u can read right? i was responding to shins posts. not yours.
Lol no offense Rsnake but I think he knew. He was just jumping into your conversation without permission. Also that is quite a good point though; you need to know about frame data when your playing against decent players. Once again please do not take offense:angel:
am not ryu player am a chun player , but i play him on the side , people that play ryu should look into option selects. it mixes ur opponent up. never seen one option select whilst playing ryu’s online
That’s not surprising.
Online tends to slightly put off the timing on stuff like safe jumps, option selects, even teching.
frame data really helps if you get to learn it but i didn’t even check until just recently and you don’t really have to know it if you have alot of xp playing the game and getting advices from alot of good players
another question
does anyone know how the scaling works on damage when your opponent have low health? is it calculated starting from 50%? and how much more was it reduced? is it 10%?
If you read the comments under that lp to ultra combo, the only reason it’s possible is the the lp hits on one of its later active frames due to the opponents hitbox at that time. The later you hit, the more advantage you get, kinda like how sagat’s TKs are safe, even though the frame data says they’re not.
thanks for this one, anyone know guile’s health point?
According to this: http://www.eventhubs.com/guides/2008/oct/05/stamina-stun-dash-and-jump-rankings-street-fighter-4/
1000 hp (average)
question again, sorry.
now if the frame data says +2 on block, it means that ryu recovers 2 frames faster than the opponent correct?
so if i did a follow up move that requires 4 frames startup (c.mp), if the opponent do not have any moves that has 2 start up frames, they will not be able to break it, is this correct?
and if a moves says it has invincibilty from frame 1 to 4 does it mean from 1st frame startup? or starting from 1st frame it hits?
+2 on block = you have 2 frames of freedom while your opponent is in block stun
There are no normals that are less than 3 frames, so you’re good there. Actually you’d want them to hit a normal so you can get a counter-hit c.mp and go to town.
1 to 4 invincibility means exactly that. Invincible up to the 4th frame (startup, active, recovery doesn’t matter) I take it you’re asking about mp and hp srks?
Search man, it’s your friend
hi guys,
just wanted to say this one, perhaps people already know but i don’t see it posted.
this is about ryu’s ultra.
we all know that ryu’s ultra’s last hit is the one that deals the most damage (83 damage) and we also know that under certain circumstances ryu’s ultra cannot connect all 8 hits due to juggling limit. i know alot of people say that it is not good because the last hit will whiff but i found about a week ago, it turns out that say if you do hp srk, super, then ultra. ultra will only hit 3 times so many says that it deals only 45 damage 3 times (not putting scaling into consideration to make it easier) but the thing is it will do 45 damage 2 times, and the last hit will do 83.
the only thing i’m not sure yet is if you do srk fadc ultra and your ultra is too early, it will hit only once (not sure will this be 83 damage or just 45) but apart from that any non full hit ultra you will not lose the last hit damage
if you do ultra to early you will do only 45 of damage.
why when you do super the last hit of the ultra is 83 ,it s because of attack juggle property.
ultra is 8 hit
1st hit have a juggle property of 2
2nd of 3
etc etc etc
8 of 9
if you do a ex hadoken
1 st have a juggle property of 2
second of 3.
so let s say you do ex hado ultra
ex hado is 2 hit so now opponment is in air needing a 3 hit juggle property to get hit.
so when you do ultra as 1st hit have only a juggle property of 2 it wiff, and ultra start to hit only starting the 2 nd hit . than why total is 9 and not 10 hit.
why ultra touch all after ex tatsu?
because all hit are down on a opponment on the ground
so at the end of the tatsu, opponment juggle count is only 1
for ex hadou 1st hit put directly opponment in a juggle state, that why at the end of the ex tatsu opponment juggle count is already at 2.
for the super that the same. you hit your opponment 5 time plus the shoryu, it means opponment count is 6
so only the ultra hit with 7/8/9 juggle property touch , so the last 3 hit of the ultra( including the last one doing 83 of damage.)
Ranix
ah i see, thanks ranix, didn’t know about it until you explain it
i have a question, does anyone have any problems concentrating while playing sf4? i seem to have this issue that my game play varies depending on whom i’m playing with, so i usually play better against better opponents (i mean like i do less mistake) but when i play others who is a noob i tend to make lots of mistake like throwing hadou without thinking doing real deep lp srk on a jumpin. anyone has the same problem? is there any tip that you guys can give me?
i seems to have lost the style of playing, like i have no plans when i have to play someone, its more like i’m just playing and i tend to lose health easily where i shouldn’t have
Shin_
LOL. I do that too and I think it has really ahd a negative effect on my mental state. When I see someone scrubbish I do stupid stuff and go easy on them, often letting them win the second round. The problem is I don’t snap out of doing that and end up losing the final round.
I’ve seen Daigo do sps > c.mp > c.hp > hk.tatsu after FA’s against giefs and sims, and maybe some other characters. Wouldn’t ending with a hp.srk be better since it does more damage? Or am I missing something.
Is the stun better?
he is pushing them in the corner
one of the reasons is like below’s post
it is also doable on rufus, i don’t think hp srk after c.hp will connect fully to gief (only 70 damage), gief maybe big but sometimes things don’t work out on him nicely for instance c.lk, c.lp, c.hp, hp srk this combo is character specific, you can try it on gief and you will see that the hp srk will hit on the air not at the start and if you are just slightly further your hp srk will whiff, so hk tatsu is the best option which is also the best way to push sim to the corner which will limited his option