Without select plinking obviously.
Almost everything is plinkable with select plinking.
Without select plinking obviously.
Almost everything is plinkable with select plinking.
You can land ultra 2 off of a CH cr.mp. worth the buffer if you know theyāre heavy on their techs/mashing.
I am the alrighty Bison!
You can also get a U2 off a counter-hit st.hk (second hit only). SPS vs focus attack results in a CH which allows you to link into st.hp or sweep. CH cr.mp combos into st.HK which you can end off in a DP. Meaty counter-hit close st.mk easily links into Shinkuu on counter-hit. CH far st.hp links into sweep.
Finally finished that Ryu vid Iāve been working on. I recorded more stuff (like corner setups) but in the end I didnāt feel like they were interesting enough to be included.
[media=youtube]kUgTIrePPuM[/media]
I have but one complaint: Stretchy aspect ratio looks horrible. Far better to use 4:3 picture that looks right than flatworld dwarves.
Other than that: <3<3<3
i havenāt watched it yet but i can already assume itās great. thanks so much for your videos/knowledge.
i really wish there was a spreadsheet/google doc that we can use as ryu players. should we try to get a handful of users who are willing to be admins of the doc, and lock it as visible to the public?
illitrit would you be open to something like that?
Hi guys, just been getting back into street fighter after a couple of years of non serious play. Just wondering, is it me or is an absolute bitch to do combos such as c.lk, c.lp x dragon punch in this game? This used to be really easy to do in some of earlier games like CVS2 etc.
In fact generally I found if a c.lp is preceeded by another move, its very hard to cancel into a special move.
In particular I am trying to do c.lk, c.lp mpdp fadc u1. The part between c.lp and mp dp is really difficult. Is there a particular trick to it?
The issue youāre stumbling into is that youāre accidentally chaining another move into the jab, you canāt special cancel moves that have been chained into.
You can also do SPS, s.mk xx ex fireball, Ultra and it works at midscreen for 461 damage thats pretty good for only 1 bar right. I donāt know if his post was before the 2012 update or if s.mk xx ex fireball ultra was even possible before the 2012 version but it works now I just tried it.
Hi guys, Iām trying to make a statistic regarding combos (all characters) and I need a little help. I need 2 combos per character:
Hey ryus, is there a post with a compilation of ryus set ups/ safejumps after various knockdowns? I remember saving one a bit ago but I canāt find it again.
Need some clarification for Ryuās sweep OS. Specifically the c.lp c.lp roundhouse (to catch backdashers out of blockstrings). What does the input for this look like? Is it just those three inputs with a specific timing?
(I know what an OS is, just have never tried to use any outside of crouch teching and c.mk xx Hadouken).
c.lp, c.lp+hk. You just press the sweep and c.lp at the same time.
I really hope they improve Ryuās offensive capabilities in USF4. Why do I say this?
Ryu has no real way to pressure his opponent in close range, thereās not really a reason for them to NOT stop blocking and crouch OSāing every jab until Ryu runs out of range and needs to work for that knockdown/pressure again.
And even if he manages to score a knockdown or combo, his cross-ups are not hard to block, his frametraps poses no threat against an experienced player, and teching throws attempts is easy as ever.
He can only pose a real danger if the Ultra gauge is avaiable AND is willing to spend precious EX Gauges. And even then, a smart player will realise that and bait/wait DP FADCs until he runs out of meter.
In other words he NEEDS meter to become as intimidating as other characters who donāt even need it, like Akuma, Ibuki, Cammy etc. No, Iām not saying Ryu deserves a Canon Strike, a Demon Flip or Air Kunais!
He just needs something to be more flexible at closer ranges and give the opponent a reason to THINK and react rather than OSāing everything thrown at him. Maybe chains to his f+MP, or better frame advantage at normals like cr.MP or cr.LKā¦
I know, heās not supposed to be a mix-up character but getting Ryu to jump at your neck should be a mistake, like it used to be in SF2 series, and being able to reap proper rewards would even make his Fireballs, Anti-airs and footsies a REAL threat.
Well here I am. Learning Street Fighter. I am pokemongeof, and since u Ryu mains here probably donāt know me, I am a 13 year old Smasher, or someone who plays the Super Smash Brothers Series at a competitive level. Been watching many matches of Daigo, Justin Wong, etc, and then I stumble upon Noah the Prodigy. I always though that iām too young for Street Fighter. But after seeing him, now here I am, signing up on Shoryuken to learn how to play. Hope to be able to play at Tournaments soon using Ryu and maybe some Chun-Li!
Hi,
I would need the help of someone with a programmable pad.
So after watching V ryu tech video about makoto cancel, I was thinking about applying it with ryu.
basically you cancel the 1rst frame of makoto fukiage into karakasu.
in SSF4 there is a hierarchies in special move, for ryu the hierarchies is : hadou then tatsu then shoryu. that is whay when you walk and do down mk into hado shoryu happen, because he got more priority. I am saying because I think this will be the reason why what I want to try is not working.
The idea is to do ryu vs ryu. record dyu doing sweep then jump hk as a safe jump. waking up with ryu with a shoryu with the folowing manipulation : 2121234 Mp and cancel directly into a tatsu by pressing hk.
if it works we should have a wake up with an invincible tatsu.
I tried directly but I can t be sure about doing it correctly, the hk have to be 1 frame after the mp.
Are they someone willing to test with a programmable stick?
thanks
snip
Whoa. Ranix. Havenāt seen you post in forever. Thanks for all that OS stuff you posted in the Ryu forum during vanilla. Stuff helped me understand the game a lot. Iāll try this out a bit later when I get a chance. Should be able to do it if I map the buttons for it.
I think I kara the tatsu into dp, dp flew a shorter distance.
The idea is to do ryu vs ryu. record dyu doing sweep then jump hk as a safe jump. waking up with ryu with a shoryu with the folowing manipulation : 2121234 Mp and cancel directly into a tatsu by pressing hk.
In SFII tatsu has the most priority. I donāt know if this is also true in SFIV, but it might be. Iāll test it later.
Well, did anyone figure out stuff by testing that new Ryu Ranix tech?