s.HP is 5 frames startup which does matter a lot when punishing, f.HP is only useful to punish proper whiffs at around 13 frames startup.
I think the knee xx SRK does more damage the cr.LK, cr.LP, cr.HP xx TATSU I believe.
s.HP is 5 frames startup which does matter a lot when punishing, f.HP is only useful to punish proper whiffs at around 13 frames startup.
I think the knee xx SRK does more damage the cr.LK, cr.LP, cr.HP xx TATSU I believe.
Did you see my thread on hitboxes?
Seeign as there is no option to turn them on in IV so I can’t say 100% but the jumping punches probably have more active hit box offset downwards as opposed to the kicks which have more protruding forwards so in theory the punches should trade less when landed from above.
I’ve been in training mode and here’s some damage stats from highest to lowest:
f.HP, dp.HP xx FADC, Ultra = 559 damage
close s.HP xx dp.HP xx FADC, Ultra = 542 damage
close s.MK xx dp.HP xx FADC, Ultra = 512 damage
f.HP, dp.HP = 280 damage
close s.HP xx dp.HP = 260 damage
close s.MK xx dp.HP = 230 damage
cr.LK, cr.LP, cr.HP xx qcb.HK = 214 damage
cr.LK, cr.LP, dp.HP = 178 damage
cr.LK, cr.LP, cr.MK xx qcf.HP = 155 damage
I think there’s a time and a place for all of them depending on how much of a window you have, how close you are etc…
Now that I’ve played with close s.MK xx dp.HP for a while in training mode I find that I quite like it since you can buffer the forward input while you press MK (which you can’t do with close s.HP xx dp.HP obviously).
:clown:
try this:
:df::lk:,:df::lp:,:db::df::hp:
I thought I’d add something to what Radar wrote above there…
Block Strings
cLK, cLP, cHP, LK Tatsu (200)
cLK, cLP, cHP, HP Hadoken (179)
cLK, cLP, LP SRK (150)
cLK, cLP, cMP, Hadoken (155)
cLK, cLP, cLP, cMK, Hadoken (165)
cLP, cLP, Shinku Hadoken (300)
cLP, cLP, SRK, FADC, Metsu Hadoken (448)
Poke Strings
f+HP, cHP, EX Tatsu (380)
f+HP, LP SRK (250)
f+HP, LP SRK, Shinku Hadoken (440)
cMK, HP Hadoken (140)
cMK, HP Hadoken, Shinku Hadoken (330)
cMK, Shinku Hadoken (315)
(opponent in corner) cMK, EX Hadoken, Metsu Hadoken (420)
f+MP,LP SRK, Shinku Hadoken (438)
Jump Ins
jMP (air to air), Shinku Hadoken (???) Will add this in the very near future
jMP (air to air), Metsu Hadoken (???) Will add this in the very near future
jHK, cHP, HP Hadoken (256)
jHK, cHP, LK Tatsu (280)
jHK, sHP, HP SRK (328)
jHK, cLK, cLP, cMP, Hadoken (235)
jHK, cLK, cLP, cMP, Tatsu (246)
jHK, cLK, cLP, cLP, cMK, Hadoken (219)
jHK, cMK, Shinku Hadoken (410)
jHK, cMK, LP SRK, Shinku Hadoken (484)
jHK, cHP, LK Tatsu, Shinku Hadoken (490)
jHK, sMK, LP SRK, FADC, Metsu Hadoken (513)
jHK, Metsu Hadoken (418)
(opponent in corner) jHK, cHP, EX Tatsu, Metsu Hadoken (596)
Tick Throws Will add this in the very near future
-cLK, cLP, throw
-cLP, cLP, throw
-sLP, cLP, throw
-FA lvl 1, dash, throw
-jHK, throw
-jMK/jLK (cross up), throw
Cross Ups
jMK, cHP, HP Hadoken (226)
jMK, cHP, LK Tatsu (250)
(on opponent just about to get up after knockdown) Tatsu (120)
Focus Attack
FA lvl 2/3, f+HP, LP SRK (330)
FA lvl 2/3, f+HP, LP SRK, Shinku Hadoken (500)
FA lvl 2/3, f+HP, cHP, EX Tatsu (426)
FA lvl 2/3, cHP, LK Tatsu (290)
Ultra Combo
SRK, FADC, Metsu Hadoken (440)
LP SRK (anti-air), Metsu Hadoken (328)
These are just a few, not a complete list but these are my BnB combos
jumping mp provides two hits… and juggles. Great setup for an ultra followup or a focus attack break.
Yeah, except it has a horrible hitbox that gets stuffed by damn near anything else.
I have only made this work when the other guy was asleep at the wheel and didn’t realize we both jumped.
But against the slow thinking player who jumps, only planning to attack when he lands on you, its golden.
No I didnt but I shallhave a look for it now. Thanks.
I was reading somewhere on srk about some shit with ryu’s dp hitting as a counter hit if you wait till the end of crumple. They also mentioned that moves that normally don’t juggle will work if the dp was a ch. I tried it but I can’t do any resets or anything.
I could have just not remembered it right but can anyone let me know whats up with that?
I don’t think you can score a counter hit after the FA crumble. They have to be attacking or trying to for you to score a counter hit and they’ll be all ktfo from your FA.
My understanding is that if you wait for a sec after you score a crumple and then hit them when they’re on their knees then it counts as a counterhit.
I don’t know of any use for this for Ryu, but you can test it out with Ken by doing a late DP xx FADC, Ultra - you’ll get the full ultra animation since it’s on counterhit. Of course even with Ken it’s just for showing off since you get more damage just by doing the ultra straight after the FA iirc.
Im trying to do the Solar Plexus strike into cr. jap - cr. FP…are any of these 1 frame links? Im having the toughest time getting a 4 hit combo here.
Unless my maths is off (quite possible) they’re both 2 frame links.
k; I have a qeustion I can’t work out myself. Ryu’s ultra appears to have some sort of invincibility on it, but the timing is weird. Often I counter FB’s with ultra’s when near dead, sometimes the FBs hit, other timesthey pass right through. So… what exactly is the deal with the invincility on Ultra?
Ryu’s ultra has a few frames of invincibility at the beginning, but only a few.
Basically, if you launch his ultra EXACTLY when the fireball is literally inches from Ryu, it will pass through you and you will nail them.
If the fireball is still out in jab range, your ultra may consume/cancel it, but this is complicated by the fact that Ryu’s ultra hadoken appears in front of him, not directly ON ryu.
Example: If you Ultra a split second after the other guy has started a throw attempt, the fireball will appear BEHIND most opponents (except large opponents with giant hitboxes) and they will still get the throw.
Example 2: If you ultra an incoming fireball at exactly the right time, your ultra fireball will appear behind the incoming fireball, but the incoming fireball may hit you AFTER your invincibility frames have ended (this is especially true for slower moving fireballs) and in that case you will still get smacked by their fireball…but every hit of the metsu hadoken will still launch toward your opponent.
I recommend you hit up training mode with various opponents set to hurl fireballs at you from mid range distance, and experiment with the timing…after a bit of this, you will be able to counter close fireballs with Ryu’s ultra without a problem. (This is what I did).
Yep, just after they hit their knees most things I know of count as counter hit.
k;i appreciate the info man. However, i REALLY need an exact frame reading of the invincibility. I tried to counter Sim’s ultra earlier toda with Ryu’s ultra. It didnt work. I guss that’ cause Sim’s ultra moves real slow. But, Parabellum (btw; youre a legend, youre contribution to this site is awesome, thank you)do you have any idea where I could find EXACT invinibility stats for this? In fact, invincilibty is one thing i havent seen a lot of details on. Im a SUPER HARDCORE theory fighter. If you could suggest somewhere with invincibilty data, i would be very grateful.
Exact numbers of invincible frames for all moves are in the wiki, look in the last column in the table:
Yeah the frame data won’t give you exact numbers on how many frames it takes for Sim’s ultra to pass through you, but it’s got to be more than 9 since the damned thing is so big and sloooow. You probably wouldn’t even be able to trade with him unless you were pressed right up against eachother since he recovers so quickly so he’d be able to block while you get hammered.
:sad:
I find that the only safe thing to do with Sim’s ultra is run away if you have space or just block. You can’t jump over it (unless you’re using instant air tatsu to run away) since he recovers in time to AA you.
Does anyone have any better ideas?
The general idea is to ex dp , if u cant , then block high is my suggestion,