Ryu changes in SSFIV thread

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ryu trial mode, nothing note worthy beside the hado to full U2 and just wondering were you always able to combo off the overhead? I’ve pretty much mentally blocked myself from using that move so I don’t really know the properties.

The overhead always gave +3 frame advantage on hit when you connected it on a standing character. Against ducking was only +2. So weird.

Because I can out-think a masher and you get fucked by people reversal’ing your ass all day long? :lol:

Could you rely on U2 as a general AA by itself (on jump-in reaction)? As opposed to using it in a combo like you mentioned SRK > FADC > U2. Like, will it land if someone just jumps in?

Sorry I can’t recall right now, but does anyone know what the damage is on U1 vs U2 ? Also old SF4 U1 vs SSF4 U1?

In regards to your #2 point - I bet it’s character specific.

It might not connect fully on AA, depends if it’s got enough invincibility and starts up quick enough I guess.

You guys are the Trolls, Whiners and Scrub.

A bad workman blame his tools LOL~

I’ve decided not to waste my time on you guys cause as what people had told advise me before, dun waste time on the scrubs. I bet the same guys whom r cheering ryu getting some “nerf” will complain again after SSIV released abt how they r “disadvantaged” after being mopped by the random ryu user again. You will keep whining abt the game and people would still kick ur ass.

You guys just wanna give some execuses losing to some random dude by claiming “oh, he’s a masher etc, oh he uses a top tier charc.”. Not wanting to admit that you have been outplayed as a player. And not willing to accept that others could do much better than u in that match up and it is not the charc problem, even when stats and videos are thrown in your face. Sound familiar? Yes, definition of scrubs.

Frankly speaking, I don’t really care how much changes they do to ryu, is not interesting to me. From SFI to SFIV, ryu has been nerf with each version release with the majority of scrubs screaming “UNFAIR”. Fireball too fast, too much knock back. SRK too good, cyclone kick too good. Sweep into fb too good as zoning tool, fake fireball too overpowered. So what? We still kick asses.

And from what I see so far, if you can’t beat ryu, he will continue to kick ur asses whatever the hell capcom did to him up to now. Go train, shut up and don’t make a fool of yourself by trash talking and maybe you will get some respect from fellow players when you give them a run of their money in matches.

I enjoy this game, while I myself don’t think this game is perfect and have many small flaws, the reason why I’m playing it is because I enjoy it. I’ve been playing this game since I was a child and it certainly bring back good old memories. Loves a good match against good strong opponent. Love the thrill of a close fight. Regardless of win/loss.

I’ve got a full time professional job and I got a family. I’m a mba holder and I have no time to engage in your “execuses” for your inability in your game. I would rather spend more time playing and training (as I already have limited time) than to engage in meaningless scrub debates.

If you have a tip or question on how we could all improve as a player for our favorite game, please share and discuss. But no one really is interested to hear scrub crying execuses in a ryu forum really.

having played ryu in ssf4 i didnt notice alot to his overall game. his fierce dp is not a good anti air anymore it either trades or does really bad damage. i think people will opt for either strong dp or jab dp. aside from that hes more or less the same his normals all feel the same hes not as powerful damage wise. but hes still got it all. also dudleys dp is by far the worst you cant use it to punish blockstrings it has no priority.

Yea, you can, and it will hit. Like I posted when I got home last night, a lot of the times I used it as AA, I thought they were gonna be safe, but they weren’t. You have a lot more time to AA with metsu srk, than say, Ken’s ultra 1.

For others that have played it, did anyone have trouble with links? It felt like they had just slightly different timing. I didn’t hit a 1f link all night and missed a bunch of 2f links.

Couldn’t fireball FADC ultra on seth or ken. It also felt like fireballXXfadc timing became more strict.

Metsu Shoryu is a perfect anti air as far as I’m concerned. Taking out trade > ultra is obsolete right now simply because what you lose and what you get from hitting a metsu shoryu is even better than a trade ultra. I hit it clean as an anti air in about 99% of all my matches where i had it.

never got the specifics on damage but here’s what i know: uppercut FADC metsu shoryu does about 308 damage and c fierce ex hurricane metsu shoryu does a little more than 400. Now not exactly dp XX ultra damage from vanilla, but still respectable damage. So taking all this in mind, Metsu shoryu is completely practical.

Bold = Truth

Viper also doesn’t suffer the ‘air reset’ animation after an anti-air trade, and her trade > dash > Ultra 1 is still in.

Honestly, I don’t understand why there are still ppl with the “blah blah that’s a system problem, not a Ryu problem” attitude. Capcom DECIDED FOR THEMSELVES that it was, in fact, a Ryu problem, and adjusted it in a way that they wanted to. no amount of “They should’ve done _______, instead of copping out.” whining is gonna change that. The game is finished.

The fact that not every anti-air trade has the same ‘air reset’ animation is just the icing on the cake for my argument.

Exactly. Ryu and Sagat both benefitted greatly from Trade > DP, even though they were completely solid and frightening without it. On the other hand, Viper took much training and alot of technical efficiency to be compeitive with, and also didn’t benefit from Trade > Ultra as much as Ryu or Sagat did, so that staying in is fine with me. As for Dudley, I cannot quite comment yet, as I don’t know how his matchups will play out.

However, I do feel that Capcom knew that Trade > Ultra was too stupid in Vanilla, I’m sure they didn’t let Dudley slide with it without weaknesses in certain situations to compensate.

While I think he’s good, I also feel that he’s overrated.

Also, why do you people assume that Capcom consults scrubs when chosing how to balance the roster? Capcom doesn’t listen to “crying scrubs”, they listen to top players and review tournament results/footage. They have stated this themselves.

Thats great to know. That means your opponent is just better off staying on the ground. NICE!!! Everybody practice your footsies game because its going to be essential with this new ultra. FIREBALL SPAM FTW

I also looks like you can catch people who start a focus near you. Many vids out there of metsu shoryuken connecting on focus start ups and back dash. This ultra is sounding very nice.

It might depend on the backdash, though I don’t mind if it connects on all backdashes. If your opponent is FA’ing at point blank range and you react with ultra, they deserve to get nailed with it.

Anyone know the start-up on Metsu SRK? It seems to be really fast. People have a whole new reason to not jump-in on Ryu.

I don’t think Ultra2 will be used in competitive play, it’s juss way less too pratical than U1 and cannot be used as a reliable anti-air as you have to predict the jump-in

Hp shoryuken sucks, it gets stuffed clean by certain jump-ins and it’s not a reliable anti-air anymore, and it trades with meaties…however Mp Shoryuken seems good as the vanilla one, same invincibility and startup. i suppose Ryus will use this now instead, it’s nearly identical to the old HP one, just minor damage (and even minor when FADCed). HP shoryu will be only for combos

Well it connect on Juri and Ken.

I dunno about that - some characters now have ultras that can punish fireballs with no problems whatsover and Ryu’s SRK now usually trades with jump-ins making it almost impossible for him to combo into ultra.

Srk fadc ultra 1 might work against opponents who you can rush in, but against opponents like Rufus or Dictator that are dangerous to rush in, ultra 2 might be better to keep them grounded.

i dont play ryu or anything, but his dp does trade a shit ton in semi late anti air situations. if you do it really deep it wins. if you are early, like top of the jump it wins. but it has this gray area now where it trades or gets beat every single time.

on the plus side, and maybe as a counter balance to a weaker dp, metsu shoryu comes out fast as fuck and does a shit ton of damage. so you still dont really want to ever jump on him. so basically what kai said. its damn near perfect for anti air.

If MP SRK is still a reliable anti air then I’m ok with how things have turned out. Unlike Ken’s MP SRK, Ryu’s will still knockdown after 1 hit so the 2nd hit whiffing won’t lead to a big punishment. So MP SRK for anti-air and HP SRK for combos. At least Ryu’s anti-air game will still be a threat as he can MP SRK, FADC, Ultra 1/2(preferrably 1 of course) for good damage.

Another thing, you can’t ambiguous crossup ryu anymore for a clean combo on the ground. Just mash dragon punch any time you’re in doubt where to block. If you get stuffed, you get knocked up (trade ultra damage control courtesy of Super SF4) and they don’t get to combo you afterwards. This was my main concern in the original SF4 suggestions thread. Looks like it does work to my advantage. THANKS CAPCOM! LOL