Actually, I only saw one fierce DP against Guile. Most of his anti-airs were MP shoryuken (MP shoryuken is 2 hits - easy for me to confuse, too haha).
I’ve been doing lp DPs against crossups lately.
The fadc is the reason why mp/hp dp’s are now 2 hit. If you decide to fadc then you will only get damage output for the 1st hit. Capcom want us to use MP dp as AA therefore we get even less damage output for AA DP, if you then decide to fadc the 1st hit then you get only partial damage output. On the plus side, because the dp is 2 hits, it breaks focus/armour attacks. One thing which I donk think has been tested, would Chun Li be able to fadc a Ryu mp/hp dp after absorbing the 1st hit of the dp? Would her dash be quick enough to get her out before the 2nd hit of the dp?
Thanks for the response? Now what are “Option Selects”? Like to crossup or not? Hit low or high? Thanks in advance!
Heres a Ryu thread on OS’s:
http://www.shoryuken.com/showthread.php?t=222234
Hopefully this will answer your questions about Option Selects or you could go into youtube and type in Ryu Option Selects and you’ll get videos showing you all the different OS’s.
The OS I was discussing earlier in this thread was to do with jumping hp/hk into U2.
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What you basically do is knock down an opponent (e.g. Chun Li) using a sweep.
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You then jump in on Chun as she is waking up and throw a really deep HP/HK but at the same time you buffer the Ultra motion.
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At this moment, Chun Li has 3 options:
a) Stand and block
b) Attemp a reversal move of some kind
c) back dash
d) crouch and block
What this DP/HK into U2 OS does is allow you to counter each and every one of Chun’s options. If we look at each of Chuns option, and the outcome:
a) Stand and block
Your jumping HK/HP is blocked, you dont press the KKK buttons and the Ultra doesnt land. Instead you go into your block string e.g. c.lk, c.lp or throw Chun.
b) attempt a reversal move of some kind
Your jumping HK/HP lands really deep, you press KKK (as you have already buffered the ultra motion) and your U2 will land with full animation (huge damage).
c) back dash
Your jumping HK/HP whiffs, you press KKK and your U2 catches them in the recovery frames of their back dash. Full animation, huge damage.
d) crouch and block
Because she has blocked low, she will eat the jumping HK/HP, you press KKK and you land U2. I’m not sure if we would get full U2 animation here or if we would get the other version.
As you can see from the above, this forces Chun Li to stand and block whenever you knock her down with an untechable knock down. If she tries anything other then blocking high or maybe ex spinning bird kick (needs testing), she will eat the full U2.
Oh Ok! Thanks a lot Rashed! I understand now. When I was playing last night, Deep jump in HK/HP into U2 lands :tup:
Thanks again!
You’re not reacting to whether the j.HK hits or not, that’s not what an OS is. OS is the same input giving different outcomes based on the opponent’s action. You buffer in the DP, button press and all not knowing if the j.HK will whiff or not. If it does then the DP comes out and will catch their backdash or beat their reversal (ideally, this is match-up specific). If the j.HK makes contact (hit or block) the dp never comes out due to the hit freeze (the extra time required to land drops the DP input out of the buffer) and you can continue into a block string (which you can hit the inputs for without confirming if the DP is coming out or not, since press buttons during the DP does nothing it doesn’t matter).
that’s not an os that you described, it’s just a hit confirm.
os correctly (hit the buttons) and you’ll only do the ultra if she dashes or you safe jumped and she reversals. block or hit, the ultra won’t come out due to impact freeze from the jump in.
ah, got ninja’d. can’t edit though, sorry for double post
oh, nm, figured out how to edit on ps3, just need to go advanced.
does lp srk juggle into super still work? and does ex srk still have that gdlk hitbox?
This is the third time I’ve mentioned in this thread you use MP DP for anti air now. Either people aren’t listening or they just want to bitch about fierce not having invincibility. It’s getting annoying.
that answers neither of my questions, though. lp dp on standing opponent, then super after you land. works yes or works no?
ex dp turning ryu’s back into active hitbox (it does this in vanilla just not very far good vs gief splash on wakeup imo), y/n?
i know i’m asking lame questions but i can’t play super til friday. it would just be nice to know if i can get to work deleting that knowledge from my brain or if it’s safe to hold on to.
yes they both still work. EVERYTHING still works except trade DP ultra and super fireball trap. Everything else is solid.
hmmm, what your saying makes sense. So in this case where we were discussing the OS involving jumpin fk/fp, would you buffer the ultra motion and kkk into the landing frames of the jumping fp/fk?
I don’t think I’ve been using OS’s. I think I’ve been using really deep hit confirms which are not the same thing.
After playing a few days it seems Ryu is still… Ryu
However can someone please confirm these few things for me:
- His backdash seems to be shorter than vanilla? Or am I seeing things…
- antiair srk , fadc, ultra1 seems to be tighter? Maybe srk doesn’t launch people that high anymore? Or maybe my fingers are not used to using mp srk, then fadc…
thanks reptar dude for answering my question. so the only hitbox tweaks were on fierce srk?
you do the motion and hit the 3k part of the ultra before you land. right before the kick is supposed to hit, i think
the idea is, if they backdash or focus, then you land sooner in real time, causing the game to accept the ultra input. (mash jab right next to a guy and then mash jab while at the opposite side of the screen. see how it takes longer for the same amount of punches when you’re hitting?) if they take the hit in one way or another, you land later in real time and the game decides you did the input too early and won’t cause the ultra to happen.
Something seems off, ryu’s fadc metsu hadoken ultra seems easy to do. in vanilla i could pull it off 30% of the time in training mode, in this game im pulling it off 80%
Couldn’t you just be optimistic and attribute it to your increasing expertise with your controls?
I did think of that, but my problem was always buffering the ultra, feels a hell of alot easier in this game…still undecided on which ultra to use…but definately for annoying characters like vega and bison ultra 2 was made for them.
I’m sticking with Ultra 2 for life. I’ve owned many people today with it and I’m proud of it gosh darnit. Even saved the replays =)
Hi guys, back again after more testing. My bad, mp srk does work pretty well as a anti-crossup. So far, tested on shoto crossups and gief splash.