Does anyone know if Ryu is really low tier? I was lurking the other boards and it seems people think he’s one of the worst. Anyone here think otherwise? I was really hoping to put Ryu on my main team do you guys think he is or will be good enough?
Depends, what are you going to use him for?
And while I think he’s one of the worst (which isn’t saying much, everyone’s viable in this game, even Ryu), he can be used, hell, as you can see in my sig, I do use him.
What are Ryu’s biggest downfalls? Right now I’ve been using him as a final character to xfactor and punish the heck out of my opponents. I like that he has a fast beam and 1 million health, but is there anyone else that does this job better?
I’ve used Akuma but his health is so low he can be killed in one combo.
Sent from my haxsung intercept using Tapatalk
Hey Guys, when I land a Donkey Kick from mid to fullscreen is it possible to wave dash forward in time to connect with anything else other than a Shinkuu Hadoken? I reckon there’s a chance it’s just my wave dashing is a little rusty, or is this strictly a move designed for the corner?
Cheers
Umm yea… I uploaded a number of videos of ryu instant killing off full screen donkey kick wiff dashs etc…
YouTube - SaishuuKessen’s Channel
ALso some bug videos for the game, quintuple shinkuu hadoken links yadda yadda… Unfortunately SRK won’t upload my videos do to so called “personal reasons” which probably are because they got mad how I talked about them rigging stuff before… oops.
On that full screen donkey kick business, I watched a video in the combo thread that show a guy getting donkey kicked across the screen, then dash - H tatsu - shinku. But I was messing around in training mode and I couldn’t seem to get a dash going to chase the guy down. Any advice here?
What are some Ryu BNB combos? I’m trying to hop around the forums and get some good basic bnbs with everyone and kind of learn every character.
Try this vanilla combo after either dashing or landing an air tatsu L on a grounded opponent:
L, M, H, S, jump cancel, M, M, H, Tatsu H, Shinku Hadoken
Depending on how you landed the aerial M, M, H, you may have to aim Shinku straight down or forward. Never aim at an angle, for some reason I miss a few hits when I do this.
Also, if you landed a Shinku aimed straight down, you can keep the combo going with a DHC, provided you have the meter for it.
I love Ryu with a passion, I refuse to use akuma because of his low health but I feel he can approach 120% way better then Ryu can. What are better way for Ryu to Approach someone then just zoning and waiting for them to come? (which I heard is the best thing to do with Ryu anyway).
When I do go on the offense, 80% of my combo starter is Jump L Tatsu into BnB.
wavedash is the answer. if you don’t understand go to youtube key words: MVC3 wavedash tutorial
Yeah honestly, Ryu’s only real approach is just jumping around and L Tatsu (H Tatsus can be alright on the ground). I mean it’s not bad, but it’s really the only thing worth doing as Ryu.
Super Jumping and stalling with fireballs, and then landing with Tatsu is pretty funny as long as your opponent doesn’t have a silly option that can punish you for super jumping. The other nice thing about stalling with fireballs is that it’s sorta an option select that can confirm which side your opponent is on before you land. If they’re in front of you, you just stall. If they’re behind you, you get to drop down on them with Tatsu.
Has anyone noticed that shinkuu works weird when punishing assists? I was in training mode and was punishing Amaterasu’s bloom and it did like around 700,000 damage to her instead of around 400,000 anyone know how to reliably get it to do high damage like that all the time it seems to only work some of the time.
Assists always take 1.5 times the normal damage the point characters take. It’s the trade-off for assist’s usefulness. Try punishing assists with a combo that hits the point character as well, and you’ll see each time that the assist takes more damage from that combo.
I know that assists always take like 150% of damage compared to the point character. Shinkuu only does like 261,000 ish damage 150% of that is 391,500 which is around how much it usually does but when I used it a couple more times it did around 700,000 because she had like barely any life left as opposed to half since she only has 800,000. I also, did it to a Sentinel assist and took like half of his like which is around 700,000. I checked it like like 20 times to make sure i’m not crazy or wasn’t waiting for their life to go all the way back up and it seems to randomly spike in damage.
assist get counter hit i think, if haggar head butts them and its a counter hit they get dizzy. it does more damage when its a counter hit sometimes i do about 60% on sent (as an assist) and other times less than 30%. some one should check if ch makes a difference with supers
I fell asleep earlier, but I was going to post a video… I think Ryu’s fireball has a faster duration/startup. Can’t confirm yet. Will with video soon.
i think it does i was able to juggle my friend 2 times from full screen. it was A hadouken then C hadouken
I do not get this ryu sucks talk. Easy chains, instant full screen supe, good damage.
At this point everybody is viable and in the game.
People compare him to Akuma (who is better) without looking into the good qualities of Ryu. Some of Ryu’s advantages are subtle. He has better range on his normals, so he’s good at punishing. His L tatsu in the air has ridiculous priority and tons of + frames on block and hit. His H tatsu is good for going over hypers like HSF. His beam starts up slower than Akuma’s, but it has less recovery. Both Dormammu and Akuma can be punished after theirs from full screen while I have yet to be punished with Ryu. Ryu’s beam is also great for DHCs because it can connect after pretty much any other super, while Akuma’s cannot. Ryu’s tatsu hyper is also pretty good when he is getting rushed down because it has invincibility at the start and I think it’s safe on block, unlike Akuma’s shoryuken hyper that can be easily punished. His combos are easy and do good damage. He has good health also. I just wish his overhead actually comboed into something.
The way I see it, Akuma’s skill set requires him to attack, while Ryu’s to defend and punish. Akuma is better, but Ryu is still a solid character, IMO.
Edit: It seems hyper tatsu isn’t safe on block… Oh well.
if they made it possible to cancel his overhead (its so frustrating to me that he can’t) and improved his dash slightly (to make following up jouden full screen less mind-numbingly impossible for me) then I would have no complaints about ryu.
Edit: I’ve got a question about hadouken spam actually. which version of hadouken do you guys prefer to use the majority of the time? I use :l: hadouken because of its frame data, and I can fit two on screen nicely, creating a sort of cushion in projectile wars. is the any benefit to using the other two types, besides the speed of :h:? any reason to mix it up between the three?