sweet post
Any tips on hitting fierce shoryuken after EX joudan in the corner? I rather not EX joudan, EX tatsu, shoryuken in the corner unless it wins the round/match. So far, I usually just walk back and fierce reset while keeping them in the corner.
And after EX joudan in the corner that leads to stun, what’s a good combo without using meter? So far, I do walk back jab, UOH, roundhouse tatsu.
The best combo after stunned opponent without using meter is j. fierce, c. fierce, qcb+k I think… Not sure if that’s even what you asked for, but that’s the best combo to do on a stunned opponent that I know of atleast.
I mean, for example, if I was to j.fierce, close s.fierce, EX joudan, and the stun meter is maxed during the combo into EX joudan, and they were in/near the corner… what would be a nice follow-up juggle after the wall bounce?
close jab, dash, close jab, dash, close jab, dash, close jab, dash, close jab, dash, shoryuken?
i got a question. someone told me something about denjin hitting from behind (early release on wake-up) being unparriable on bigger characters. is that true?
Esco - To hit fierce shoryu do it at the last possible second, it’ll cross you up automatically.
Denjin can always be parry
thats what i thought. just making sure.
edit
i found this the other day on billykane’s blog. some real good stuff.
http://upload3rdstrike.free.fr/ryu/
good shit indeed
Wow, those are a lot of vids. Nice find!:lovin:
Question: Ryu can cross up Akuma in the corner with air tatsu. Can he do this on any other characters?
Question2: Anyone combo into Denjin?
I’ve got some approx. numbers from a few combos (done on Ryu).
close fierce, jab srk xx denjin – 64% stun
close fierce, strong srk xx denjin – 69% stun
j.fierce, c.forward, strong srk xx denjin – 64% stun
j.fierce, close fierce, jab hado xx denjin (2hit) – 89% stun (in the corner you can charge for a 3hit denjin for 100% stun.)
close fierce, jab hado xx denjin (2hit) – 78% stun (Can’t be done at point blank range mid-screen. At max range use strong/fierce hado. In the corner you can charge for a 3hit denjin for 91% stun.)
c.fierce, jab hado xx denjin (2hit) – 71% stun (Same restrictions as above combo. Charge for a 3hit denjin in the corner, 89% stun.)
c.strong, jab hado xx denjin (2hit) – 61% stun (Same restrictions as above. Won’t combo at max range even with fierce hado mid-screen. With 3hit denjin in the corner, 79% stun.)
c.forward, fierce hado xx denjin – 25% stun (Near max range. Charged for 3hit denjin in the corner for 73% stun.)
I just figure it would be nice to know these if the situation to use them ever occurred. May lead to guaranteed stun post parry… or baiting throws tech?
Some more numbers…
1hit denjin – 27% stun
2hit denjin – 55% stun
3hit denjin – 79% stun
4hit denjin – 100% stun
5hit denjin –
Thanks and my fault if the denjin combos/numbers are useless to whoever reads it.
This combo is VERY useful in certain situations where they whiff a normal and you’re in the air and have a free jump-in combo.
For example, I’ve done this on an akuma where he did something like c.mk as a counterpoke but i jumped instead and hit him with this combo into 2-hit denjin, which does 100% STUN ON AKUMA.
And in most casees, 100% stun against akuma == win :tup:
Of course, all the combos you mentioned are very situation and don’t occur very often since its hard to get free combos or free jumpin combos on good players. Its usually smartest to go for a knockdown and a normal denjin setup.
As for the first few combos where its srk into a 1-hit denjin. That is situation as well if their stun bar is near 100% because technically if you are near the corner and your srk hits, you can charge the denjin much longer and risk your denjin being parried since you might be able to do something like c.mk into tatsu while they’re parrying and they might still end up being stunned and you still get a free combo.
Just remember, everything is situational.
Yea, I have to admit I actually seen that combo done by Ryu (Frankie3s?) vs. Akuma (Jiro?) from uriden blog a few months ago.
I just read the whole thread, lotsa good stuffs here, i definitly got a lotta stuff to say so aw here it goes !
there is no talk of dash trickery. boo ! This is when someone gets knocked down and they gets up but ryu dashes through them to the other side, horizontally crossing them up as they “roll” back up ( i know this isnt news to some, but this is just to clarify) anyways, I would like to know a few things for verification purposes:
1.) Is it only possible to do this when someone is trying to get up quickly ?
2.) Are there characters you can’t do it with or is the timing simply stricter when preforming it? Is there a list of this ?
I understand why denjin is so popular, but if that is, why isn’t sa2 used more often? you get more bar, and if that super connects it does a lot of damage upfront and because of the bar u have much more leeway with EX usage.also I’m not sure but I think this super can go through things. I use sa1, but reguardless I was wondering why sa2 isn’t the big dog, there are lotsa great ways to set this super up. i always liked sa1 because it gave more options. and the more options the better chance of winning, but I guess what sa3 does is effecctively limiting the other guy’s options so they are two super with different mentalities to them. i dunno. anyways…
one other thing, in the 1st post it says (corner ) c.mk, ex kyakuu xx sa1 is a combo, this is true, but wouldn’t it be more effective just to use ( depending on the character )
on big guys c.mk xx ex kyakuu xx ex srk
OR
everyone else c.mk xx ex joudan x cl.jab xx ex srk
it’s less bar and does more damage. is the former recommended because of it’s positioning ? thanks for all the help !
From Anniversary Collection Guide:
Ground Cross Up - A way to cross up on the ground. Done by dashing over fallen opponents as they quick recovery (roll). Many dashes are considered airborne for a brief period.
Ryu can cross up Twelve, Alex, Dudley, Necro, Hugo and Urien in any corner. And Elena in his own corner.
Dash trickery is cool and all but no recommended at high lvl play. What if opponent block successfully? Now you are cornered and in 3rd strike corner = you are fuck.
SA2 has awesome damage but the bar is too long, need to be combo in too and if you start doing ex you lose the intimidation factor. Also if you miss it (and you shouldn?t miss it) you are going to eat a lot of damage were SA1 and SA3 there are setups that leave you relative safe.
c.mk/st.hp, ex tatsu, ex srk in my opinion is not as good in the corner as c.mk/st.hp, ex tatsu xx SA1 cause after SA1 you can combo st.hk, lk tatsu, lk joudan and will more damage if I?m not mistaken
Hope this help
Dash trickery is cool and all but no recommended at high lvl play. What if opponent block successfully? Now you are cornered and in 3rd strike corner = you are fuck.
– makes sense, Ill take a note of that.
SA2 has awesome damage but the bar is too long, need to be combo in too and if you start doing ex you lose the intimidation factor. Also if you miss it (and you shouldnt miss it) you are going to eat a lot of damage were SA1 and SA3 there are setups that leave you relative safe.
– this is also true, I use sa1 most of the time anyhow, and I think I got my execution down really well with ryu.
c.mk/st.hp, ex tatsu, ex srk in my opinion is not as good in the corner as c.mk/st.hp, ex tatsu xx SA1 cause after SA1 you can combo st.hk, lk tatsu, lk joudan and will more damage if Im not mistaken
– i’ll check this, I’m pretty sure that the sa1 setup does less damage even with the extra damage after the sa1, but I can’t be 100% sure about this so lemme double check this.
Hope this helps.
– very much so, thanks.
I’ve just got to the level where I’m very aware of the counterpoke game.
Anyone been using f+HP much? I’ve been mucking around with it in matches and it stuffs ALOT of stuff, I’ve found it working well as an anti wakeup anti-poke whiff, even if its blocked it recovers very fast, its just the startup thats worrying, and people often don’t recognise it and get hit, especially after air-air hits. People are looking for the low MK, or walk-in throws, they seem to freeze up a bit with Ryu sliding towards them. Any thoughts?
Do you get any guaranteed combo followups after landing a f+HP?
ex shoryu