Ryu changes in SSFIV thread

I know it would be an insane task, but maybe they can try and get the top players/smartest players of each character and have them compile a similar agreed upon list and have them send it to them as well…

It would be a shame if some of UltraDavid’s gief ideas didn’t even get considered for instance…

Standing strong and roundhouse are both solid normals. If Ryu’s standing strong works anything like Ken’s, then it stuffs rush punches at the right distance and also works as a bootleg anti air.

Standing roundhouse is good for anti air when someone is empty jumping over your hadoken out of range for a shoryu. Looks like someone needs to go back and relearn their normals… If anything, I think it’s Ryu’s standing forward that is pretty much useless.

I think Ryu will get hit with the nerf stick. This is mostly because I think he will be balanced out with Ken and Akuma. He may end up walking slower, slower shoryu, less priority on shoryu, and MAYBE more recovery on hadokens.

I don’t know how they’d get rid of trade Ultra without giving uppers invincibility all the way up. However, if they do that, you can no longer stuff them with cross ups at the right distance. I guess this isn’t too bad, as you will still most likely recover in time to punish the whiff… Still… I like stuffing shoryus.

If they want EX fireball and Tatsu to work from shoryu FADC, then they’ll still work for trade shoryu. I just don’t see how they could change it, unless they made it to where after an FADC, your next attack has juggle properties. But that’s kinda silly. :stuck_out_tongue:

I don’t see what other Ultra they can give Ryu that isn’t already covered by his current Ultra. The only situation his ultra doesn’t cover is when he is in the air. Does the dood really need an air Ultra? Maybe the metsu shoryu will be really damaging, but have a lot of start up, so only Shoryu FADC will be able to connect with it. Maybe it will be gimped like Ken’s ultra now, where you have to get a counterhit in order to get the full damage or something…

That’s amazing that you mentioned that, I have also been thinking about s.forward and how it was replaced with s.short. In ST for instance. s.forward was an upward arc kick like the one he does when you press s.short in IV. I would really appreciate converting them back again i.e. the straight kick that is the current s.forward be moved to s.short and have the upward arc kick that is the current s.short be moved to c.forward and be given a boost in the hitbox just above the heel. I really liked this move in ST for stuffing fast jumps when I was in in awkward position or certain moves that have an aerial ark with strong hitboxes. Little known secret, in IV s.short actually trades with Abel wheel kicks (unfavorably of course). Just a little thought.

Wow I fear things like that as well by the direction this thread has been going in. Ryu really doesn’t need any of that to happen, much less all of them. And I mean he REALLY doesn’t need to have his walk speed nerfed. (I would argue that I can’t think of any character in the game that needs their walk speed nerfed, that’s just a bad idea at this point)

That will just make clean shoryus > super/ultra easier, and Ryu will take no damage from it. Everyone knows clean shoryus still lead to ultra anyway too, so anyone suggesting such a thing really is daft. Trade ultras are fine really. btw I know you feel that way too, Im just making a general comment and adding to your reply towards others.

I hear you, Pancho. I just can’t think of anyway to take away trade Ultra. In a sense, if you did damage to him, it’s still not a free Ultra in the trade.

When I’m beating Ryu by a decent amount of life, I will go ahead and j.RH him sometimes. I still get my j.RH damage, and the damage his Ultra does won’t put him in the life lead. Though I know it sounds silly, and I NEVER do it unless I was just totally owning the Ryu player, but it just helps my mind fighting him knowing that whatever he does to me isn’t going to lead into ultra.

Damn… I’m posting and trying to work at the same time. I hope that reads ok… If not, I’ll edit later.

the way to take away trade ultra is to do away with the ridiculous floaty animation that getting hit by a DP puts you into in SF4. of course this might also prevent dp fadc ultra but oh well :slight_smile:

But trade ultra really doesn’t need to leave. It’s one of the interesting defining mechanics of the game for me, and the fun factor of landing it is quite high. Really now, who even jumps at Ryu with Ultra unless they are outside of his Shoryu range? Or to put it another way, how many decent characters in the game really “need” to jump in as a means of getting closer because it’s their only option? The games speed coupled with tons of “on reaction” fireball solutions (or even other psychic fireball solutions that aren’t jump ins) makes this a different environment than ST in a lot of ways. Gief can EX through fireballs ON REACTION at distance 3/2.5 for godsakes and there’s a bunch of matchups where Ryu can’t even do traditional fireball/shoryu zoning to keep most of the opponents options at bay.

Even with all of this Ryu doesn’t deal broken damage with his Ultra like Sagat does. There’s just no good reason for me to even entertain the idea that trade ultra absolutely needs to leave in the overall climate of SFIV gameplay.

To follow up on this: Sagat can ultra on a trade with f.roundhouse and that shit hurts a LOT worse than Ryu’s trade ultra.

Food for thought.

honda

Hey check out the post I made at the very top of this page…dunno if you missed it :pleased::china::pleased:

C’mon now. The matchup is only cosidered 6-4 overall for Ryu, and even then it’s not the same ST stone age for Honda. Honda has to be patient, but he still has EX Headbutt, j.fierce manipulation just outside of Ryu’s s.rh range and ultra to help get in. Tentative ryu’s who have been convinced they need to be watching out for other things now have to deal with Honda gaining a bit of ground. Honda’s footsies are respectable too. Ultra get’s him through too AND psychic buttstomp, neither of which are jump-ins per se. Sure honda has to be patient but I don’t think Ryu dominates him on account of Trade > Ultra/aa Shoryu>FADC>Ultra.

To put it another way, the matchup was way worse in ST and Ryu didn’t have anything like trade>ultra. And I know that comparing the two games is futile at this point but it’s just an example.

No I saw it…just forgot to reply. >_<

What you suggested is exactly what they did…check out the link I posted, the compiled changes were for the entire game, and every character too. Taken from the opinions of top players who know what they are talking about.

:china:

Ah I missed that post. Well in that case, I really hope there’s still time to send a bunch of extra suggestions.

i didn’t say aaaaanything about the matchup, i just answered your question.

as an aside, buttstomp is focus bait and his ultra is slow as shit, so only very close (1/2 screen or closer) projectiles can be punished. even then, it’s hard, unlike chun or abel’s ultra punishes. neither is a legitimate or reliable answer to projectiles spam or a way to ‘get in’.

anyways, honda can jump in on akuma and ken at specific ranges because nj.fierce and his other jumpins can trade favorably against dps. not so with ryu and sagat, which is one of the more annoying things about the matchup.

Lol I know you didn’t, Im just illustrating that I still don’t think it’s necessarily true overall that Honda NEEDS to jump-in to get anywhere in the matchup, which means he has ways of getting in that don’t involve the risk of getting Trade DP’ed/FADCed into ultra off jump-ins.

True about Ultra and Buttstomp, I just mentioned that he at HAS those additional options as well. I still think there’s a ton of creative ways to try and sneak in charge for ultra once honda clears the 1/2 screen mark, which really isn’t too hard in and of itself, but I agree it’s not as much of a factor as Chun or Abel’s.

  1. All those nerfs to Ryu and buffs to other characters would reverse his tier position, no need for that. Taking out trade ultra would be fine.

  2. The way to remove trade Ultra is to simply change the properties so when uppercuts trade, they reset the other player in the air instead of putting them in juggle state. This is a simple solution that makes sense, keeps all other current properties of being able to cross srk, doesnt buff or nerf it, and keeps all legit fadc juggle options. Most importantly, it makes it so a player is no longer rewarded for mistiming a clean srk or tiger uppercut on a jumping opponent.

  3. Ryu doesn’t need any more ultra options so his Metsu SRK or whatever 2nd ultra he gets should be a high-damaging ultra that you cant combo into, basically only to be used to punish or after level 2+ focus.

Leave ryu alone. the fact that he is the most picked player should tell you that he is less flawed. C’mon haters, buzz off. Go complain about something else…

The game is alot more interesting when everyone has weaknesses. That’s all I have to say.

This may seem silly but what are Ryu’s weaknesses :confused: he has the #2 headband after all. I’ld sooner buff the lower tiered roster to catch them up. Not sure he really needs a nerf more than just a smaller buff though when all is said and done.

Hadou Taunt and Metsu SRK might be the biggest additions we see for him but changes may be few and far between.

I think that ryu should lose the ability to land ultra from a SRK trade. A trade should knock ryu down. He would still get up before his opponent, because he would quickstand, but he wouldn’t be able to juggle, only maybe set up a fireball trap.

I also think the damage on his ultra should be slightly reduced, maybe 30-50 less damage, only due to it being so easy to land.

That’s it. Everything ryu has is good, and seems to work properly, so I don’t really see him needing any buffs (shit, if ryu needs buffs I don’t think they have the word for what vega needs), and ryu only has tools that seem overwhelmingly good because of the weaker tiered characters have things that just don’t work properly or just have bad design choices behind them.

If the low tiers were buffed properly, ryu wouldn’t look so fantastic.

wtf. Standing MK and Standing RH are good. Standing RH is a great zoning tool, especially against zangief. you can use Standing Mk when someone doesn’t expect it as a nice counter poke. It’s not bad, really it isn’t (cr.mk is just so much better in general.)

I would absolutely agree with Ryu and Akuma getting their Super Turbo standing MKs back over these new ones.