Case in point. Braindead this, braindead that. Was Ryu’s SRK braindead in ST? A2? CvS2? Because it can AA and stuff meaties clean in those games too.
I feel that a lot of players (such as yourself) have this self righteous mentality where they seem to think that the fact that they prefer a character that works differently, and has certain disadvantages, means that everyone else should have to deal with your disadvantages too. Shotos are traditionally based on having a DP that can get them out of pressure, and AA attempts to enter their airspace. Many other characters aren’t.
I mentioned that, because in SSFIV Ryu’s SRK has been shown getting beat or trading with jumpins. Often. Also, the meaty beats or trades the SRK if it’s not timed correctly. That’s a far cry from DP auto-losing to meaties on wakeup.
There’s that mentality again. As if every reliable tool that other characters have and yours doesn’t is just braindead. Ryu’s character type is based upon him having that particular tool, among others. Other characters (such as Chun-Li, or Bison), are not. Should reversals and AA require decent timing to be effective? Absolutely. Is this resolved by making them ineffective in general? Hell no.
Not necessarily true, on both counts. First of all, the ability to safe jump the other characters with an invincible reversal didn’t mean that they could be exploited. With the exception of Balrog, and maybe Guile, none of the characters on Theli’s list are free on wakeup. Secondly, being knocked down is a bad situation, despite an invincible SRK. FADC is a costly get out of jail free card, but amounts to a large amount of wasted meter for a few points of block damage and reset momentum. Not a favorable outcome for a DP user, and can only be used sparingly. After that, it’s the same guessing game that it’s always been, the Shoto reversals and sees if his opponent pushed buttons at the risk of a heavy punish.
As for whether the DP still works, this is assuming that the invincibility frames last long enough, into the active frames. If not, no, it won’t work. It’ll either trade or get stuffed.
Agreed. There should be some execution involved. reducing the amount of openings in blockstrings, reducing the input leniency allowing for mashing, and reducing the window for a reversal to 3 frames or less would have solved this problem. Instead, these problems are not solved, and Ryu players simply have a new problem to worry about.
Different characters. Different hitboxes. Your character isn’t about having a beastly special AA. Ryu is. Properly AA’ing with Chun’s normals is about using fast pokes with good range to hit an opponent before their attack connects. Ryu’s SRK is about outprioritizing an opponents attack with your own. They aren’t comparable.
As for wakeup pressure, sure, you have to spend meter for the sometimes unreliable EX SBK. But then again, Ryu doesn’t have Chun’s backdash.
This. If you didn’t have a problem with Ryu’s SRK in any of the other SF games, I don’t understand how you think that giving SRK even less invincibility than it had (which, compared to many other games, wasn’t much in the first place) was a fix that was necessary, or even warranted.
What needed to get fixed didn’t. So those things are still on the list of things that suck about SFIV.
And from all early accounts, Ryu’s SRK has been added to that list, plain and simple.