lol Ryu did his DP so early that there was no way he was gonna hit Hawk out of his dive.
t hawk woulda lost to the dp start up frames, but ryu is hella vulnerable when fully extended.
as for the fake fireball. Itâs true that it adds to ryuâs offense. On the first day playing with it, doing tick throw tricks and other stuff, I thought it made him way too aggressive. After a while tho, we started getting used to dealing with it, and while itâs still a really good tool for up close offense, I donât find it overpowering at all, yet.
And I know a lot of people have expressed their negativity towards hawkâs throw wiffs. But honestly, to me, Iâm glad it was added. Iâm not really a huge fan of option select. To me, if you made the wrong choice, or screwed up on something in tight situations, you should be punished for it. Plus you got a much easier command for the grab and super, and more ways to get in, I think it woulda been too much to give him strong option selects to add to it.
Not a huge fan of option select, not just for hawk, but alltogether. Donât necessarily despise it, I just donât favor the idea.
hmm but it always did unless you repeatly hit punch for too long.
That and possibly when you combo into mgu every hit hits even when u mash.
I see, well if thats the case I hope his TOD is still there and its not too easier to mash for max damage
Great vids! Thanks!
I have to agree. Messing around with the new version of him was really interesting. Seemed like a much more balanced character and with it, much more fun to play as. I can see people trying to build meter when safe or between fireballs and cautiously trying to gain ground and land that standing super. The hawk dive will be used a lot more now and will force everyone to play him differently.
I think itâs going to be far cooler to jand the safe j. jab, predict a reversal, block, then land the walk in super to punish. Rather than just have the loop execution wired. Then if you guess wrong youâll get pushed back out or knocked down. Youâll be able to use his new tools to get back in there.
has there been any word on when the patch might drop? I havenât seen an official source but heard itâs tentatively due in the next few weeks. Is that right?
EDIT: in the hawk vid at 1:19, the reversal spd seems to push him out of the corner. Did that happen in ST?
What is the difference between Ryuâs fake fireball in the Alpha games and ST HD?
Command for it is different instead of qcf start in alpha its qcf lk in HDR. I believe the recover is also faster than in alpha.
What? How can someone hope that crap is still there? Itâs now easier to do both with the mgu and with the roundhouse dread kick that always combos now. DeeJayâs getting more damaging combos (with the better dread kick) and can now (super randomly) cancel fireballs with mgu. Does he need tod combos anymore?
Also, about Hawk, Iâm fine with the throw whiff, whatever. I prefer command grab characters to have no throw whiff to maximize their potential when they get up close, but fine, I understand why people donât like that. Hawk doesnât fly as far away as I expected, but to the extent that he does fly farther away thatâs probably a good thing. Also, you can see standing super as punishment. Better not whiff anything against Hawk or Gief.
Something I just thought of; Ryus fake fb is going to make him a moderately worse matchup for grapplers right?
âŚnot if you donât use it.
if you start using it too much, iâd say itâs good for grapplers
I like what I see. I canât wait till the game is released. Iâm dying to play Street Fighter againâŚ
Theyâve added enough new elements that have me looking forward to playing it.
I have never played a game onlineâŚand I believe this will be the one to have me start.
Really dude? Youâre calling out people for their opinions on the fake fireball and you just thought about its ramifications? Of course it makes a whole bunch of Ryuâs matchups easier for him.
Well like sirlin said heâs aiming to make fb;s fro ma 10 to an 8 and I just remembered there is one âgrapplerâ who won;t really have much of a problem with fbâs anyways Iâm curious to see what buffs geif gets banishing fist with faster recovery perhaps?
Thanks for the vids!!
Hawk 360ing the demon was easy, he was landing after being hit out o the air. He couldâve regular thrown him easy.
Range on the demon seems pretty good. I can see there being some pretty beastly ticks with it.
Meaty fb in the corner - > demon. ⌠lol
Air Fb looks crazy good.
Wonder if you can combo after meaty Hawk dive?
lol I know someone who uses N.Sagat, granted I dont know how he does in serious play but he says its more fun.
This is why I am not a fan of dizzies. SO now his very easy crossup combo(crossup c.jabx2, s.strong, dread kick) fully combos evertime, and dizzies every single time as a result, whats the point of even dizzying now? might as well just cut to the chase and make the combo do 90%- 100%.
This is something I noticed in the beta so far. It is really tough to dizzy someone, it does not happen often and takes A LOT of hits, it seems. Which I am all for. But you land one decent damage combo with just a couple hits (the new combos in particular), and it dizzies 100% everytime. This kinda makes me go âWTF?!?!â sometimes.
I think one way I would probably tolerate dizzies a lot more is if the opposite happened. Comboâs never dizzying (why does it need to?), But lots of hard individual hits cause dizzy, resulting in a penalty to the opponent for making numerous mistakes. Itâs just never made sense to me that a mega high damage combo should lead to more free damage, everytime. Granted, I know ST is balls to the walls, no mistakes gameplay. Which i like, but i always thought it was overkill.
I guess I will be landing lots of TOD combos with deejay, soon =/
I like Dee Jay.