true. but you also have to think about teams where assists are common.
chun lightning legs assist for example. let’s be honest, who is gonna have chun li on the sidelines and NOT use her assist like a crazy person? that assist does practically everything from what i’ve noticed so far. it gives you a free combo, it stops your opponent in their tracks, and it hits all over the place (i was behind chun at one point and still got hit by lightning legs assist) and it’s a REALLY good assist for breaking up block/pressure strings.
punishing an assist like that (especially with 1 or 2 supers) can severely cripple a team.
You guys seriously underestimate your opponents. Even if you DO catch them in a Shinku, what makes you think they’ll be stupid enough to throw out an assist that wrecklessly again?
Hell, honestly, until Ryu gets two bars, he’s not that dangerous. I’ll take 50% off my assist for the chance at opening up Ryu for the next 10-15 seconds.
Not to mention he basically has to stay on the ground in order to get an effective Shinku punish.
yo saits why are you here if all you gunna do is talk shit about ryu??
ryu is usable just not against akuma (seriously 9-1 matchup),dante, and x-23. they have moves that will out prioritize anything you throw at them. but again he is usable, i have played against alot of the top ny players for the past week at sessions and ive made every single one of them respect ryu. All you have to do is play solid look for patterns and you will get that assist sooner or later. i use Ryu/Magnus/Chun btw
dp assist is useless btw. tatsu assist is good for corner pressure/combos. and if you use a character that gets around fast (like magnus) the slow fire ball assist is great for helping you get it plus it covers the ground and gives you a chance to trijump your way in leading into a good mixup or high damaging combos
I love how you’ve obviously never played MvC2 before. When Cable is loaded, the other person can’t call assists without risking instant character death. Cable can still call assists more or less freely. THIS IS A BIG ADVANTAGE FOR CABLE.
It’s like you don’t even understand the concept of threatening someone. Either Shinkuu Hadouken is frying your assist, or the threat of Shinkuu Hadouken is preventing you from calling your assist. Both of those situations are advantageous for Ryu.
No, you’ve got it backwards. Ryu is controlling the opponent, by making assist calls more dangerous.
Neither is Cable. And wait, which tier was Cable in? God? Really?
I’m having a hard time executing (round house kick - hadoken) most of the time it end up doing a shoryuken. Any tips to do 100% hadoken after a round house kick?
Don’t chain to fireball-- instead, chain to launcher. In any situation its always to your benefit. I’m guilty too(online mostly) of linking to tatsu after a forward H or a cr. H-- for a quick super. But the problem with that Is I’m sacrificing a good amount of damage and 1 meter for a “get off me” combo, when I could launch them into the air and do about 100,000 more damage.
redrapper is right. there’s no reason at all to end a ground combo with a normal fireball. tatsu into shinku hado however has helped me with DHC combos (especially with deadpool’s happy trigger super). and when you want to go into xfactor with ryu, end your ground combos with donkey kick, you can get really good damage if you combo after donkey kick.
so far im playing spidey, chun and ryu in my team in that order. because i like saving ryu last for all that meter. chun lightning legs assist is pretty sweet pressure with ryu. ive tested some of these stuff lately. so i was playing a few online (eww) online is ass never played a smooth game yet. well anyways
cr.a st.b into overhead chun assist gives you a free combo right afterwards.
another thing i sometimes do even better if hes near corner. if you even hit him with the overhead and you got an xfactor hes gonna eat some huge dmg especially if you got meter.
another thing i like to do but dont work on all chars especially zero since his j.C attack will just stuff it. as the opponent next char is about to pop out. i jump A version tatsu then dash right under it throws off quite a few players. or if you can time it you can cross up and get a free combo.
I have been trying stuff with ryu to give him better options outside corners, cuz once u get them in the corner ryu can deal massive dmg. i have experimented with his basic L M H F+H combo. I found that you can do with the right assist (dormammu portal in this case)
L M H F+H partner tatsu into launcher MIDSCREEN.
Not only does this good dmg but builds alot of meter aswell, especially if you go for air tatsu finish instead of slam.
Other funny stuff i have tried is using angled assists with his basic combo into tatsu . e.g. deadpool and taskmaster assist can combo from tatsu because they get juggled just to the diagonal angle, it is not possible to launch but allows you to jump after them.
with this i found two decent follows ups- M H Tatsu shinku hadouken- slighty wait and go for a airthrow.
imo Ryu is indeed very basic, but sometimes even pros go back to basics to win
Ryu with meter is scary as hell. You just don’t want to do anything. I like how Ryu can have two L fireballs on the screen at a time. Fireball trap from full-screen, lol.
Shinkuu Tatsu has huge startup invincibility (17 frames I think) - use it to punish overzealous rushdown.
If you can use assists and your opponent can’t, that’s you controlling him, not vice-versa.
According to the guide, Shinkuu XFC Shinkuu kills every assist in the game at full health. I haven’t tested this myself, though. It definitely kills most assists in the game in my experiences. My second character is Dormammu, so Shinkuu DHC Chaotic Flame kills half of the roster on reaction with my team.
He builds meter pretty fast from Hadoken spam.
Nah, as long as you aren’t super jumping, you can punish pretty well. Shinkuu while in a normal jump state at its peak comes very close to covering the ground. I’ve killed multiple opponents just by superjumping with them and throwing a Shinkuu out while they try to do a Trigger Happy or something.
He’s like this about everything.
Yeah, once Dante gets in, I have serious issues trying to recover. It’s not easy for him to get in, though, if you are using the right assists. I only have mediocre experience fighting against the other two, but I fought a good X-23 and it hurt bad, haha.
This guy gets it. My friend who mains Cable in MvC2 said “now I know why people always rage about AHVB” after facing Ryu. It’s a very similar concept, but the general package is different in execution. I just wish the man could cancel his dashes into normals!!!
I think one of the missions requires it; I doubt he wanted to know for combo purposes.
Most of my experimenting has been with Dormammu and Sentinel thus far, so this interests me - got a video? At what point do you call the assist?
Turn on inputs and practice the combo. Look at what the game is reading you as doing, and look at what your hand is doing. Correct the error.
Three at once I think, actually. I use Sentinel Force to help Ryu’s fireball game, and I’ve yet to lose a fireball war with him. If you are throwing Hadoken L, and one hits, and you have been spamming them, Sentinel Force will actually let 2 more connect, and you will deal 1/4-1/3 of your opponent’s life just from that one mistake. Shinkuu it to make it half!
Compared to other “spammers,” Ryu is pretty well-equipped up close because of how fast his normals are. I wasn’t too interested with Ryu before the game came out, but I think he is pretty solid on point so far. These beam supers are just too good to pass up.
It’s not so much talking shit on him…I talk shit on every character. I have like, 10 pages devoted to Phoenix shit, even though end game X-Factor Level 3 DPh is nigh impossible to beat when used by a competent player.
I do think Ryu is good for punishing bad assists and shit, but if that’s truly the only thing he’ll be effective at, I don’t know how good he would be. If ya’ll don’t want me here though, just ask Preppy and you guys can do your own threads, I’m not going to take it personally. I just don’t want this shit to turn into the Sakura Forums where people start getting delusional on themselves, and overestimate their own character’s abilities.
@Karsticles
You should press assist at the same time u do f+H
dormammus portal will keep him on the same place, you can then either go M H F+H S/level3 hyper if near corner (S requires some delaying and timing on the blows or else he will fly too high for u to combo in air) or go M H S, you cant loop cuz ur assist wont be ready in time. this combo does about roughly near 500k dmg or 600k if u finish with shinku hadouken in air. pretty good
One thing to note is the combo does give more than 1 meter, which means u can always end it with M M H Tatsu shinku hadouken in the air or save for later. If you wanna DHC I suggest u aim downwards. This will push him down to the ground and the last hit of shinku hadouken will pop him into the air quite a bit so u can easily hit him with your other hyper.
Yeah i know I have to change it. I was actually going to wait until I got my damn guide in the mail to do it better (as I won’t have to have so much crap on my computer screen and switching and stuff). So at the latest, the shit should be updated by Friday.