Also if you are just looking to burn meter and kind style on them a bit, as long as your somewhat close to the corner you can do c.mk, hadoken FADC c.mp, c.hp, ex tatsu, U1 that’s one of my favorites.
I’ve heard MP SRK is invincible, So this makes it the safest reversal right? If I’m wrong please tell me whats better lp srk or mp
MP has five frames of invincibility,meaning it will beat more things than LP,iirc LP is only invincible on the first two frames and is very prone to trading with normals.I always use MP for wake up Dps and all that jazz.
Oh okay, so can you help me and check if this is correct:
As a reversal best to use : MP SRK
Combos: Any
Anti Air - LP SRK, ( For juggles etc )
Getting hit on block - MP SRK?
Well for combos that dont involve FADC you want to use HP,for combos involving FADC you want to use LP or MP,MP does slightly less damage but I am more used to the timing so I use it.For anti-air LP DP is more of a situational anti-air than anything,mainly useful in particular situations or matchups,your main anti-air should be deep MP or HP SRK.To do the DPs deep on anti-air you should learn to do them from crouching.The shortcut to do them from crouching is down-forward,down,down-forward,what that does is lowers your hitbox so you can do the DP later,letting you get full damage out of the DP.You wait until their attack is about to hit you,then input DP,the invincibility make their attack whiff and you get both hits on MP and the full 160 damage if you use HP.
Oh I see, smart stuff, Do you have any combos which I can use in matches, Atm: I use
J.hk,cl.hp.hk.tatsu
BnB low forward , hadouken
cr.lk,cr.lp,cr.lp,cr,mk,hadouken < - does that work fluently sometimes i get it sometimes i don’t =/
main combos I end up using are:
c.LK,c.LP,c.LP,c.HK
c.LK,c.LP,c.HP xx Tatsu
c.MP,c.MP,c.HK
Solar Plexus Strike,c.HP xx HP SRK
Solar Plexus Strike,c.HP xx HK Tatsu
Solar Plexus Strike,c.HP xx EX Tatsu,U1 (corner only)
and some other variations on the SPS combos,depending on if I want to risk the one frame link of SPS,c.HP or not I will sometimes just do SPS,SRK and of course you can add FADC,U1 onto the ones ending with SRK.
Lets say you knock down another Ryu and you want to chip him to death with a meaty fireball but he has ultra 1 stoked.
Sometimes the fireball killed him before his reversal ultra 1 hit, sometime he’s invincible to the fireball.
I was wondering if it has to do with the strengh of fireball I use or perhaps I should delayed my meatie fireball a tiny bit.
I haven’t really tested it out at all but to have the fireball pass through you you have to do ultra right before it hits you so you could probably mess around with the timing and strength of FB to make it so even if they ultra you will hit them or be safe from being hit by ultra.I would think jab fireball would work well.
Hey again guys, long-time since I’ve posted but I do keep checking the threads!
So I’ve been in the lab drilling down my execution for some combos, in particlar some bnb’s into ultra. One of my combos of choice is cr.lk, cr.lp > mp.dp > U1 and I would say my hit-rate is averaging 90%. What bothers me is that even when I do hit it the input display for the FADC will sometimes read forward, mp+mk, forward instead of mp+mk, forward, forward (an issue I’m experiencing almost exclusively on the p2 side).
I know that some will say it’s a legit way to do it but I’ve noticed that in the instances where I dont hit it the input will most likely still read forward, mp+mk, forward - which means this way is not that consistent. I’ve tried holding the last down-forward input of the dp whilst hitting the mp+mk as a way to make sure I dont hit a forward input before the focus but the results are mixed since it doesn’t feel natural hitting the dash from this position. It’s almost as though I’m rushing to do the dash motion as the whole combo feels a bit more immediate than when I’m just doing a raw dp>fadc>ultra - which incidentally I dont have this input problem when doing it?!
Any tips on this basic bnb into ultra? Or is it a case of grindin’ it until it does feel natural? Strangely enough I do hit this most of the time in matches when I go for it but psychologically I’m not confident about hitting it and so wont always attempt it.
Frank
Hey im a returning ryu player. Im having trouble doing cr.hp>dp i keep getting super when its stocked.
Is there any way to avoid this its really annoying?
You just have to be very careful to end your motion at down-forward instead of forward,if you end at forward it always comes out as super.
In the long run I feel that cr.lk, cr.lp mp U1 is the hardest link to Ultra 1 since there is a conflicting timing waiting for the DP and the Dash. I am not saying its hard but muscle memory wont be as crip than doing c.hp xx srk Fadc ulta 1 for example.
Getting forward , mp+mk, forward is very normal ,your realeasing your stick from downforward while doing focus. If you check
top player Ryu input theres often 1 or 2 forward before the Focus input. Getting something like 1 forward, mp+mk + forward, forward
is kind of optimal with this method, when I am hitting ultra over and over with the most natural timing this is what I get. Getting extra foward is no big deal.
Hitting Focus as soon as mp srk button has been press and doing forward x2 you wont miss it. With srk fadc ultra 1, naturally focus is press very quickly after mp srk and with c.lk, c.lp, mp srk, FADC, Ultra 1 , there is a lag before the SrK and naturally its easy to have a little lag to hit focus after that could cause you too miss sometimes.
There is the more robotic method to be sure to never miss is to hold downfoward while pressing Focus and press forward 1 time.
It give you more time to input to input your ultra 1. I find it very useful in situation where your in block stun but can punish a move.
For example after Rose Slide or Balrog Dash punch you can punish with mp srk FADC ultra 1. Since your punish window is extremely close you will do your srk before the block stun end and benefit of the extra 4 frame window that reversal allow you.
Since your Srk will come out a little after you input it this could really screw your timing to FADC ultra 1. By using the method
of holding downforward and pressing Focus it really prevent you from missing your dash input. I find this method also useful
in the c.lk, c.hp , mp srk FADC ultra 1 link where you just have to concentrate on getting the srk timing right.
works everytime lol thanks
haha no problem
Like Daigo mainly does with ryu, where he throws a fireball and if the opponent jumps in he srk’s, can this be done with all 3 versions of the fireball at the same distance across the screen or do they have to be thrown at different ranges to get the srk in?
Thanks for that Pieton. Still serving up the goods after all this time?
I knew there was something about that link though. The reason I had to hit the lab with it is because too often this combo was the difference between a sweet win and a humbling loss - bar the rest of the match of course.
Frank
It is easier to use LP because it is a longer period of time berfore they can sucessfully jump it but all non EX Hados share the smae recovery so it is possible with all FBs.
Is there any specific thread where I can find unblockables and ambiguous crossup setups? So far I´ve been lurking the forums and youtube but more compiled info would be cool, I love that kind of stuff. I´m specially interested in unblockables against cody if there is any.
We dont have a thread for it(although now that you mention we maybe should make one).However I have been working on one in training.You do forward throw,walk back about 1 set of small squares in the training room,whiff s.MP then jump in with MK.It is unblockable on Ryu,Ken,Akuma,Oni,M.Bison,Guy,E.Ryu,Rufus,and Adon.It makes wakeup reversals whiff,but they can be auto-corrected to hit,and you can forward dash out,and you can lower your hitbox with something like c.MK.It can also be traded with by a normal like Ryu’s c.HP but I think it has to be a just frame normal.This set-up alos safe jumps Giefs Lariat.