Ryu changes in SSFIV thread

In one video, Ryu did back and forward air tatsus and the horizontal range was nerfed.

If the first hit of fierce dp doesn’t knock down then I bet it’ll have enough hit stun for FADC links. Metsu Shoryu even?

It really isnt the Mestu Shoryu. His 2nd ultra is a bone crusher, not a flesh ripper. Capcom just didn’t want to call it a shin sho.

Heres a observation on a fully powered Metsu Shoryuken.

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Lets say Chun has the same health as she does in SF4, which is likely. In the video she looks like she has almost exactly 500(or 450 depending on how you look at it) health as well. After a Lvl 2 FA and a Metsu SRK, Chun has around 30 health left. If you pop in SF4 and play Gouken against Chun in the training mode you’ll see that she has almost the same health left when you cut her life in half and then do a Lvl 2 FA followed by a Shin Shoryuken. So with all that said I think we can expect Ryu’s Ultra to do about the same damage as Gouken’s Shin SRK which does 518 damage.

Now the question is if you can land full damage after a SRK,FADC combo. Honestly, Ryu could be doing 600+ damage with just a simple FP, SRK, FADC, Ultra. And close to 700 if he did F+HP, c. HP, EX Tatsu, Ultra. Or he may get crap damage like Ken if the Ultra doesn’t fully connect making Metsu SRK really cool looking but totally useless if it can’t be juggled like the Metsu Hado using one or any of Ryu’s many set ups.

Well, also remember. This is Ryu after years of training after that incident. He’s probably more in control of himself to be wanting to scar more people. (And then he goes and rearranges their jaw haha)

I’d like to think that it was less “He hit Sagat in the chest with it” and more “Sagat saw it coming, tried to back off, couldn’t evade it, and ate Ryu’s fist tearing his chest open.”

I’m inclined to believe that it’ll work like Ken’s mp.srk. Because realistically, Ryu’s only standing on the floor with one foot (you can see his knee raised like he’s launching himself). Ken’s is similar in appearance, and you can’t FADC the second hit.

Watch it around the 25 second mark. It looks like Ryu’s Strong SRK is also a 2 hitter. But this one actually looks like Ken’s Strong SRK as well.

If you look closely, Ryu is nearly off the ground by the time the 2nd hit lands unlike the fierce where it looks like both feet are still planted. I’m guessing this one can’t be canceled after the 2nd hit but the fierce SRK can be. No idea idea if one is suppose to have a strength and weakness over the other like Ken’s Strong and Fierce SRK so it’ll be interesting to see how that works out. Seth did say everybody got stronger, that still seems questionable unless they reveal more then just new Ultras.

what the…ryu is…becoming ken,

Pff. Is his fist on FIRE!???

No. So he’s still lame. He’s becoming Akuma, as his plot line suggests.

hah, your a smart man

If mp version of shoryuken is 1hit and this one hit do more domage than the first hit of FP shoryuken., then you will just switch for combo and AA from fp to Mp version…

and fp version may be will be to use as a tech throw counter just like ken and then fadc if it s in gauard and no fadc if it touch…
plus 2 hit shoryu will be good to break FA and armored ex.

only good things. I just hope Mp version of shoryu is still 1 hit.

About comboing metsu shoryu, I don t think it will be possible as a full version. even as AA it s seems a little bit difficult.
Metsu hado will still be very usefiull. metsu shoryu will be more specifical versus.

  1. I want to be able DP through Fireballs like the old school ways, not EX just the regular fireball and maybe in mirror matches super not ultra.
  2. Donkey kick. Forward + MK
  3. Link light Tatsu into DP
  4. Fierce sweep that cancel into fireball on contact.

Re: Ryu’s new HP SRK, watch this clip:

Pay attention to 20s onwards (SRK occurs at 25s).

The first hit lifts opponents off the ground, with the second hit connecting in the air suggesting a juggle state being invoked by the first hit. This means that unless both hits connect, an anti-air HP SRK won’t guarantee the solid chunk of damage it enjoys in IV currently. Like LoyalSol has mentioned, this begins to share nuances with Akuma’s SRK - particularly our mp version.

HOWEVER, from what I can see here, Ryu’s is better and works akin to Ken’s mp SRK on COUNTER HIT. That is, the first hit knocks down and invokes a juggle state. It appears Ryu’s now does this regardless as to whether it is a counter-hit or not.

Edit: Sorry Rice Eater - I only just noticed your post because I am blind.

And all hadokens knock down and any Ryu knockdown is untechable and full screen kara throws and if you manage to push 3P and 3K together the game just cuts to a Ryu victory pose. Sound good?

If only the 2nd hit of his fierce SRK knocks down, the second hit would HAVE to be cancellable. If the first hit isn’t a knockdown, cancelling out of it would just leave the opponent standing there. That would mean you can’t FADC->ultra off a fierce SRK. There is absolutely no way they would do that. It looks like his fierce SRK works exactly like his current EX SRK. I don’t see any reason to think otherwise.

With his current EX, if you are not close, the 2nd hit is airborn. If you ARE in close, both hits are grounded. In the clip with Adon, Ryu’s fierce DP acts EXACTLY like his current EX does from that range.

Actually, the Wiki say that in sf4 an AA dp only does like half damage, 70 pt for ryu I think. So I guess that in SSF4 it will be 90 for the first hit and 70 the 2nd for 160 total. So if only the second hit connects in the air it could be the same 70 as in vanilla.

This applies for the SRK when his arm is extended. If you AA with ‘deep’ SRK it does 160.

…Why not? Making only lp srk FADC-able would certainly reduce its effectiveness, which is what they seem to be going for.

In any case, it seems like they’re trying to make srk FADC to ultra less viable for anti-air purposes.

FADC ultras should be nerfed across the board. Invincible safe ultra attempts are just too good. I hope what you’re saying is right, prof21. It might be a slight reduction in damage overall but it’s a damage loss nonetheless.

Guys, that SRK in the clip with Adon is the Strong/MP version, not the Fierce/HP version of the Shoryuken. If you watch closely, Ryu neither has a white streak nor does he travel that high in the air. So that makes both the Strong/MP and the Fierce/HP a 2 hit DP. It does look like the fierce gets its 2nd hit at a lower height though making me think that the fierce can still be FADC’d after the 2nd hit while the Strong can not, just a guess though.

What I think:

  1. Fix ex-cyclone kick bug in which chun li can walk out of it as well as make it always combo when hit. It sometimes can be block after the first hit connects.
  2. Make air ex-cyclone kick always combo on hit. This is now often only 1 hit when it connects.
  3. Create a fake fireball move in which it can be cancel into normal, tech-throw, throw and special move at any frame, but ryu cannot block upon executing it. ie, ryu must commit to doing a move after doing the fake fireball, or he have to go through the entire fireball animation frame which he cannot block.
  4. Create a alternate input for fireball which allow ryu to walk forward and fireball in an instant, unlike now in which ryu have to wait out a few frame to prevent an srk. This is extremely important.
  5. Make his medium kick cyclone travel the same speed as heavy kick cyclone, but with longer range than a light kick cyclone and shorter range than the heavy kick one. It currently travel too far, with only slightly less range then a heavy kick version.
  6. Give ryu more range in his backdash
  7. Make ryu medium punch shoryuken a 2 hit shoryuken. This is to allow ryu players to break balrog’s ex moves by skill rather than guessing by luck.
  8. Make ryu’s cyclone kick go through all forward (horizontal) blanka ball including ex version on start up frame.
  9. Reduce the far medium kick to -1 on block.

Other than these, ryu does not need any changes as he is already extremely powerful on the right hands, with his potential capped only by the user’s skill.


By the way, just to explain that the fake fireball would be important, due to certain character being able to ultra or ex-special on reaction when seeing a fireball from 4 characters away. Eg: Blanka, Chunli, Abel, Balrog. This makes the game extremely boring as ryu players can no longer fireball except at close range whenever these characters have charge and meter. I do not mind these character having these techniques, but it should not be the extend in which ryu fireball is totally shut down whenever they have meter and is 4 characters away. I would love to see Ryu having a fake fireball, similar to Dan’s fireball in which it travel a bit and then disappear (except that this fireball does not hit opponent at all). This fireball need to be in blue, for it to be a good fake.

Let this fireball be cancellable into fadc dash. Let it also be cancelable into normal moves and special move (without using meters), tech throw and throws. I am sure that skillful players could use it skillfully, without giving ryu too much advantage over other characters.

I do not want an overpowered ryu, just give him some tools in which skillful player can use for some of the situations in which he is highly disadvantage at the moment.