomp like Shoryuken into SRK or shoryu
cool thanks even though my assumption was right… at least i know for sure btw are there any fresh vids cuz ive watched all the ones in the vid thread just curious?
What’s the speed of his st.HK compared to Ryu’s? It SEEMS faster to me after I used him, but I could be imagining things… Input would be appreciated. A poor guy like me doesn’t get the chance to play often at the arcade.
Dunno, but the hitbox and frames feels alot better.
Yeah, I asked because it feels easier to use as antiair, almost like Ryu Alpha 3 XD
The only problem I’ve been encountering while practicing shotos (in preparation for E. Ryu) is that I’m finding it incredibly difficult to shake off the habits that have been burned into my mind as someone who, for the most part, only plays charge characters in Capcom fighters. It’s like having to learn a whole new game, execution wise. :eek:
Is there a damage difference between any of the dragon kicks or do they all do about 80 damage with things like start up, frame advantage, recovery, etc. being the difference?
HK does the most damage, then LK and last MK. HK does about double the damage of MK.
LK also does a lot more stun than MK, not sure about HK.
Not sure about EX
I think I remember Air or somebody saying that the HK version can’t be combo’d from any normal or jump in attack. So does it have any uses outside of punishing crumples when you land a FA and back dash?
Punishing crouch tech. But I believe it will only work against decent players who actually delay their tech. I also can honestly see it being used as a footsie tool, since it moves you foward quite a bit and leave you at frame advantage.
Maybe counterhit close.mp xx HK DS works, but i doubt it.
Canceling into HK DS from normals at a specific range will make ryu lift his foot in a way that c.lk crouch techs and standing throw attempts will wiff, making it a wierd frametrap. Even if they block the whole thing it leaves eryu at +2 or something, cause if they try to punish it, my c.mp counter hits them all day, and then you can confirm c.mp into c.mk xx LK DS/tatsu
I wont be spamming it thats for sure, cause if you get predictable with it(as with anything) you are inn for a hurting . It’s slow as fuck and easy to DP on reaction if they are looking for it.
Also, i have theories that meaty HK DS can be decent to use against characters with poor reversals, like gouken,balrog. Stuffs their armor moves, stuffs headbut and avoid EX tatsu. But like i said, thats just a theory.
They might also crouch tech with a normal that has better hitbox, like Ryu’s c.mp over his c.lk (same startup I believe, so there’s no downside to counterhits) and that normal will probably stuff the DS. I know it can be done against Chun’s kick thingy that works kinda similar.
Do we know how much damage a fully charged U1 does? Sorry in advance if this has already been answered.
We dont know the exact damage of any moves, because there is no data released and no training mode. If i were to compare the ultras i think it would look like this
u2 no animation < u1 raw < u1 charged < u1charged close (animation) < u2 animation
So when all is said and done, U2 is still the better choice purely from a maximum damage standpoint?
just wait 3 days)))
Not really. From the little ryu experience i have, he lands his u1 mostly from EX tatsu in the corner and from SRK FADC ULTRA.
Evil ryus ultra 1 does more damage from a SRK, and u2 can’t even combo after EX tatsu in the corner. I will still be rocking u2 tho, unless there are match ups where 1 is more useful.
Looks like it works to me
I think every set up for U1 also works for U2 except LK SRK because U2 lacks the range. But I’m pretty we’ll get both his ultras to connect most of the time from SRK, FADC over anything else because it’ll be the easy and doesn’t require a air to air or your opponent to be in the corner like j. MP or EX tatsu.