I was wondering if it’s just me but I have a hard time getting that SRK->FADC->Ultra on the 360 pad. Unfortunately that’s all I have right now but I was wondering if I just need more practice, or if it really is more difficult to do on a 360 pad? Also I was wondering if all the execution practice Im doing on the pad is gonna translate to the stick when I finally get one?
Hooray for my stupid questions!
Just started with Ryu recently and this is by far the most fun I’ve had with him in any version of the game, but I’ve run into something that only minorly matters. Occasionally at the end of the match I have them crumpled or Dizzied and within a hit or two of death. On crumple what will gain me the most gauge for next round? If I point blank standing hk it should get 120, so is whiffed jab shoryu dash in HK the highest gauge I can get? Or are there better things when you’ve crumple stunned someone with next to no life?
too many dam numbers
What’s the most damaging combo Ryu has? I thought it was j.hk, c.hp, EX Tatsu, Ultra in the corner for 599 damage. But while I was trying this combo I did one that did 605 damage but I don’t know what the combo was (I wasn’t drunk btw). I thought I did only EX Tatsu, Ultra but that can’t be right can it?
Bojador, it’s probably either that or FA,f+HP,LP SRK,Super. Both are awesome combos but I think mine has a little bit more usability as it doesn’t require a cornered opponent
That combo does only a bit more than 500 damage. I usually use HP srk instead of lp.
Edit: One that does 622 damage is F+HP, c.HP, HP DP xx Super, Ultra.
It’s a waste of meter unless is to finish the round since you can’t carry ultra meter to the next one.
Here are two combos I just recorded:
[media=youtube]HAfSXXVnuIM[/media]
1- Jump Fierce, Forward, Short Hurricane, Super
2- Jump Roundhouse, Fierce DP, FADC, EX Hadouken, Ultra
Sorry if this has already been posted
what are everyones preferred jump in’s? HK’s, MK’s, MP’s, or HP’s
and what are the benefits of each :o?
Interestingly if your over half screen and throw a Jab or MP fireball you can combo a fast super afterwards.
Can someone please help me with the parry aspect
well I know there are no parries but I see peeps absorb stuff and hit back. Yes I know its MP + MK but they do it so fast.
Also do you lose energy for the above and can you for example do a Daigo and absorb all of Chun Li’s super and then attack back.
I just got this game two days ago and I use a joypad, yes I know I should get a stick but the TE stick is like $350 now
and how do peeps cancel stuff and move dash forward, thanks
what the hell is SA or SADC?
I only know FA and FADC
SA=Saving Attack
FA= Focus Attack
They are the same thing
The FA information your looking for Ryu&Ken is posted around in the general section i think.
Thanks man, I will see thru all the posts
how does he do that parry at 0.25, how long does it loast and stuff
as I see it didnt take no energy
I’ve been learning the c.lk c.lp c.hp tatsu combo, but I’m having one major problem – what happens when you end up not having enough room to hit the c.hp? What are your options? I can recognize when it’s going to completely miss, but I don’t know what to change in terms of combos.
Change it to a cMP or cMK, good question though!
When you don’t have enough space: cLK, cLP, HP Shoryu (FADC to Ultra-able) - cLP, cHP xx HK Tatsu - cLK, cLP, cMP/cMK …
damn…its hard to practice w/o the game…But yeah i put all those combos to work when i went to the arcade…
Compiled some combos into a video:
[media=youtube]lN8nYA3Kyco[/media]
I’m sure a lot of this stuff isn’t new for you guys, but maybe it will foster some creativity in practical usage.
Here are few Strat I’m working on after cr.mk xx hadoken.
I think they deserve to be train since cr.mk xx hadoken is what most Ryu player hit the most with.(at least I do)
Even for punishment, when you do not have enough time to punish with f.Hp, and/or you are too far to use cr.lp => cr.Hp => Tatsu (lp shoryu, TK for exemple) you punish with cr.mk xx hadoken
Well starting from this statement, this is what I came with (did not test against real player for now).
IF you have at least 2 Ex meter doing cr.mk xx hadoken => FADC open you a lot of options :
Option 1 : cr. HK
A lot of people do not like this one, but I like it in this case since it let you in a good position to follow with a cross up. For Exemple I like to do :
cr.mk xx hadoken => FADC => cr. HK for 219 damage points…then I follow with a cross up j.mk => cr.lp => cr.Hp => Tatsu for 250 damages.
IF your opponement fail to block the cross up it’s quite huge for a punishment (469)…and iF the cross up his blocked you can do cr.lp => cr.lp => Kara throw to stay safe.
Option 2 : cr.mk => Tatsu
Well classic combo for about…280 damages point if I remember well. Not as much damages as f.Hp => cr.lp => cr.Hp => Tatsu (300), but a lot easier to do and a way faster to use as punishment (for exemple to punish lp Dragon or TK or any little mistake you can punish with cr.mk).
Option 3 : Shoryu => FADC => ULTRA
Well…classic…easy 507 damages if I remember well.
I think that with those 3 options (there must be a lot more, and a lot better, but I think about this only yesterday), you can punish any little mistake of your opponement quite hard.
What will make them fear the mistake, fear the mistake mean less moves, and less moves mean more room for you to read him and pressure him.
Just one thing that bother me, I think this could be even better If I could do cr.lp => cr.mk xx hadoken…but I can not get this one constantly (about 5 times on 10 try).
IS it me who sucks or this link is very hard ?