Ryu changes in SSFIV thread

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. :wink:

Hope that helps.

Test U2 vs blocked point-blank ryu hadoken? Let’s see if that punishes.

Mid-screen Ryu hadoukens cause too much pushback so the ultra misses. In the corner all versions are safe from U2 on block.

I only wanted to test the frame disadvantage and U2 startup.

Well, unless they made hado’s recovery shorter, U2 definitely takes more than 6 frames. At least against grounded opponents.

Pretty much here’s what’s happened:

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.

Pretty much here’s what’s happened:

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.

Wait, ryu’s overhead can be combo’d from when hitting ducking opponents now? It was always able to combo on standing opponents.

I’m convinced Ryu is still top 5 in the game. HOWEVER, I think unlike last game, he clearly has a bad matchup now: Dhalsim.

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.

Here’s what I’ve got so far:

Hadoken > FADC > Ultra 2 only works at farther distances.

j.MP (1 hit) > Full Ultra 2.

CH c.MP > Ultra 2.

Ultra 2 works against jump ins on wakeup.

MP SRK seemingly has suffered no priority loss. Stuffs meaties and all AA just as SFIV HP SRK did.

HP SRK deals 175 on counter hit.

HP SRK > FADC > Ultra 1: 398

EX Tatsu: 160

Ultra 1 Max: 369

c.LK > c.LP > HP SRK > FADC > Ultra 1: 357.

Still in the lab with it, but just use MP SRK most times you would have used HP and he’s damn near exactly the same.

Videos soon. Anything else you guys want me to test?

U2 can be option selected.

A mate and I tried it with a few characters, but couldn’t get it to land against Chun-li due to her awesome backdash.

Question: does DP trade into Ultra still work?

Nah, trade DP now causes Ryu to air reset rather than hit-stun on the ground like he used to.

You still have time to trade DP > Super, though.

there’s some instances where you can still land it.

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.

I’ve got a few of questions for you people lucky enough to be playing super sf4:

  • Can Ryu’s overhead be combo’d into crouching opponents?
  • Can Ryu’s crouching roundhouse kick be cancelled into fireball (like the older versions of street fighter)
  • Can you still c.lp, c.lp, standing lp into crouching roundhouse?
  • Can you still c.mp, c.mp, crouching roundhouse?
  • with regards to U2, could you try the following: Forward FP for both hits on standing opponent, c.fp xx fierce fireball xx fadc xx U2

Thanks

Is that a new rule/mechanic? Or is it just that he gets airborne sooner now, thus the air reset?

@rashed

  • No
  • No
  • Yes
  • Yes
  • Hasn’t worked for me yet.

@Cyborg

New property of SRK.

Cheers Nitro

The only way to combo into U2 so far has been what trail 24 is…

Can’t remember on top of my head if there was a jump in, but i think its:

  • j.hp, cr.lp x2, cr.mp, cr.mk, hado, fadc, u2 (only in the corner) as the hado pushes the opponent out too far and as a result, the u2 whiffs.

I tried cr.mp x2, cr.mk, hado, fadc, u2 and that worked.

it’s got really tight spacing and timing for it to land, i’m pretty sure it’s a one frame link that can’t be plinked into :frowning: