How comes JPN players dont use Denjin as much as their U.S counterparts

Denjin is super meh against akuma since a lot of ryu’s setups get nullified by his teleport.

Who are some of the better SA1 Ryu users out there?

Ruu and Heboriu are both good, Vanao also uses SA1 for some matchups.

Namijin and Georgia are both legendary SA1 players; Namijin stepped out of the limelight years ago, but Georgia eventually switched to Ken and still plays occasionally.

good fucking god TNB you just make shit up.

namijin is a god. watch namijin if you want to understand ryu. georgia is AWESOME also. as aku said.

Georgia Ryu played a lot like Alex Valle’s, only more refined and never used Denjin from what I could see. He abused EX Fireballs like a champ and could zone out practically anyone.

those two are my favorites.
both should be inspirations for any ryu player.

also the cpu ryu should be inspiration. because its easily the best AI in the game.

vanao third. because he’s awesome. and he plays differently all the time.

I said nothing about either. You act as if I insulted them. I have been watching them since they still played 3s on a regular, hardcore pretty much (2006 or so). I like them, though I prefer Namjin out of the two.
I didn’t make anything up, and quite frankly your retort is essentially just an insult. It’s not a counter argument.

Since I have the time, I’ll go through and prove my claim using factual bases. Since apparently I’m “fucking making things up”.

“SA1 is safer”

Generally, it is.
Cmk> ex fireball= safe. It is one of the better pressure tools afforded by this super.
EX fireball is +0 on block. Technically this is not advantageous, but the pushback is great enough on block where ryu is safe. This doesn’t mean it can’t be countered- with parry or some invincible move this is 3rd strike. As far as 3s goes though, this is pretty safe. It’s also harder to parry because it’s 2 hit.

With denjin, you are more are less limited bv your short meter. You don’t get to cmk ex fireball for pressure as much, or ex joudan for a combo, or ex shoryu; in fact, it’s counter productive to building the meter- unless you gain it back. So, since you don’t have as much meter, you have to rely on his meterless options more- and most of these aren’t really that great. Cmk by itself isn’t safe on block. Regular tatsu is bad on block, and technically so is regualr hadou if you look at frame data (also slower, 1 hit, easy parry). Regular Shoryu has slow startup and less invincibility. With denjin you have to be good with every little inch you can squeeze out of tactics, and many times a denjin player has to outright gamble.

Vanao vs Fujiwara illustrates this pretty well:
[media=youtube]J2ClWK6PoJ4[/media]

Vanao doesn’t really have that much of safe of pressure here. He can’t really afford cmk ex fireball, and he doesn’t have the threat of ex anything else. Ryu has inherently worse pokes than dud, especially without ex fireball. Cmk? Dud weaves. Overhead by dudley? No ex shoryu, so you have to parry or block.

It is worth noting that he did make some mistakes and bad gambles here (like doing fireball> denjin as an anti air vs this dud instead of trying for a better setup, out of fear of fuji’s amazing parrying), And Ryu can c fierce

"Fireball has no hurtbox"
Being that, you can’t punch a fireball in 3s and win- IT HAS NO HITTABLE BOX. Fireballs are flying fists that are UNATTACHED to the player character after a while. This does not mean Ryu cannot be hurt while doing a fireball. This means the fireball itself cannot be beaten with some normal once it is away from Ryu. It is like this in almost every SF game (excluding the instance of AE ONI). Again, Ryu can still be hit.

An Example of the fireball from sf2x/sf2turbo:

http://golden-songs.com/ssf2st/st/ryu/special-1/4_cr.jpg

This illustrates my point. As you can see, during the initial parts of the fireball attack Ryu is vulnerable. However, once released, that fireball is a fist that is independent of Ryu. This is what makes fireballs the ultimate poke. This is why- in addition to gaining a knockdown on hit- ex fireball is so good, especially vs characters with better pokes than Ryu .

“You have more EX in sa1”.

-.- look at the bar.

"Ridiculous punish combos"
Are you kidding me/chen/

(includes resets. some are corner specific.)
parry. stand fierce. ex joudan. tatsumaki.
parry. stand fierce. ex joudan. (reset) super. tatsumaki.
ken crouches for some odd reason on wakeup. meaty uoh. stand fierce. ex joudan. ex tatsumaki. super. followup. unrealistic in regards to how often this would occur, but illustrates the point of being RIDICULOUS combo off of Ryu punishing a crouch.
shoryu, s. hadou. reset. s. hadou.
Cmk s. hadou, shoryu.

overall, denjin is more of a gamble.
shinkuu affords more ex tools.

yeah that’s not what i was implying at all. two separate statements.

you keep thinking what you think. i really don’t care that much. but what you say, maybe how you phrase it, is not good advice usually.

one thing is sure, he always plays with no fear

sa1 vs sa3 is more about preference, matchup, and your type of playstyle.

sa3 to me is the king of all for its comeback potential and a little gambling helps against top tiers :wink:

Vanao is Vanao, you should not take him as an example even though he’s really strong.

No shit? Hot tip here. Anyway, what is the purpose of this pro tip in your global explanation?

I looked at the bar and i see…what should i see? If you tell me that it shows how much EX SA1 has over SA3, in this screenshot, i’ll scratch my head for sure.

Man, you seem to like 3s, cool, but you need to learn to properly think about your writings here cause most of the time, it’s either nonsense/irrelevant or plain wrong.

nica told me you played and beat vanao back in japan when you visited. =D

[media=youtube]KZ3nYp0_whM[/media]
[media=youtube]k-Fz8O5CrnQ[/media]

Get that 1 EX back, immediately. 2nd one = Ambiguous Crossup Setup.

Ps2 version, Gets extra Stun from Joudan combos to start with but, I think the concept still applies.

Thanks ThirdStrikeParty, probably jwangggg and that crew. Good work.

-edit line breaks is not saving.

Also talking with some players, a while ago about Playstyle preference. So what, used an EX Hadou to corner push and knockdown. At worst, blocked and safe. Few more things, then you get the full Super meter back quickly. Because it is shorter than SA1. “Two sides of the Coin.”

On paper seems like a detriment and a worry with facts of SA1 bar bigger, up to 2 MAX
vs.
What works in practice in the actual game. Not that big a deal. The player can live with it, adapt, still do what he wants.

i think myself or someone else had asked about doing a combo starting with ex joudan (for wall bounce and probably cornering them + damage) and ending with denjin.

how to get enough meter back in time to do it almost as soon as they get up.
those are some examples of what flare knew/came up with.

ex hadou is kind of a crutch when learning ryu i think. it’s good to (at some point) act as if you don’t have ex hadou. play without using it. then once you feel confident without needing it. start using it again. you’ll find you use it at much smarter times because you have a very specific purpose for it. not just “i want to push them and make moves safe” (not talking about you specifically akumahax)

i recommend that when just playing around vs cpu and stuff. people too of course. i play remy every few games without using any lovs. forces me to think about what i’m doing differently. it helps develop your understanding of the character greatly.

I guess I’ll phrase it a different way. I haven’t been able to showcase this regularly, because I can’t hit confirm on gumball sticks, but players who have watched me at regency know this is true:
You can hitconfirm.
Simple as that.
Pretty much any hitconfirm ken can do, Ryu can do. Low forward, stand forward (the knee), far stand strong, crouch strong, low short low short super, whatever.
Ken is top tier because of hit confirms, and Ryu can do them all too. The timing is two frames tighter, and spacing is more important (it’s is harder to hitconfirm low forward the closer you are to your opponent).

He has two more properties that make shinkuu interesting. The first is that Ryu can delay the super cancel slightly off of any fireball. So Ryu’s fireball doesn’t suck when he has meter, because midrange/close range you can hit confirm any fireball hit. Shinkuu hadoken juggles, so it gives Ryu a weapon that Ken doesn’t have. If Ryu has a bar and a half (I know, that’s a lot of super meter to build), you can hit confirm any EX hadoken, and I don’t see a lot of players do it.

The last one: crouch counter. Ryu’s super doesn’t stand the opponent up, so ifyou land crouch counter (usually off of a low parry or a hit confirm punish), shinkuu hadoken does insane amounts of damage. If you have the low forward hit confirm down, you can do insane amounts of damage.

I only feel ken’s ex air hurricane and cross up jump forward kick are what puts him above Ryu. From midrange out, RYu has more options.

Edit: to be fair, you get better wake up options and a really fast punish with Ken’s Shippu Jinrai Kyaku super. It also has a short charge bar and does some stun damage. Also, those two frames are not insignificant, because the universal overhead hit confirms are very difficult to do with Ryu unless you hit meaty.

shinkuu can’t be hit-confirmed after far or crouching mp. frame advantage might be similar but he doesn’t have a fast enough super. the timing isn’t two frames tighter, it’s two frames too many (even ignoring distance) for it to be possible. and hit-confirming after a regular fireball is universally viewed as being bad because it’s terribly unsafe even on hit. when the point of hit-confirming in the first place is to stay as safe as possible, doing it off an unsafe, easily red parried, low-damage, high-scaling move like a fireball isn’t practical.

Lol, you don’t know what you’re talking about. Hey super arcade people, when I do knee -> fireball -> shinkuu and it’s blocked, how’d it work out when you tried to red parry punish or reversal shippu punish?

Edit: I don’t even know why I argue this. This is like when I said you could do toward + strong -> shinkuu if it only hit once and people argued with me. Or when I said you could stand strong _. hoyokusen with chun as a hit confirm and people argued with me.

If I say you can hitconfirm it, then that means my fucked up, arthritic hands can do it, which means any of you players out there with healther hands and faster reflexes can do it.

Oh another trick that’s ryu only, but it’s not that useful except to practice hit confirms, is that you can special cancel far stand strong into any special and Ken cannot. So you can do far stand strong -> exhadoken or hadoken -> shinkuu hadoken.

Ken can cancel far standing strong into shippu, didn’t know he couldn’t do specials though

so you’re making a point of the fact you can blow a super and at midscreen its safe?
congratulations i guess.

of course you can use forward xx hadou to hit confirm.
go do that in the corner. see how ‘safe’ it is. there’s a thread in this section that already has all that information in it.

far strong xx hadou has to have ridiculously precise spacing to combo. actually i’m not even sure if its spacing or weird shit like the characters idle movements that makes it connect on a rare occasion. so i don’t know why you would use that to practice hit confirming. since ryu can’t actually connect anything from far strong. far strong cancel is useful for anti-air. that’s something notable that ryu can do better than ken.

edit: just so theres no confusion. you can combo into shinkuu from far strong. we all know this. but realistically you’re not going to confirm off just hitting with far strong. and if you are, consistently well then you are the shinkuu master.

fawk hit confirm. i always get short short SRK on my stick.

gawd knows how many close matches ive missed from that =(