Gotcha, thanks Parabellum and Bojador.
if u have a full super bar, you can super after lk/tatsu. it looks pretty cool when u link it with d.lp d.fp lk/tatsu. i know this combo works in the corner, but not sure if it works in the middle of the screeen.
It works anywhere on the screenm but IMO the spacing is too tight to be worth it. You’d need to finish a combo into lk tatsu to get the Super, and I’ve no idea what the point in that is. IMO the only reasson to link tatsu to super is after aerial Tatsu. For instance, I was playing a Sagat today, psyched a Tiger shot, Aerial Tatsu at full screen into Super. OH yes… that looked very nice. :rock:
Any tricks to totally shut down Vega (Claw) with Ryu? I’m not having any problems with Vega per se, but I just feel I could probably do better handling his overhead specials/attacks and KKK backflip based on his tier standing.
i have a quick question. my ryu game is pretty good. i got all my combos down and execution is nearly perfect… however i see people use combos into shoryu but i never use them. i usually do cr lk cr lp cr lp cr mk haduken or cr lk cr lp cr hp tatsu. is there any reason why i should be comboing into shoryu? i figure that even if i fadc into ultra after the combo, its not worth it because the dmg scaling is bad… right?
Ryu’s ultra becomes useless outside of combos so I say just use it whenever possible.
If you pass up a combo opportunity, you are essentially choosing to play without your ultra.
well i usually just try to mixup with random srk shenanigans > fadc > ultra and cant really get punished because i fadc… or just use anti air srks > ultra… the damage is so scaled after a cr lp cr lp cr lp hp srk that its not even worth to do the ultra unless the opponent is about to die…
Ultra after cr.lk, cr.lp, DP is ~240 dmg with full ultra meter.
This is around 1/4 health bar.
Worthless or worthy depends on the situation.
How are you getting those numbers?
In training mode with full ultra using c.lk, c.lp, hp.srk, ultra i get 417 damage.
Seems worth it to me, unless theres something i’m missing?
It’s the damage scaling ccaused by the1/4 healt bar. Hits are like, a quarter damage or something at that point. It isnt a pointless combo though, it would reguraly hit at about 450 dmg, and 240 (or whatever it was) at the end will kill them anyway. Definately worthwhile.
but it only does that much damage with full ultra. so a low meter ultra wouldnt even touch 400
I’m curious why I don’t see anyone use the MK knee xx SRK as a quick punish? 3 frames startup and decent damage.
Because in the same range you should be better punishing with cr.hp xx Srk.
In a typical punishing situation close s.HP xx shoryuken or f.HP, shoryuken does more damage and the extra startup frames don’t matter.
I don’t know about anyone else but if the window of opportunity is small and I therefore have to do something with a short startup then I’d prefer to use cr.LK, cr.LP as it can lead into so many more options.
…just my $0.02
I do use this every now and then, mostly by accident when I majorly whiff a c.mk->srk…lol…
Its a nice combo if you think the mk will hit…but I usually start my combos with a low poke (a habit I should break, or at least become less predictable about).
I’ve just been watching more Daigo, and I noticed that he often jumps in with mp. Does anyone know the advanatge that jumping with mp gives as opposed to fp or fk? To be honest, any info on the advantages of using different jump-ins would be great. Its one of the theoretical sides to Ryu that I still don’t fully understand.
FREE COOKIE TO THE PROVIDER OF THE BEST ANSWER.
you can juggle into an EX Hadouken or Metsu Hadouken or Shinku Hadouken
EDIT: And since you meant as a jump in attack, I guess it is because it will break through Focus and also can juggle if they try jumping away.
I could be mistaken, but I believe the hitbox on the j.mk is slightly longer than the j.rh.
But that may not be the reason, just possibly A reason.
Just wondering how do you guys do c.lk, c.lp, dp?
I can never seem to get myself doing this 100%. I can hit c.lk, c.lp, c.lp, dp near perfect, but can’t seem to do c.lk, c.lp, dp; since I buffer the dp motion in the 2nd c.lp. The thing I don’t like about this is that sometimes after the 2nd jab, it pushes them too far for a dp and I’m dead when it whiffs.
Whenever I go for short, jab, dp I seem to often miss it (dp doesn’t come out at all or doesn’t link) or fuck up and get a super.
Just wondering if there’s any tricks you guys do to get it consistently.
DarthPaul- He uses jump in MP since it has 2 hits that’s an overhead, kind of a mixup between jump in HP/MP. Since jump in MP they’ll have to block high for two hits, while jump in HP will hit overhead once then he can go into a c.lk which they will have to block low.
I do:
:db:+:lk:, :lp:, :dp:+:hp:
I find that trying to use the shortcuts or buffer the inputs ends with me doing super half the time, and really there’s plenty of time to just do things the old fashioned way.