Record it and try and block it.
Theory pressure with mind stone. Basic ideas if they don’t push block your first attack.
-S.mk xx mind stone
-delayed s.mk chain(easy to 1 hit confirm knee)
-s.mk >> dp xx tag
Spoiler
When uploading these combos, would you guys be so kind as to show the notations too? I typically learn these long combos through chaining and I could use the notations to help me better practice chaining the sequence into a coherent flow.
I’m trying to to do Ryu’s cr.mk~d.hp (launcher) after dashing from magic series in air. So basically I launch them from the start combo, then I do lp,lk,hp,hk, which knocks my opponent down, then I try to dash cancel into cr.mk~cr.hp to launch again but my cr.mk never connects. How soon after the lp,lk,hp,hk, in air do I have to dash?
It sounds like you may need to delay the magic series in the air a bit. Try allowing more time between some of the button presses and what will happen is that the jumping hk will hit them on your way down which allows you to land earlier giving you more time to dash up and pick them back off the ground.
Thanks bro. Will give it a shot. I’ve noticed with most other characters you don’t need to delay magic series at all especially in the corner. Their hk bounces them up much more than ryus.
Was in training room. I think he has some potential. One thing to note though that does suck is standing lp and hp do not link without lk on the ground. It does work in juggle state. That does suck. I think mixing up with overhead and the lk forward tatsu. Also never not dash after a confirmed jump in or his standing hp won’t connect. He can generally do his combos from anywhere and can max out 6.5 k with one meter. I think anything using two meters is a waste of time. Time is a good stone, or Power and Reality. Combos don’t matter I’m finding. The game will only let you top out around 6.5 k damage before the character is forced out of the combo unless you do a level 3 burn, but I don’t think it’s worth an extra 1000 damage unless it kills. I’ve been trying to test if he has any overheads with the short hop but it seems a little character specific. It is generally harder for a second character to counter him coming in so thats good.
The tatsu loops I’ve been hearing about. I think this is a good find. I wonder how it will work from tags and such. Is it done with H or L tatsu?
Your active switching is very good and you have nice use of Reality Stone Surge. Your Captain America is very good and outshines your Ryu. I almost feel like Ryu holds you back But you have good combos and resets as well.
The real question is how you handle Dorm or Ultron or Nova. I feel these characters are headaches. Also your blocking is good
Yea my ryu is super basic right now. Implementing his overhead a lot more and learning some dirty setups. Worse part about ryu is That he can’t really compete in the neutral without the reality stone.
Also playing online i can’t really use his short hop tatsu effectively. Anytime you see my ryu super jump back way across the screen while doing a tatsu, that is a butchered input lol
I know your struggles. I am personally using Time Stone for my game. I personally enjoy the extra mobility and air dash. Sadly they took away Ryu’s ability to special cancel his overhead.
He can super cancel it and get some nice damage. Also think he can cancel it with the power stone
https://youtu.be/xQHxYdcAe0E
So I gave Ryu an honest try in training mode last night and I must say I’m interested. Ryu is a much more complex character this time around than I imagined. Feels nothing like MVC3 Ryu. That being said, is it just me or do his falling tatsus have REALLY inconsistent hitboxes? I find it hard consistently doing any combo that involves falling tatsu. Mind you, I have all of 30 minutes experience with him, but I’ve been specifically having problems with that since I started.
https://www.youtube.com/watch?v=NxM0iSju9YY
because there was some confusion as to the loop video i did before that it could only be done vs big characters. So heres a video vs small, and from just a simple thrust kick. YOu can get 9K plus off the thrust kick as well, but vs small characters the shin shoryuken tends to miss the full version do to the tech buffer being so high with their already small hit box.
I must be stupid but is there a guts system in this game and I didnt realize? why am i doing a combo on hulk that does 91k but the same combo on chun li does 84…
https://www.youtube.com/watch?v=NxM0iSju9YY
because there was some confusion as to the loop video i did before that it could only be done vs big characters. So heres a video vs small, and from just a simple thrust kick. YOu can get 9K plus off the thrust kick as well, but vs small characters the shin shoryuken tends to miss the full version do to the tech buffer being so high with their already small hit box.
Hey can you tell me the inputs?
I need to work on tags combos. The max I can get is 9.2K with all four bars. I do jHK, LK, HP, HK, QcfLk, LP, HP, HK, QcbLK, LP, HP, HK, QcfHK, Tag to Thanos, HP, Launcher, HP, Palm Breaker, dash, Palm Breaker, Air Super, Tag, Ryu Lvl 3 Shoryuken. Any tips?
https://youtu.be/MgYAYQKLKvA second combo video put in some hard rock music to make the combos seem more hard than they are. Still hella disappointed with how simple the game is and how much they took away from ryu