Fierce SRK vs High Priority jump-ins (Balrog/Bison j.RH and Honda j.MP):
These all seem to trade regardless of which hit of the SRK lands. Late jump-in attacks trade with the first hit for 100dmg/150stun, earlier jump-ins trade with the second hit for 50dmg/50stun. You are able to land FP.Super after trading with any of these attacks. The only time I have seen FP.SRK win is against a really deep Bison J.RH.
SRK vs Meaty on Wake-up:
vs Ryu cr.MP. All versions of the SRK beat this on reversal.
vs Sagat cr.FP. Interestingly, Ryu’s fp.SRK trades on reversal. All other versions (LP, MP and EX) all beat Sagat’s cr.FP on reversal.
Ryu’s Metsu Shoryuken vs Various Bison Scissorkicks at point blank range:
Metsu Shoryuken punishes both EX and RH scissorkick on block. Both MK and LK scissorkicks are not punishable on block.
All versions of the scissorkick lose out to Metsu Shoryuken in a trade-off, but I’m pretty sure you guessed that.
We’ve gotten the ability to combo off our overhead
Traded HP DP for MP DP which really isn’t that bad.
And we have the most amazing anti air in the game (Metsu Shoryu) which really isn’t that hard to hit with at all, unless it’s a cross up, and it’s only a matter of time before autocorrect.
Ryu is still really strong. In fact, IMO with Metsu Shoryu he got BETTER. That thing is so ridiculously good it’s funny.
We’ve gotten the ability to combo off our overhead
Traded HP DP for MP DP which really isn’t that bad.
And we have the most amazing anti air in the game (Metsu Shoryu) which really isn’t that hard to hit with at all, unless it’s a cross up, and it’s only a matter of time before autocorrect.
Ryu is still really strong. In fact, IMO with Metsu Shoryu he got BETTER. That thing is so ridiculously good it’s funny.
Well, I’ve got to head out now, but heres a few things Metsu Shoryuken can punish on block:
All versions of Cammy’s Spiral Arrow
All versions of Zangief’s green-hand except LP.
All versions of Juri’s pinwheel thing except LK.
Also, Juri is hot.
Also, Seth’s U2 beats out Metsu Shoryuken regardless of which ultra is activated first.
Oh, and heres a weird final observation: Meaty jump-in FP or RH > U2 works for Ryu. The interesting part is that the combo deals 503 damage… whereas U2 by itself also deals 503 damage. I found it weird because the same combo when done with U1 results in 398 damage, compared to 369 for U1 by itself. Nothing significant, just an odd product of SF4s combo scaling.
Well I’m sure trade Ultra still works in the corner. Just that the chances of being in that situation would be pretty rare. Oh and if possible can you list damage changes and can the overhead be combo’d into crouching opponents? Before it could always combo into standing opponents so saying the overhead can start a combo isn’t quite clear enough.