Hitbox is the same on all frames, it just changes position and the hurtbox gets larger. It’s an 0.25x0.25 hitbox attached to Blanka’s hand for all active frames. I think you need to clarify exactly what you want.
EX tatsu was just fixed, I think capcom should just stop fixing things.
j.strong you guys discussed
ex shoryuken change is stupid and a waste of a buff. If you hit the first hit you’ll hit the second, but your change makes it so that if you hit the second hit, you were better off just doing strong shoryuken. The way it is now is fine because the free juggle state after the first hit gives all the extra damage the move needs.
cr. forward hitbox increase makes roundhouse obsolete. Also, added length wouldn’t add hitstun effectively making it ultra bait (non-true block string) or focus bait (just like sweep.) I have yet to see the hurtbox play a major role in any Ryu player’s loss. Fixing this will not effectively improve Ryu, it’ll just make a few nitpickers happy.
Ultra 2 only needs 2 two things: faster start up of around 6 and the cutscene needs higher juggle potential. Give it those two things with a slight damage nerf and its fixed
Joudan kick is stupid, people keep asking for it and it doesn’t help Ryu zone or cover his three main weaknesses, fighting characters with air control and the area around the outside of his crouch forward (the focus bait zone) and moves that straight counter fireballs (mainly ultras.)
Never saw any of the tops use far s.fierce for anything other than AA. If you want to buff it to make people even consider using it outside of mid to low level play, it should probably knockdown like Eyu’s far s.fierce
I honestly don’t see a reason to buff it like that. Most of the time, Ryu players will have used a fireball and will be forced to shoryuken as an AA. After fake hadokens, I’ve found myself whiffing j.strong because it has no reach. Divekickers should be easier to hit if activated faster, but because of the reach, I would either opt for a shoruken or a jump back normal with good reach. I would rather have more reach on that thing than faster start up any day. Right now it serves me just fine as a way to get extra damage on a shoryuken fadc when I don’t have ultra.
The damage buffs seem unnecessary, Ryu does good damage for someone who is geared towards keeping people out. What he could use in the damage department is something like the ability to be rewarded for using his tools. His shoryuken leads to ultra, but without that, what does he have to discourage jumping? Light shoryuken into ex hadoken is 1. a waste of Ryu’s precious meter and 2. is risky as light shoryuken loses or trades often without the ability to follow up. His overhead hits high, but he can’t do anything after he hits a croucher. He can zone with fireballs, but opponents can focus absorb and build ultra much faster than ryu can build super. In all cases, Ryu gets rewarded with small damage, but doesn’t actually have something to completely discourage opponent options without ultra. Grapplers have grab to discrouage being close, true zoners (guile, gouken, poinson) have fireballs with good recovery to discourage footsies, rush down characters have great mix ups to discourage losing neutral to them and dive kickers have dive kicks to discourage commitment to ground control. Ryu just needs the ability to truly punish opponent decisions without having to take a beating to do it.
The hurtbox decrease is not a matter of importance, I’ve never seen the hurtbox kill a ryu or discourage use of the normal.
I don’t like the backward walkspeed increase, I see Ryu’s get cornered often enough, they don’t need more help.
What do you think about these changes?
A Hadoken focus breaker can help Ryu keep up his fireball game without his opponent building a counter fireball ultra for free. It can also help with the area just outside of crouch forward where the opponent can mindlessly focus for free while forcing you to take a risk with tatsu, risk walking forward into focus range, give up space or blow meter for pitiful damage. It wouldn’t be broken as Ryu already uses his ex hadoken for the same purpose. Regular hadoken are slower and over usage can still be jumped in on. Characters like Eyu wouldn’t be able to silly focus in his face for free yet almost every character still has special, ex special or normal to get around Ryu’s hadoken, then body him. Also, hitting a focus with crouch forward into hadoken would still lose clean.
Buffs to normals:
Ryu’s normals could be better for AA. Why does his crouch fierce activate in four frames but AAs in like 6? Sakura and Guile have crouch fierces that are fully extended when they activate. I don’t know why Ryu can’t have that, its not like he has Akuma’s anti cross up crouch fierce. Ryu’s close fierce is guilty of the same bull shit.
Jump towards strong needs more reach, its already buff and slow to stay balance, but its pretty unusable as an A2A because of its reach.
Overhead stays the same except it can be last two recovery frames can be canceled into specials. This lets you overhead into shoryuken on hit and hadoken on block while the opponent can still reversal throw you if you try to be safe with a hadoken.
Buffs to specials:
If no hadoken focus breaker, at least give Ryu less recovery on his hadoken. Let Ryu’s hadoken recovery at worse be between Sagat’s low and high tiger shot recovery.
Ryu can’t get escape tatsu back, it would ruin balance vs the grapplers, but the hurt box on his current air tatsu could be raised so that every attempt to get out of the corner doesn’t fail.
Shoryuken needs more juggle potential. Let deep jab shoryuken/first hit of strong shoryuken get the free juggle state and the late light shoryuken/second hit of strong shoryuken at least be hit by light tatsu if not than regular hadoken is fine.
Ultra 2:
nerf its damage and make it activate in 6 frames so that its a valid AA. Let it do cut scene from any deep or grounded shoryuken.
Meter
Ryu builds meter through hitting block with normals and doing combos. As a zoner, he should be gaining meter from hadoken. They should add ten to his meter gain to encourage fireballs. 20 for risking a jump in, 30 for hitting the mark. It would still take 15 whiffs to build a bar or 5 hits. If you hit someone with 5 hadoken, I think you deserve an ex hadoken.
This isn’t what I’m saying Ryu should get, these are suggestions that I think would complete the holes in his game (personally, I just want to focus breaker hadoken.) If you put them all together, would Ryu be overpowered? What do you think? Which would you accept, which would you reject? What am I missing?
Ahh i should have double checked the hitbox vid, basically i want the hitbox positioning to be more consistent throughout the move. As it stands now the first frame active frame of the move has limited range. This prevents ch cr.mk, cr.hp from comboing as consistently as you would like, and makes the move “slower” than it should be as Blanka’s fist has to reach out to get to the range you think the move should be hitting at.
A fair bit of your information is incorrect or misleading (imo).
Hadoken armor breaker. Your reasonings for it “not being broken” are negated by the fact crMK - Fireball is a true block string at many ranges now (“It can be jumped over”) and you’re comparing the utility of a move to the utility of an EX move which costs meter with the EX Hadoken comparison. Neither of those are fair comparisons.
The idea that a hurtbox / hitbox adjustment would make crHK obsolete is silly. crMK still isn’t a hard knockdown leading to a safe jump. Also crMK doesn’t reach it’s max range on the first active frame like crHK does. I don’t think crMK needs a hitbox buff though a hurtbox adjustment wouldn’t be bad.
Everyone has trouble with anti airs not discouraging jumping. Most characters don’t convert off an invincible anti air or a regular anti air at all. That is a system wide issue, one that SHOULD be addressed though.
Sakura’s and Guile’s crHP doesn’t fully extend for anti airing on 1st frame. It has the same delay Ryu’s does. It has 2dif hitbox sizes and states. As a matter of fact, unlike Ryu’s crHP, both Guile and Sakura lose damage on their crHPs once they turn into proper anti airs. Guile’s drops from 100 damage 200stun to 70/150 and Sakura’s drops from 90damage to 80 damage.
In some situations or against larger characters, Ryu can do LP SRK - jMP - HK Tatsu without an FADC even mid screen. If they expanded the reach on jMP this would probably be pretty consistently an option depending on timing for LP SRK hit.
Ryu’s Hadoken recovery is ALREADY between Sagat’s high and low tiger shot. (Sagat HTS recovery: 31F, Low TS: 33F. Ryu’s Hadoken: 32F recovery)
cancel from 2nd hit of dj.mp>air tatsu
revert to vanilla recovery of 4 frames for air parry
far hk less startup frames -1 or -2
revert back to 2 zone kongo or overlap the hitboxes slightly for consistency
charging gohadouken increases its strength slightly and add a frame to hitstun off fully charged gohadou
fully charged 2 hit gohado dlightly stronger slightly faster 10% overall increase to dmg and speed idk??
slight forward walk speed increase
cl.mk command normal
far mk needs to have one normal combo , lets make it combo into normal tatsu’s
and since all normal tatsus are still inconsistent and dont vaccuum opponents in on hit, lets at least make lk tatsu a launcher so we can get some resets poppin at least
cancel to air parry at 10 o clock instead of 12 o clock( flip arc zenith)
and last let me cancel to normals from demon flip at the cost of some meter i suppose
and cmon remove Sagats tiger nerf, i liked the matchup better that way
My changes are the same for Ryu, minus a few they’ve already addressed, and plus a few they should seeing that the DWU and DP FADC nerfs outweigh his strength in neutral compared to other characters.
Faster meter build: Offsets the cost of having to use 3 bars for safe FADC, and gives him quicker access to his super
Far st.mk +5f on counter-hit, smaller lower hurtbox: Beats crouch tech and allows combo into sweep
Counter-hit SPS (2nd hit) +8f on hit: Allows for combo into U2 if you beat a focus attack. Also links into close ST.HK
100 damage on the aerial, non-cancellable parts of MP and HP DPs: Anti-airs should be good tools, not just crappy, trade-friendly nuisances for the opponent
Close st.mp -2f on block: Makes it useful for frame traps and CH confirms.
Close st.mk 0f/3f on block/hit: Because -7f/-2f for a medium normal that requires you to be close to the opponent is stupid. The changes will make it a viable tool for baiting misplaced counter-pokes.
nj.hp extend hitbox downwards: This attack whiffs against smaller chars when they’re in certain stances. Very hard to land against Blanka.
Far st.hp 4 active frames, 14 recovery: Makes it better in neutral and frame traps. It whiffs often vs a reeling opponent. The extra active frame gives it a higher chance of hitting.
cr.mk xx hadouken combos at max range on all chars: Self-explanatory. I’m not referring to extended hurtboxes.
Remove the procedural hurtboxes and replace them with flat ones ala SFII.
Increase the Juggle Points on U1 after projectiles: U1 into Super uses all his resources. Make it worth it by increasing the juggle points so that more hits land. This buff also makes cr.mk xx ex hadou 1 scarier.
Lower the input window for DPs to 20-22f in total: Makes cr.mk xx DP less likely when walking forward
Adjust the hitbox of j.mp so that tatsu followup is easier to land: This whiffs sometimes. It’s pretty much a useless buff in its current form
50% damage buff to Level 1 EX RFA: This move is useless at the moment except for FADC gambles
Make LP Hadoken travel a little slower. At the moment they are all too easily neutral jumped. Give turtlers something to think about.
Fake Hadoken. Too many moves are anti-Ryu fireball moves.
Ex RFA have a way to use it outside point blank range not st HP, cl.MP. at the moment Its useless, you cant hit confirm into those easily.
At the moment some of the high damage characters, Viper, Makoto, Dudley, E. Ryu, Yun all have a good EX RFAs.
Not too much to ask.
Anyway im sure this is going to be a waste of time like all those other buff requests we had before Ultra was launched.
They only take input from Japanese arcades and ignore everyone else.
Rose- (She can stay where she is, I think she is good where she is now. Her damage is good, offense is good) I actually hope people start going for counter hit cl.hk combos because it can lead to 300+ meterless damage and some nifty stun.
As for poison
-Increase her walkspeed to at least the same as Fei’s.
-Remove far st.lk and have her cl.st lk act from all ranges. (more of her bnb’s will become manageable that way.)
-Reduce the start up frames for her light AE to allow it to combo from cr.mk from all ranges.
-Ex love me tender to have 2 variations. lk+mk (Same as now) mk+hk (goes the hk distance)
-Ex whip of Love’s 4th hit to knock opponents slightly higher than now to allow ultra 1 to hit more consistently. (Right now doing that into ultra is situational.)
-Increase Ultra 2’s range from .649 to at the very least 1.00. Then make the animation not move her backwards because that actually reduces her range even more. If not then change it into a counter. (I feel like this ultra was once a counter.)
-Reduce the start up frames on Poison’s crouching hard kick and reduce the amount of negative frames it has on block. I get it being -15 on block when she was able to cancel it into any special but since that was taken away the sweep itself should be safer and actually usable.
Ryu players don’t cancel into hadoken often during neutral is because the range where its a true block string not only about 2/3 the length of the move. But I don’t understand why you think the true block string means anything? Many characters can use close normals to into their focus breakers as a true block string. The difference between them and Ryu is that, if he gets a hit, what’s he gonna do, fadc sweep? Dee Jay can combo off of his focus breaker and he is still ass… Not broken
How about a comparison when talking about regular vs ex utility. Gief needed to use meter to combo to green hand, but now he can do it with light. It makes him a better character for it. He doesn’t get the full ex properties of the move though, just the ability to use it as a meter less combo and keep pressure. Blanka got a knockdown on his blanka ball and now he is slightly more complete. He doesn’t have to burn meter to be safe in certain match ups anymore just to combo safely. You can give a move on of the uses an ex move has and it won’t break the game…
Eyu has a 7f crouch forward and he whiff punishes just fine. Giving the move more range gives Ryu the option to use a safer move at sweep range. At that point, the only reason you would use sweep is to combo. Whiff punishing with sweep will occur less if you have an option for a safer move. DWU makes Ryu’s safe jump riskier with nothing to make up for the 50/50 loss of its safety. If a move goes from being a footsie tool to being a used in combos or during a need to comeback, I consider that obsolete.
Ken can gets a bunch of damage off of his DP trades. Rushdown characters can use normals to get air resets into pressure. What I think Ryu needs is not something like a combo into sweep, but more like the juggle potential combo into hadoken or short tatsu to knock people farther back. Getting sent back to fireball range is at least reward enough, the extra damage is really more of a trade winning thing.
I don’t have fancy equipment to check that stuff out. I know something is up though, I trade way less as guile and sakura.
I’ve done that be before, you can os a trade dash and you will hit j.strong into tatsu pretty often also. But usually I have ultra so the j.strong is a weaker option, then my ultra whiffs, TT…
I was looking at total frames. HTS 41 LTS 44 H 45…
Eternal, what do you think Ryu’s problems are and how do you think they should be fixed?
Honda is already unselectable vs Ryu. DeeJay is unselectble vs most of the cast. Than there’s Geif vs sagat, ect…
Why ask for old stuff? I don’t think slight damage buff will make any difference. Ryu’s lose because solid Ryu play has weak rewards, while risky Ryu play ume-shoryus and shit only get knockdowns into grounded oki. They took tools like safe heavy shoryuken, shoryuken fadc mixup and auto safe jumps and in return game him the D.
What do you think Ryu needs Shinebox? Where are the holes in Ryu play? How do you think his risk/reward is skewed on certain things like AA or zoning? How would you fix Ryu to make him competitive vs the current top?
I think he also needs his grounded frames from his shoryu back so that when it trades he can confirm into ultra. A fake hadouken and a 6 frame startup on u2 would be sick too. People can get fucked for jumping and solid ryu play should be better rewarded
For dudley, I don’t think he really needs any buffs since I feel that he’s top 15 at least.
However, I want both mp and hp mgb to be + 2 on hit and for them to have a vacuum effect so the rest of the hits don’t whiff on certain ranges after successful counter pokes. This way he would be better rewarded for playing a decent footsie game. Too strong? idk like I said I’m fine with him as is anyways
For Gouken, I offer a few changes that are mostly about quality of life and consistency:
s.LK to +4 instead of +3. This makes the combo c.LP s.LK c.LP 1 frame easier and does so without giving us any additional options. This is a buff strictly speaking but we gain no additional links, it only makes the existing one easier.
Bigger hitbox on cls.MP, it whiffs occasionally for some reason.
Vacuum effect on subsequent hits of Tatsus (not the first hit) to avoid the problem of players falling out of Tatsu on hit.
Here are some buffs I think would be appropriate.
Less pushback on c.MP so that it always combos to Hadoken from max or near-max range. I want a real poke please.
Activation range of cls.MK expanded so that we can use this normal from farther out.
Close MP
-Hitstun increased by 1F
-Pushback reduced Crouch MP
-Damage increased to 70 Crouch MK
-Hurtbox reduced to Vanilla levels
-Damage increased to 70 Crouch HK
-Damage increased to 110
-Stun increased to 200 Collarbone Breaker
-Hitstun on crouching increased to match hitstun against standing Solar Plexus Strike
-Damage increased to 40*80 Hadoken
-Meter gain on activation increased to 15 or 20
-Hitstun increased by 1F
-Blockstun increased by 2F Shoryuken
-First active hitbox period increased to 3F
-First active hitbox slightly increased in height EX Shoryuken
-First hit given juggle potential Metsu Shoryuken
-Startup reduced to 5F -Flagged to retain 8F startup if opponent is in hitstun.
-First hit before animation changed to do damage in order to make gaining a counterhit bonus possible.
Oops, I forgot another change that would be interesting, possibly even really good in certain situations
Close HK
-Active frames changed from 8(2)4 to 84
-Damage changed to 6050
-First hit hitstop reduced to 6F
-Second hitbox given overhead properties
-Second hit pushback slightly reduced
Edited one more time to include another slight change, and to bold a part that people seem to be overlooking.
Crouch HP
-Damage increased to 110 against airborne
Ryu doesn’t need armor breaking fireballs, and the frames seem fine.
What he needs is a damaging, faster moving (also maybe a slower moving light) fireball that builds meter better. Also maybe expand the box back a bit so that neutral jumping it takes just the most basic ability to time movement, as it is now most character can jump it fine. That would expand the ranges where it’s a good idea to chuck plasma. It would also make the phases of fights where he does get a payoff from lots of fireballs, such as before the opponent has meter to throw moves through the fireball, much stronger for Ryu.
When I see these damage/stun damage buffs or meter gain buffs for Ryu, does that mean that the other shotos will also receive these buffs or only Ryu? Also 5f sweeps with 110/200 dmg/stun and cr lp into U2 is possible now?
So HP SRK FADC U1 is a thing again, especially after it was nerfed, because of it´s damage?
Damage increase on sweeps is something I would like to see on a majority of sweeps since DWU exists now. Also, Ryu ends a lot of combos with sweep since he can’t combo into anything damaging outside of close range.
I’m still baffled when people get afraid of damage buffs though, since I think more damage is something this game desperately needs.
I would be 200% for it if we had MUCH MORE shorter combos. I’m not against it but with how the game is currently played, I would only give the damage buff to a portion of the cast.