As you can see in the video, the only thing that it works against is back teleport. So its a very high risk OS to do, which is going to deter most players from using it.
So no, OSes like these don’t get used a lot
You can OS the Shinkuu Hadokuen too. Which I believe can catch most back dashes.
I have a bunch of lab work to post and no time to post it lol…
Noticed that U2 has some weird scaling. If you jump in with fierce straight into U2, you get the same as a raw U2 even though the ultra shouldn’t be scaling. On the other hand, if you jump in with fierce straight in W2, you get more than raw W2. Oddly enough, you don’t get full W2 damage, it gets scaled for some reason. Iirc, U2 also isn’t worth combo-ing into most of the time, its almost like they want you to raw U2. W2 at least benefits a little when you combo into it. I’ve yet to perform a U2 combo that does more than 550ish damage, am I doing something wrong…
Some other stuff from my lab time:
The difference between W1 combos and U1 combos is usually around 70 damage or less. I personally feel like that 70 damage is negligible. If you do a medium punch in training mode, you’ll see roughly how much damage you are missing out on. W2 hits for about 40 damage more than light dp link/trade U1. The difference is that W2 doesn’t come with a trade risk. Raw W2 will always do more damage than a combo into U1 would do outside of the corner. I kinda prefer Wltra because of this. Extra corner damage isn’t that important to me since the corner gives enough advantage.
light or medium DP fadc W2 or U2 allows you to cross up tatsu your opponent’s recovery. This is a decent combo option when you are in the corner and need to corner your opponent instead.
When your opponent is cornered, crouch strong (2x) crouch forward xx hadouken fadc U2/W2 seems to work on all characters. The only difference is that characters require different speed hadoukens. It also works off of a high jump in.
Mid screen, you can crouch strong crouch fierce xx hadouken fadc U2/W2 Boxer. It works off of high jump in also.
EX DP (first hit) fadc close jab gives you an expensive sakura style mix up. You have to time your dash for when the opponent is flipping to cross under them, any earlier or later and you don’t switch sides. (Ambiguous as fuck on some characters as Ryu “pops” onto the other side of them)
Using crouch forward as an AA forces the opponent to attack lower in their jump. This allows you to wait for the opponent’s decent before jumping up with strong. If you hit a descending opponent with jump strong, you only hit with the first part allowing you a chance use the free juggle state that the first hit of ex dp gives. U2/W2 work, but the mix up above doesn’t.
Ryu’s fake vortex options:
[details=Spoiler]After any hard knockdown, you can crouch jab to alter your safe jump timing for dwu. If cammy or sagat dwu, you can stand jab to get a perfect safe jump make them not want to dwu anymore. (fuck blanka btw…) I haven’t labbed up the blanka’s wake up yet.
You can see the dwu message begin to slide in before you completely recover in offline mode allowing you to react appropriately (with some margin of error that is.) Online, I feel like its impossible. You probably should use a jump in attack and react to the sign in the air. If you have good ground pressure, you should be fine if you see a dwu sign. You are +6 after a jump whiff and +8 after an empty jump on dwu when you hold up forward after a sweep. If you want to be 0, you can air tatsu on the way down after seeing a dwu sign. (Good for dp setups and anti wake up ultra stuffs…)
If you have a competent opponent online and they know how to dwu, perform dp safe set ups that cross up. This will give you more time to see the dwu sign. If you see the dwu sign, crouch jab and continue with the set up. If you don’t see the dwu sign, perform the set up as normal.
If you combo into a light tatsu, can hold up forward to safe jump just like a sweep. If your opponent does not quick rise, after you land from the initial jump you can take a step and manually safe jump the slow wake up. I’m sure there is a normal you can press for timing, but I can’t consistently hit that yet.
EX hadouken and light shoryuken are the same timing for a manual safe jump. Take a slight step forward and then jump. Cross up tatsu is a slightly longer step forward for a safe jump, but still possible.
Light shoryuken, throw and sweep all keep you close enough after a safe jump that you can begin point blank pressure.
Light tatsu, ex hadouken and cross up tatsu all put you at max range jump round house distance making you safe to 3f reversals. Unfortunately, if you are blocked, you aren’t completely in. You can use sps to as a frame trap that closes the distance. As far as I’ve seen, it trades with 3f stuff like jabs but the hit stun lets you sweep on trade. Air does this a lot. If your sps is blocked, you are in, but you are +0, so its match up dependent 50/50 on who wins the proceeding scramble. If you choose to walk in, instead of using your sps, you can walk up to about max ranged crouch strong distance and beat just about anything. If you have an opponent who you know will not try anything on their wake up, after a light tatsu, ex hadouken or cross up tatsu, you can air tatsu from the apex of your jump allowing you to be completely in on your opponent. Air tatsu allows you to walk up to max crouch jab distance before losing to a 3f poke (good enough for me.)
After heavy dp, you can dash forward and you are at least +1 for ground pressure. Both medium dp and medium tatsu allow for a walk forward or sps frame trap. Heavy tatsu is point blank and like +6, so its kinda pointless to mention. Honorable mentions, medium dp/tatsu allow for auto meaty hadoukens on quick rise and manual safe jumps on slow rise. I assume heavy tatsu and dp can set up neutral safe jumps, but I have yet to be successful…[/details]
Was working on unblocks and shit. Is it me or did they take away Ryu’s ability to unblock people in the corner?
You can delay your quick rise and dwu, this really messes up limited characters like ryu. I’ve delayed up to what feels like 2frames based on ryu vs ryu jab tests. To perform the test, record ryu sweeping into a jump whiffed tatsu. The math says you should be +0. You should be able to delay your wake up to he point where you can’t throw ryu out of his jab. For the quick rise, I just recorded ryu doing a heavy dp, dashing forward and doing a crouch jab that hit meaty on my block. Then I tried to delay my quick rise to make it whiff.
There’s more stuff, but I have a new position that eats all my spare time. I also need to read the older threads and lab up some more shit. I’ll probably open a thread for advanced stuff and just put everything that is good in there.
anybody know any character specific combos where the opponent needs to force stand
So, I know Ryu’s air tatsu is nothing like it originally was, but what’s the knack to getting it near-fullscreen? I’ve done it occasionally, pretty much the whole way, but without knowing how/why. Training mode isn’t much help to me here, I can’t figure it out.
Do the tatsu in a forward jump right after you peak.
Which does lk. mk, or hk tatsu?
Figured it out. Still hard to do without getting punished.
Which OS should I be using on safejump wakeup against Makoto and Bison these days? I used to use MP DP for Makoto under the impression it blew up her options, but either I’m doing it wrong or it doesn’t work now. Against Bison I’m still doing LP DP but it seems to be getting beaten by … I think psycho crusher if I remember right (and U1). Should I be switching these up, or … well, probably inputting them properly?
Anyone have a list of favourable OSes against the character list?
Forward jump hk tatsu and then shoryuken is a punish for blanka doing a raw ultra 2 from full screen fyi.
You generally want an option select to cover multiple options. The idea is to give them less options. An OS like you posted isn’t great because it turns into more of a read than an OS. That ones decent because overhead stuf
The problem with bison is you can’t really remove all his options. Your OS’s are still usually 50/50 guesses. You can jump in OS mp dp and it’ll beat most of his options, but he can devils reverse and punish it. Try using mk tatsu. It will actually beat his ex phyco crusher. Head stomp will whiff and it’ll be difficult for him to hit you with devils reverse because he’ll have to travel the screen with you.
I’ll try switching it up do mk tatsu then!
ryu meaty tech works on fei long gouke dudley cody abel does not work on barlog and characters where the cr medium punch pushes u back where u can’t do the close hk.
I’m having trouble understanding some of these concepts (or at least how they are written). I understand the idea behind OS’s, but just a few questions about their uses and their inputs…
OS HK Tatsu - Is that cr. HK > forward empty jump > land > HK Tatsu?
OS MP SRK - Is that cr. HK > forward empty jump > land > SRK?
This is the one I’m having the most trouble with…
OS Block and Sweep - Is that cr. HK > forward empty jump then start holding down/back > land, block, and wait a second > cr. LK + cr. LP + cr. HK?
Most importantly, how are they best applied? It seems as if the opponent simply blocks most of these OS’s, then Ryu can be punished greatly. Am I supposed to guess that my opponent is going to backdash when I do a safe jump OS MP SRK?? Seems extremely risky.
These OSes are done by inputting two commands in rapid succession and using the block stun to “hide” the second command so it doesn’t come out.
So the OS HK Tatsu would be done like this: cr.HK, jump, HK (or any jumping attack), qcb + HK. If the opponent blocks the jumping attack then you will end up inputting the tatsu during the block stun and it will never come out. If the HK doesn’t connect (if they backdash or reversal) then a tatsu will come out. OS MP Srk is done the same way only you dp instead of tatsu.
OS Block and Sweep is essentially the same only instead of tatsu you hold downback and sweep. So, if they do a reversal you will block and if they backdash you will sweep, assuming they don’t have a 3 frame dp.
Awesome, that’s a huge help. Thank you.
Does the following combo work on ANY character? F.hp, cr.mp, cl.hp (in the corner). So far I’ve tried Abel, Gief and Rufus but it seems as though you get pushed too far away.
I found what I believe to be Ryu’s max damage combo at 603 damage, it’s not a counter hit or a trade combo, but it doesn’t work on all characters (might even be character specific, haven’t checked). I’m curious if anybody else has discovered it or found a more damaging combo that has the same restrictions.
Hi. I’m making a match-up post in a few character forums because I’m looking to run some sets. I’m a US, East Coast ER player. I don’t play ranked but I usually give or take in sets with players 3.3kpp to 4kpp for what it’s worth.
Ryu gives me a bit of trouble when i run into a good one, so please add Dragon Metsu on 360 or DragonMetsu on ps4 (I say ps4 because I do not own a ps3 copy of the game). Feedback after the sets (win or lose) is appreciated. I’ve been working on a lot with spacing in this match and would really like to be pushed by a solid Ryu (even if it’s xWAx Solid).
I’m just here looking for basic Day 1 combos. It seems cr.lp cr.lp cr.mk Hadoken is getting blocked every time I use it. Are there any good combos that aren’t 1-frame links and have an edge of leniency to their execution?
Also, how do you Tatsu someone when they’re crouch-blocking most of the match?
I’m just here looking for basic Day 1 combos. It seems cr.lp cr.lp cr.mk Hadoken is getting blocked every time I use it. Are there any good combos that aren’t 1-frame links and have an edge of leniency to their execution?
Also, how do you Tatsu someone when they’re crouch-blocking most of the match?
cr.lp cr.mp is an easier link, requires you to be closer however, same with cr.lp cr.hp which requires you to be closer again but still 2frame links.
Use cr.hp to stand an opponent up cancelled into the tatsu, i usually confirm it off of cr.lk cr.lp cr.hp.
a) lk can be used as a crouch tech if the opponents up in your grill, just automatically do crouch tech chained into cr.lp cr.hp then either fireball if you see that they blocked it or tatsu if its all a combo.