Like I said, I don’t think Ryu is bad at all (the beta is surprisingly well balanced in that regard, though it is only 6 characters) I just think all the other characters are better so far. You have to work really hard with Ryu, since IME everyone had better normals than him, and his fireball is negated in many different ways. I already said what I had to about Denjin, but since this is the last time we’ll get to play this version of the build,I can’t tell you guys to test it and it most likely wouldn’t matter anyway since it’s outdated. In theory, he has the most amount of potential thanks to the variety of ways parry can be implemented, but unlike 3S, afaik there is no way to OS parry, and it leaves you in an extremely vulnerable CH state for a good while.
So he gets out footsied, his fireballs aren’t as good as they used to be for a number of reasons (including less damage, pushback, blockstun, and numerous SF4 style projectile invincible moves) and his parry isn’t as good as it should be to make up for the rest of his “nerfs” (im comparing to the games he had good normals and zoning in).
So now what is he supposed to do? His walkspeed is only slightly faster than SF4 (this is bad), his dash is admittedly pretty good, but he doesn’t have the options afterwards to make it scary, and I’ll explain why. So his cr.mk (main poke in almost every game) had gimped range, which means you have to be closer to land it; which leads into the problem of Hado being so negative with bad pushback, because now that you have to be close to land cr.mk, your main poke for controlling space/building meter/doing chip is now unsafe at a lot of the ranges that cr.mk will hit (this doesn’t even take into account that cr.mk only does 50 fucking damage.) So now I’m forced to use either sweep (which is super unsafe thanks to almost zero pushback, does only 90 damage, little to no pressure thanks to it’s recovery and the range it leaves you at, and to top it off the opponent has 3 different options on wakeup to make YOU guess on how to approach.) Or St.MP/cr.MP which don’t hit low, so the opponent is less afraid to walk around, so now I’m inclined to hit more buttons to control space, but I’m more likely to whiff since they are less afraid to walk around and my walkspeed isn’t that great.
Now, lets say you successfully get in and try to start playing how they supposedly designed him. Cr.lk -> cr.lk chain isn’t even a true blockstring, so they can mash something and potentially beat you, which gives then even less of a reason to block low. Now my options are throw, St.MP for advantage, parry that is super punishable on a bad read, overhead, or EX tatsu to blow up a low or throw attempt.
St.mp is +3 on block, but what they don’t yell you, is that it leaves you so far away that you have NO true blockstrings! Now my only option is to cancel into a special, or go for frametraps/parry/throw/EX Tatsu.
EX tatsu is way less useful than it was in SF4 for 2 reasons. 1: the removal of crouch tech indirectly nerfed it, since now It’s not as successful when going for frame traps, and I can’t combo into Ultra for good damage in the corner. 2: since throws are slower, people are not inclined to throw out jabs on defense because it can counter both throw and normals you try to stick out since the blockstun is so low, and most of the jabs fucking beat EX Tatsu.
Because of short throw range, most of the time I will have to dash throw, which I have been able to react to most of the time. I can dash EX Tatsu to blowup the tech attempt, and idk how unsafe it is on block, but Iirc Is punished by Chun super before.
Frametraps are again nerfed thanks to the absence of crouch tech, and everytime that are blocked, I’m pushed way back out to the neutral, where against most characters I lose.
Since there is way less reason to block low, overhead is effectively useless, and even if I do hit them with it, is not like I’m getting a damaging combo after it is anything.
Now I’m left with my final option; parry, which isn’t as good as most think. You ALWAYS have to ride out there while recovery animation, unless you cancel it into another parry, which leaves you in the exact same position or worse. Now it can only be used against slow moves that are normally safe, or on a hard read against something like a sweep (which you could probably punish on block anyway).
See how this games design decision so far imply that defensive play is the way to go? Why should I attack, when everything I do is either unsafe or not really worth the effort?