:rolleyes: You should be. I’ll send you a nice, super special awesome reply to you most recent pile of rambling tripe later via PM, and you can continue to rage at me with hilarious bullshit there, but you really should stop wasting your time. At this point I’m testing stuff and providing solid info. I’ve been done with you a few pages back.
Besides, all Ryu’s nerfs have basically amounted to nothing more than the removal of a couple free damage situations, and a reduction in damage output. Nothing more.
Now, before things get hostile (read: amusing) again, is there anything you’d like me to test? :lol:
Corner only
Yes. 3 hits, either way you do it. j.MP (2 hits) > HP SRK (1 hit), or j.MP (1st hit) > HP SRK (full)
If the Jumping FK connects then you can follow up with anything (including U2 if the FK is deep enough), else
If the FK whiffs due to a wakeup backdash then you get U2, else
if the opponent blocks then U2 doesnt come out and you go into your block string
This is a good OS for an opponent who backdash’s on wakeup, but would it work on characters with huge backdash’s, e.g. Dhalsim\Chun\Abel?
Also, if you try to use this against Rufus on wakeup and he does his ex reversal (not sure what the moves called), Rufus would end up in the air and your U2 might come out, but you wouldnt get all 3 hits.
Do U2 from a crouching position and see if all 3 hits connect. If you time the U2 perfectly, you should hopefully get all 3 hits. If you time it a bit late and the Tatsu is ontop of you, will it whiff/auto correct?
The same should apply to Chun-Li’s spinning bird kick.
Corner:
f+fp, cr. fp xx lp. srk, fp. srk : damage?
f+fp, cr. fp xx lp. srk, fp. srk xx fadc xx whatever ? is this possible?
counter hit srk FADC U2 : full damage?
throw Dudley in the corner, Ultra 2? you never know…
ex fb, U2?
In training mode, can your approximate how many squares would be need to combo into U2? 1 1/2 sq, 2 sq, etc??
Can you U2 Blanka Ball before hit and after hit?
Back for some more testing. Lets see if I can wrap up some more questions for everyone.
Things that work with AA lp.srk:
Antiair lp.srk versus neutral jump can be followed up with mp, fp or ex shoryuken anywhere on the screen, including the corner. Point blank in the corner causes the juggle to miss if you do it too early, though.
Antiair lp.srk versus an attacker jumping in can be followed up with mp, fp or ex shoryuken anywhere on the screen. If you are too far away from the opponent when AAing mid-screen, you still have time to dash forward and follow up with mp, fp or ex shoryuken if the AA lp.srk wasn’t insanely late.
Antiair lp.srk cannot be followed up with juggle lp.srk.
Antiair lp.srk cannot be followed up with any normal hadouken or tatsumaki attack. AA lp.srk > EX.hadouken or EX.tatsumaki still works.
Antiair lp.srk can be followed up with juggle U2 in the corner for 274 damage.
If you catch the opponent with an antiair lp.srk while directly under them (near the peak of their jump) you can juggle U2 midscreen for 1 hit (lol). With certain characters and good execution it might be possible to get more out of this.
Metsu Shoryuken versus HK.Tatsumaki:
If you activate U2 at any point before the opponent’s tatsumaki is directly above you, the opponent sort of gets “stuck” on your character and will eat the full ultra animation.
If you activate U2 while the opponent is overhead then it whiffs and you eat the back leg of the tatsumaki as punishment.
If you auto-correct U2 (buffer the motions but don’t press KKK until the opponent is slightly behind you) then it will indeed auto-correct and hit for the full ultra animation.
Same results with Chun’s SBK, except you don’t eat a punishment if it whiffs.
Ryu’s damage nerfs versus other characters:
From what I’ve seen this is a complete rebalance across the board. I haven’t compiled comprehensive lists from every character, but from the ones I’ve tested there are modifications to almost everybody’s specials. Some examples:
Zangief:
Super and U1 do less damage
SPD does less damage
EX green-hand damage reduced.
Ken:
lk.tatsu damaged increased, but mk and rh decreased.
Fireballs remain the same, now in line with Ryu’s (except EX).
All srk damage reduced significantly. (lp.srk now causes 100 less stun and 20 less damage).
Rufus:
Snake Strike damage reduced significantly.
All versions of Galactic Tornado have reduced damage.
All versions of Messiah Kick have reduced damage.
From what I can tell there has been a general rebalance in favour of longer rounds and less round winning ultra-comebacks etc.
FADC > Metsu Shoryuken Damage:
Got some interesting results from this one.
lp.srk/hp.srk(first hit) xx FADC > U2 causes 304 damage.
ex.srk(first hit) xx FADC > U2 causes 284 damage.
ex.srk(second hit) xx FADC > U2 prevents the ultra from juggling for the full 6 hits, instead acting differently each time I tried. I’ve seen it juggle for 2-5 hits, with the most consistent being 5 resulting in 313 damage. I’m sure someone with more technical knowledge will explain this.
I’ll use this post to mention something else interesting.
Anti-air Level 3 Focus Attack can be combo’d into the full U2 animation in the corner. AA Lvl2 FA doesn’t combo into U2 at all. AA Lvl2 FA > Dash > hp.srk xx FADC > U2 works anywhere on the screen for the limited 6 hit version.
The application is limited, but you do sometimes find yourself smacking someone back into the corner with a full charge FA. =)
Thanks Jaie, seems like your running a Ryu lab. I’m gonna love doing U2 on Tatsu’s. I’m guessing it will work the same agains Kens Tatsu also.
How about this one:
U2 versus Zangief Lariat? Would the U2 win or would Ryu get knocked out by the Lariat? You could get different results depending on whether you use PPP or KKK.
Both PPP and KKK Lariat seem to lose to U2 in every situation. I tested:
Block then punish
Counter
Crouching U2 underneath both types of Lariat
Trying to counter the ultra with both types of Lariat.
From all distances.
Some bonus info!:
Zangief’s U2 counters AA Ryu U2. =(
-… Unleeeess you activate the AA U2 really late, then it will counter Zangief’s U2 for the smaller 6 hit version.
-… Exceeeept if you activated it that late then Gief would essentially be safe jumping and can block on land.
People overreacting. And jumping to conclusions. It’s way too early to tell.
Essentially the loss of a couple of shenanigans and a differently functioning srk. There have been at least a couple of minor stealth buffs that most people will probably miss. (Reduced recovery on lk tatsu, meterless followup juggle via srk, etc.) Personally, I can still do very, very well with ryu. But again, it really is too early to tell.
Who knows. Almost everyone from what i have seen looks beastly now including ryu. He lost trade to ultra but gained a beastly AA ultra. He still has awesome normals and his speed is there. The reduction of dmg happened to everyone so that round times can be longer. In other words he is the same but with an added ultra.