Thanks guys. I play using fundamentals only. So the only time i land Ultra is of focus crumple. Once i feel really comfortable with my basics (punishement, pokes, zoning) ill incorporate more safe jump and combo’s. Can any of you guys play me and tell me where my fundementals need work.
Wow…sorry guys. Dunno why i was thinking zero. Should have looked.
Yes I was talking about on reaction. Some F.A are too fast for some of those counters, so I guess you should pick the ones that counter effectively instead.
edit: [media=youtube]YiKevgMINRA#t=11m26s"[/media] + many more examples of the other ones on youtube
It really isnt and I could give you a good example on why it is not.
The combo I see most often in match videos is: jumping HP/HK > cr.LP > cr.LP > cr.HP > hurricane kick.
It’s pretty easy to do consistently, does good damage, knocks down (can’t remember offhand if it’s techable or not), and most importantly is hit confirm-able.
It can also be done as a cross up by substituting HP/HK with MK (not sure if this might space the opponent far away, making the cr.HP difficult to land consistently?).
If the cr.HP hits, it sets up the hurricane kick to hit whether or not the opponent was crouching. If the cr.LPs are blocked, throw, overhead, bait a reversal, cr.MP frame trap, etc.
Plinking helps alot with cr.LP >cr.HP link. If spaced too far to cr.HP, instead do cr.MP > fireball.
I like to replace the first c.lp with a c.lk so that you catch standing opponents.
Also, replacing the c.hp with a c.mp is good if you’re too far away, but you can still cancel into hurricane kick if your opponent is standing.
This is my combo of choice against opponents that I don’t want to get damage against as opposed to safe jumping, i.e. Gief, Hawk, etc.
Would you like me to elaborate? I could be wrong
Is this an actual discussion or an excuse for flames and ego BS? If its the former by all means go ahead, if the latter, I got 0 time for childs play.
Nah Im not looking for discussion and I dont get into all this internet nerd rage and stuff. Just thought I would give my reasoning. anyways Ill just stick to what I said before so I’ll just say it again. “NVM. Carry On.”
So I’ve been practicing a lot of combos but I don’t really have a go to. Should I use certain ones in certain situations? Like when should I jab to sweep? Also the jab to srk still sucks, I can get it a lot more just using negative edging but that’s it.
How do I execute the Air Hurricane Kick? I mean when do I need to do the motion with my joystick, as soon as I jump or in the apex or when? I have the same problem with the Zanko Hadoken with Akuma,
Thanks
Whats a better safe jump option. Jump foward and do nothing or jump foward and press medium kick? I dont understand the frame stuff very well and I have trouble against honda’s ex headbutt.
Hey Guys,
It may seem obvious to some but I cant for the life of me pull off a cross-up tatsu! I’m not saying I’m not consistent with it, I’m saying I actually haven’t landed it in the training room once!
For the most part I land right next to (on the opposite side of) the training dummy and even hear the short audio cue to let me know I just did a Tatsu but it doesn’t hit. I’ve tried doing the input earlier but that results in either whiffing over their head or hitting them front-on (ie no cross-up). This is annoying me to no end since a cross-up j.mk is becoming too predictable and is far less ambiguous than a cross-up Tatsu. As if to validate my own competence please note that I can hit Ryu’s 1-framers and SRK>FADC>Ultra combos which took me months to get down with any level on consistency but this cross-up Tatsu business has me stumped. I’m sure the answer is something obvious but right now I’m blinded by rage!
Frank
@Frank, I’m not sure if you knew this or not so if you did, just ignore me
In Super, Ryu’s air tatsus cross up differently depending on the strength of the kick you use for the tatsu. For example, a lk. tatsu will cross up at a different range than a mk. tatsu, and so on. I found that by experimenting with it, you get a better idea of which one to use in which situation.
I actually landed it 3 times in the training room last night! I thought you had to jump over the opponent and Tatsu at the right point but it seems instead you have to air-tatsu and plan the trajectory so you’re falling over the opponent at the right distance. This is where I was going wrong. Also I didi it with HK but is there any advantage/disadvantage determined by which strength Tatsu you use?
Frank
So I was thinking…
About the new match up thread (Sorry it’s taking so long). I was thinking maybe I could post up a different match up every certain period of time and everybody can discuss that specific matchup. At the end of that time period, somebody could compile that information into something neat and organized. When we finish all 35 characters, we can make a match up thread with all of this info in it. Basically we can start with all of Ryu’s bad matchup’s and work our way from there.
- One more proposal
I was checking out the Dhalsim thread and they were thinking about making it 3 sticky’s.
-Table of Contents
-General Discussion
-Interested in playing against a Ryu player?
Stole right from the Dhalsim forums because it is a really great idea.
The Table of Contents would link to all the important threads.
Let me know what you guys think.
@ Frank:
The only thing I noticed from the different strengths were how long Ryu’s active frames on his tatsu stay active ( I think… I could be completely mistaken about this, someone correct me if I’m talking out my butt here). I think his HK stays active the shortest amount of time, and going backwards in strength, the amount of time the hitbox stays active increases.
When I was in the training room trying out the cross-up tatsu, I jumped from the same line each time and used the various tatsu strengths, and I believe that is the only real difference between them. You get different trajectories and duration of active frames depending on the strength of kick used, so I think each one has its uses depending on your distance from the opponent and how long you want to be able to hit them for.
@ Luken:
Would your plan be to have a dedicated thread for each of Ryu’s match-ups individually, with links to them in the Table of Contents, or still maintain the massive thread with all match-ups?
I think the issue with having each match-up in the same thread with dedicated discussion for a set time period would be if someone discovers something new about a character and wants to contribute. They’d most likely just post it up in the same general match-up thread so it could become pretty messy pretty quickly.
Also, I know this was a lot to read, but I’ve been “secretly” planning and working on a Reverse Match-Up thread for Ryu. I’m pretty stoked for it.
I was going to create a new match up (Ex. Ryu Vs Sim) thread every few days, then make a match up thread based on all of the single match threads and compile that information in an organized way.
Im looking forward to your new matchup thread. i also need somebody to create a combo thread.
i agree luken, that would make things easier in this forum
@ Luken: That sounds pretty tight. Looking forward to it!