i can hit confirm 75 percent of the time… a good tip for sa2 users… like fake a throw u know… c.lk, kara setup… after ur ready to finish em do a c.lk, walk back a little> c.mk sa2 if they whiff a throw… what i look for in that situation is if the opponent is standing… i do the motion as i hit c.mk if there standing when the mk hits i cancel cuz i know for sure i hit with c.mk cuz its a low hit and there standing vs hit confirming on a c.opponent is way harder
some very usefull corner pokes are, this are for those players who think you have finish a poke secuence, and atempt a jump or a forward dash, even a low parry:
- c.lk, s.mp (wait mp to finish) ex fireball or lk joudan
is almost funny to see how good this works. - s.mk (away from sweep distance), s.hk, lk joudan
- s.mp (far version) c.mk xx EX fireball
after all EX fireballs, hit hk for jumpers or f.hp --> karathrow
or if u using SA3, replace EX fireball, with normal lp fireball xx denjin --> random release time
I don’t think that is a good idea because if your opponent block low after the st.hk and you do lk joudan it will wiff and youre going to eat low poke in to super
I have found that after a parry when people are jumping in I punish fast with roundhouse. It has yet to miss and it knocks them back Other moves some times whiff since the distance is different and in the heat of battle I some times have a problem judging distance. This is fairly useful if you have denjin and near a corner I knock back with rh and fireball xx denjin.
jesus i fought some akuma the other day and landed a close s.mk>fp dp>shin sho> rh hkick(strongest ground shin combo)… the damage was just too damn much muhahaha… he was crouching too hehe!!
:lol:
is dash -> s. roundhouse more damaging than roundhouse Tatsumaki after Shinshoryuken?
:rock:
well the rh tat. takes off the same amount as a fp/dp… so I don’t think so cuz fp/dp is his strongest special… dash rh will be for resets so u can stay on em… but I think the rh might do the same cuz of damage reduction…never tested it
thats why when im in a footsie situation and I see an opening I will c.mk>rh h.kick if they whiff a standing move(ken’s s.rh for example[yes ryu can do this so what out ken’s!!]) the damage is like landing a c.mk, fp/dp… :badboy: :badboy:
yea ryu might have bad matchups but he can give ken a hard time… :tup:
Updated the post.
hk tatsu/joudan does more damage and stun than dash st.hk after Shinsho.
didn’t know if i should put this here or in the denjin set ups thread, but w/e:
99% of the times everyone charge the denjin before its release (so it will charge faster), but there is one situation that this become a disadvantage: when you cancel it from a srk (that hits). not only the srk pushes the enemy too far (making the denjin more easily parried), but if you charge the way you normally do (hella fast in my case) the charge time will be enough by the time the opponent wakes up and sometimes the denjin will be released totally missing the waking opponent or (luckily) hitting as soon as he wakes up. some people may say that releasing it as soon as the opp wakes up is the best option, to me there is not best option, u should screw with the opp head (sometimes i wait a split sec to release, sometimes as soon as he wakes up,etc). So if you charge the denjin after cancel it from a hitting a srk you will lose a lot of options, since you can now only release it as soon as he wakes up which in competitive play wont stun anyone (cuz they will parry it). so, that is in the case both are in mid screen, but sometimes u hit with a srk near the corner so cancelling the denjin after the srk isnt that bad idea since you you will practically be throwing a 4-5 hit denjin in his/her face, right? well again, if you charge too fast the denjin will be released too soon and you’ll lose a lot of options, etc. i think it’s always better to cancel the denjin from a (random punch)-hadouken, even if you hit a srk, dont cancel the denjin, is better to dash and do hadouken>>denjin.
So, the only time worth to cancel the denjin from a srk that hits is near the corner, BUT u should not charge it the normal way you charge it, my advice is charge it normal while the opp is falling to the floor (just holding the botton) and as soon as he touches the floor start fast charging like mad (y’know moving/rotating the stick). with that “special” charge you can “see” if they will quick stand or not and act according to that (if they are going to quick stand rotate/move the stick faster, if they are not quick standing fast charge wisely for mind games). Also you will have that extra time to delay the denjin if necessary (mind games) or you can still fast charge it to max and release it quick. hope that helps, denjin owns.
You only do that once after that you realize that you need to slow down your charge. Or at least I hope every one realizes that
Anything else in terms of matchups you might want to discuss?
i wanted to ask you guys if you’d rather do c.mk, ex hadouken instead of wasting one bar doing c.mk, sa1. sometimes i hit the c.mk but i prefer the ex fireball because it knocks down (shinkuu also knock downs) and i still got more ex bar (mainly for s.fp,ex joudan,srk).
If you can hit confirm c.mk I recommend to do Sa1, sure with ex hadoken you can keep most of your super bar for more ex later but what if you don’t get the chance? Ryu is all about damage, so don’t waste an opportunity to inflict damage just so you could ex more later on.
hit confirm sa1 is better for damage… just like majin said… ryu is all about damage, with ryu u wont hit somebody as much as you would with ken… I compare ryu vs ken alot because they were built to fight each other imo… i beat some guys ken the other night with sa2 ryu… ken has to think less than the ryu player does but ryu just needs to concentrate on knocking ken down then close in and do kara throw setups… i faked a kara throw setup and c.mk>shin to finish the match up… i can hit confirmed the c.mk which was the only hit confirm for the whold match… its hard to land another c.mk hit confirm after u landed it once in a match… especially with ryu so make it worth while when u have the chance…
Simple question here.
I need some ideas on how to captialize on Remy. What are some good situations to watch out for that can lead to decent punishmennt?
thanks :tup:
Question; is Ryu’s standing close FK able to come out when Ryu is out of throw range? I was wondering about using it as a hit confirm in kara-throw wakeup mindgames, but I think perhaps it’s got a far more restrictive range than say, Alex’s standing FK, which comes out even if you are a pretty good distance away from the opponent (in terms of close hits)
I just don’t see Ryu’s links being used much at all in match play.
hit confirming cr.mk…can’t pull that off. :sad:
i cr.lk x2 instead.
even far st.mp is not that easy to link.
no close st.mk wont come out when youre out of throw range your better of with c.mk/mp for hit confirm.
and easy way to hit confirm c.mk is the watch your opponent before the c.mk comes out… it has that little startup so I look dead at my opponent on what they are doing… everytime I land a c.mk>shin its because I fake a kara throw… so WHILE the frames of the c.mk are coming out I usually see my opponent whiff a throw or standing, standing means a promised c.mk cuz it hits low then I cancel to super… in 3rd strike your block animation comes out while your in frame of doing a move so the longer the startup frame the opponent stays in block animation till your hit connects… like with Q his dash punch>super hit confirm can’t be canceled late like chuns c.mk so u have to watch your opponent while Q travels across the screen and if the opponent is not in block animation just cancel to super cuz its gonna hit… block animation has a little start up time and u can’t block the same time a hit hits you like a parry u have to block before a move hits you… Im pretty sure u heard this quote before…"“WTF!!! I was blocking!!!”" theres some knowledge fo yo azzes!!!
:karate: like with ryu using ex fireballs I swore peeps told me they tried to block the last minute and they got popped by it…