Really, so maybe they should make it so that Gief cant lariat from a crouching position! Hitting PPP from a crouching position is much easier then hitting DP from a crouching position! You make it sound as if miss timing a DP is safe! most people who use DP’s for AA use Medium or Fierce and therefore if you time it too early, it will trade (currently advantageous due to trade Ultra but it wont be in Super), do it too late and you’ll get beat clean! so its not safe to miss-time a DP. I’m aware that if charge characters miss time their AA, then they lose their charge and cant quickly try to execute another FK/Headbutt, but isnt that the downfall of all Charge characters? is there a reason why capcom even made charge characters? why not allow Guile to use fireball motion to throw SB and DP motion to do FK?
Jesus… did you completely forget the context here? I’m talking about reversaling block strings.
lol, my apologies, I’ve been going off in a tangent. I just read your original post and see the context:
I guess players can buffer the DP whilst in block stun, whereas charge characters would lose their charge and would have to start again! hmmmmm, removing the DP shortcut would force them to stand up to DP but would a person still not be able to buffer a standup DP whilst in block stun? I’ve only started using the DP shortcut in sf4, prior to that I played Sf2 ww/ce/hyper fighting (which I dont think had the DP shortcut) and I’m sure the DP could still be buffered in those old versions of the game so I dont see how removing the DP shortcut would fix this?
I think this is being discussed in another thread labelled ‘how is sf4 more offensive’, where there talking about removing auto-guard.
Here’s the point. Let’s say I start a blockstring on Ryu. I’m going to do the following. cr. lk, cr. lp, cr. lk, cr. lk.
In any SF game where you at least have to start a DP with forward you not only have to commit to losing your downblock, but you have to hit a certain timing. In SF4, I can mash df through this entire blockstring (especially if I’ve got two bars because I can cancel my recovery) and only stop when I’m out of range for a Fierce DP to connect. In a non SF4 fighter as the attacking player I can delay my timing a bit and possibly hope to get in one of those cr. lks when Ryu is trying the reversal DP thus cracking his defense. The Ryu player is also aware of this meaning that he has to pick and chose his spots. This allows me to stay in range up close because he has to make a decision whether he wants to block low, or reversal dp.
In SF4 that’s not the case. He’s completely safe from everything I’d do because he doesn’t have to come off of downblock and he doesn’t have to time his reversal by starting it with forward and if he’s got two bars nothing I can do short of pushing him out of Fierce DP range will be favorable for me and when he’s at that range I’ve kinda given up my pressure because we’re both at a coinflip distance and he doesn’t have to worry about being frametraped.
Do you see how this is a big deal?
Some of us did play the character more because of feeling a connection to his style, as opposed to just going for a high tiered/easy to learn character. But yeah, the “commoners” we just so love to despise will likely move to easier characters or at least those perceived to be more powerful. Filthy urchin! (Meh. Newb hate. Yawn.)
Anyway, I doubt ryu’s dp will be made substantially weaker compared to other character’s dps. If ryu has trouble with non-EX anti-air, then almost everybody else will likely have similar trouble if not more. Ryu is the core of the game.
having aduken is bla bla blah, using aduken is bloobedy bloo bloo, abusing aduken is ching chang chow
Rly?? Never noticed
I’ve been playing pretty much only Ryu since WW, 3rd strike, and up until now. I love Ryu, but I’m a competitve player by nature, and I’m interested in seeing how viable he will be in the next game. As it stands, vanilla SF4 cast seems to be balanced, but I think Ryu’s nerfs went a bit too far. I agree with the trade ultra stuff, that was bs, but it was for a FACT a BIG chunk of what made him good. Correct?
Albeit he had other things going for him, with other characters being buffed, Ryu’s best tools being nerfed, I feel it’s too much. The main thing I’m worried about is that his Shoryuken won’t be so good anymore. This is what I would like to discuss (theorycrafting or not).
Also, some other questions:
- is his frame data being changed, thoughts? I read his “priority” was going down, but how do you guys think this would work, unless they’re only talking about his SRK
- is recovery on any of his SRK’s being improved?
- is anything being improved on Ryu at all (ultra not included)?
- is the EX Tatsu glitch fixed?
- his sweep recovery time shortened?
- Hadokens changed?
- Thoughts on how aerial tatsu nerf is going to effect him?
Exactly, theres a lot of bullshit in vanilla SF4. Im happy Ryu got nurfed.
What do we know about the SRK getting its invulnerability frames removed on startup? Has this been confirmed, is it a rumor, will it be in the final build? This will be the biggest single game changer in SSF4 if it happens (for the better I think).
What aerial tatsu nerf?
On Ryu definitely, and possibly other characters I hear
Basically the trajectory is nerfed so that you can’t run away, so no escaping corner bs vs Balrog and the like
lol i hate that. whenever i get them in the corner they tatsu out then if i try to meet them i get hit by the tatsu lol
I think your getting confused. In one of the blogs they were talking about zangiefs ultra II where he catches airborne characters. The blog said that it was useful against ryus who like to air tatsu out of corners against gief. Ryu’s air tatsu is not being changed. I don’t know whether the existing tatsu glitch has been fixed. If you read the last couple of pages, I asked similiar questions to what you asked and we’ve been discussing them.
No, I’ve also heard that fly away hurricane is now less effective, especially with Ryu.
even if ryu is shit tier, I’ll still be maining him.
thumbs up
Woah. Suddenly the ryu forum got a couple thousand more posts. Freaky.
I asked for the thread to be moved.
I see what you mean. Being able to slide stick from bottom left to bottom right whilst in block stun (auto guard), makes it easier to mash out a dp and therefore the risk/reward for somebody to do carry out block string on ryu is not favourable. Being able to fadc a blocked mashed dp compounds the problem because just when you think you’ve got them where you want them (whiffing a dp), they fadc and make it safe. Add the fact that Ryu’s Ultra 1 has juggle properties then this makes ryus dp a great tool. If DP’s are that unbalanced then they should have nerfed both Kens and Akuma’s DP’s as they too can dp xx fadc, but from what I’ve heard, kens dps have improved! If ken could do dp fadc ultra1 and akuma could do the same then I guess people would have been crying for them to be nerfed more as their Ultra’s do much more damage then Ryu’s.
I still say the best fix would have been to make dp’s totally invincible but reduce their range and completely remove the ability to FADC them (or at least on block).