Because trained his hadoken more than his shoryuken, in contrast, Ken trained his shoryuken more than his hadoken. That why Ken shoryuken has flames. And beside, of all the street fighter games, Ryu’s shoryuken was never as fast Ken’s
Huh?
It isn’t free, you lose two meters for doing that. And it isn’t like Ryu is the only person with this ability.
All in all, I agree that Ryu doesn’t need anything. I think they should fix the EX tatsu glitch and that’s about it. I also don’t think he needs fake fireball.
I meant it as in, you want to trade dp in this game. yeesh.
And no it’s not completely free, but if you have 2 meters you have zero fear of just whipping out a fierce dragon punch. I’ll go out on a limb and assume this is your first sf, but risk free dp is just wrong. Risk free dpx2 is fucking criminal.
If they dash toward you, they can either try throwing out more normals/specials or try to throw you. If you’re a patient person, you can just block the remainder of the combo from their FADC.
And if they try to throw you: well, tech it, of course.
it’s a 50/50 guess. (or possibly 33/33/33 if you count the overhead as another option, which means you’ll just have to block high)
If they dash back, get some spacing/zoning down. you’re technically back to square one.
Just out of curiosity, what character do you main?
Ah I gotcha on the first point. This isn’t my first Street Fighter…I’ve been playing since WW, and always as Ryu. I think the FADC system works fine. Basically if you block a DP+FADC, your opponent has traded two meters for some chip damage. If you don’t, well you are going to probably eat an ultra. I enjoy that part of the game. Because if you DP without meter and it’s blocked, you could potentially lose half your life bar. It’s part of the strategy and every other player has that option. If you DP+FADC twice and it’s blocked, then you just blew an entire bar and got next to nothing. Now you’re back at square one and in a lot of instances, the momentum has shifted.
The point is, they throw out a careless move and yet they get to dictate what happens next. If you just mash out a move, you will get stuffed either by a dp or a 3 frame move. Going for throw really is the most basic thing they can do after a blocked dp, but I’d hardly call it the best option. It’s not free damage, but again, they fuck up but get to keep the momentum in their favor. I’m sorry but that’s just a completely boneheaded design decision and they’re all over the place in this game.
I mostly main Bison, but I play Guile, Dhalsim, Ken, Blanka, Vega and Akuma the odd time.
The risk vs reward is ridiculous. 2 bar is nothing, you can get that in a jiff. And no, the momentum has not shifted right away because you will have built up at least another bar with the block strings stemming from the 2 fadc’d dragon punches and you’re still at frame advantage. Jump back hurricane a few times and you have 2 again.
Don’t tell me that’s not stupid.
Nah, if you’re not using SRK for AA then you deserve to trade off c.hp. I have to admit, c.hp is kinda ridiculous in that I see most Ryu players using it for AA than SRK (online anyways).
I don’t know if this has been talked about already in this thread but it doesnt seem like it.
[media=youtube]gvfdE02mD34[/media]
go to :35 in…Juri’s EX move clearly bounces T Hawk off the wall. I doubt this is an exclusive thing to her so its likely that other characters will get these new bounce-property moves, and its likely that Ryu will get his Donkey Kick as one of these.
Get ready to hate Ryu even more.
Hot-damn! You’re right! How did we not notice this before?
EX Jodan Geri -> Ultra lulz!
I didn’t feel like going through 14 pages of “I pick Ryu but still manage to lose sometimes, MAKE HIM BETTER ONO!” Have the good Ryu players come to a consensus on what buffs or nerfs Ryu needs or should have in SSFIV?
Ryu’s weaknesses haven’t been brought up for one. Secondly, other characters will be receiving buffs, as well as the introduction of new characters too (which means there may be some counters to ‘hard-counters’ to Ryu, even). This means Ryu’s “tier” will no doubt go down or stay high and hang with other characters. With so much complaining (only since the burst of Ryu popularity) Capcom will either ignore or listen to the complaints of this community.
He seems so powerful yet balanced, because of (aside from a few great things like SRK and Ultra properties) other characters being pretty underpowered (Guile, Vega, etc…), and we are very certain this will change–so Ryu already is going to have much more trouble, as other characters are receiving buffs, new tools and the like to help break his zone game.
Yay now Ryu players will finally know how it feels to fight fair!!! :china:
I’d also like to state I’ve been a Ryu main since SF4 came out (my first SF4 game).
I feel that he doesn’t need a fake fireball–it wouldn’t do much for him since the recovery time is so short (but that is what he requires as a character since his theme has always been zoning).
SRK trade ultra is a little ridiculous. Perhaps nerf the damage by maybe 25% but allow this to happen. In my opinion, Ryu’s damage output is a tiny bit above average, but with low pressure game and mainly damage in small quantities (outside of his main damage coming from 2 EX meters ofa hit confirm like c.mk hado -> c.hp hp.srk). 25% damage reduction seems like a fair nerf.
I think many players are blind when it comes to SRK FADC Ultra–yes it’s a free mashout of blockstring but that’s going to change in the next game–but that’s two meters, and a safety net gone. Two meters is SO MUCH to Ryu, this I don’t think I need to explain (corner ex.tatsu, ex.hado ultra etc…). Also, are we forgetting this could be baited out? If he didn’t have such frame advantage it wouldn’t be very useful at all in that sense for that matter…
I haven’t played 3S but I have an idea watching vids of what the “Joudan” kick is. I don’t see how it’s going to play into the SF4 system, and I don’t think they’d have a wall-bounce-off-of feature to it either, so… all I can say is that this is a new tool, and with new characters and a new system we can’t say if it’s needed or not BUT, Ryu does need most of what he does have now. Think about it–
- no teleport (how mindless are teleports compared to SRK :\ and not to mention they’re not punishable if you do it right–light srk blocked at any range is punishable by Ultras…)
- no EX messiah kick
- no normal to Ultra (viper, rufus); 1000 health, less than sagat gief balrog, abel, rufus…standing hard kick and standing medium kick ARE LOL
- BIG disadvantage on Standing Hard Punch and Crouching Hard Punch on block; good damage combos have multiple one frame links
- his best tool is VERY, VERY punishable (Hard Punch SRK and Mp, even lp at certain ranges) with a lot of characters
- Medium SRK doesn’t have a whole lot of uses in my opinion, arguably enough though by others
**Fuck outta here.
How about removing trade into Ultra altogether?**
I just checked in here to see if this thread is as totally insane as I thought it would be.
…yep.
LOL at the idea of buffing Ryu further.
Ryu and the people that have played him since the beginning can suck my left one.
I kid, I kid!
**
You see the nonsense the guy above me just posted?
Keep SRK trade into Ultra,but reduce the damage because it’s a little unfair **
On the serious: I have no problems with Ryu, or the people who use him.
What I will say though, is that talking about buffing him is pretty ridiculous.
Ryu is SOLID top tier, he has no real weaknesses, he has tools for every situation.
He needs nothing…no nerfs OR buffs.
I agree that trade DP > fadc > Ultra might be worth nerfing on principal (a trade should be a trade, not a combo into ultra situation).
Ryu doesn’t need anything, aside from fixing some strange hitbox glitches. Giving him a fake fireball is just about the most retarded thing ever. He already has a fake fireball. It’s called fireball FADC. Ryu needs EX tatsu to be marginally unsafe on block and HK tatsu to be -4 on block. Ryu is currently good enough to handle any situation he is put in, ever.
Trade DP into ultra is annoying, but I’m not sure what you can do to fix it without artificially adding something to the game (like no juggle properties off traded DPs, which is an inelegant solution to the problem). Allowing no juggles at all off DP isn’t the solution, either, otherwise FADC combos don’t work.
The game’s juggle system is already fairly limited, and at least Ryu has to spend meter to hit EX fireball after an AA shoryuken. I suspect if more people get juggle options off stuff, this will be less of an issue in SSF4.
I disagree about only hit moves being FADCable. I don’t think the system is built around it, especially since some characters (like my most used character, Abel) needs CoD FADC on block in order to use him properly (block strings off jump-ins, etc). I just suspect certain moves need to be slightly more unsafe when they’re FADCed and blocked. I don’t know the frame data for Ryu’s DP on FADC block, but I think it’s even? It should be -2. They need to handle this on a move-by-move basis, and since Abel’s CoD is punishable at virtually every stage of the move, it doesn’t make sense for him to be any worse than 0 at it.
DP FADC on block just seems like a bigger problem than it is because it’s being exacerbated by easy reversals and mashing. I like walk up, DP FADC or throw mixups from Ryu.
EDIT: I orginally suggested that this change might be good, but I have reversed my stance.
HK tatsu is -2 on block now…making it -4 on block would mean that its GROSSLY unsafe on block compared to its current form.