Hello. Few questions from this vid [media=youtube]dsW_BVSkxpY&t=5m30s[/media]
How this ryu always react on jump-in with DP. Just reaction? How can i train that? Did he buffer dp? why he doing cr.mp? is it buffer? How do it right?
Plz help. Cant react on jumps = loose game
@ 730BlackMage : Best F.FP combo is F.FP, C.FP SRK usually. You can change that to F.FP, C.MP, C.FK if you want the knockdown, or F.FP, C.FP, Tatsu if you dont want to risk messing up.
Miakssf4 : In the case of that video, hitting the DP everytime is actually pretty easy. He’s playing Honda so he is expecting the jumps and will probably be buffering near constantly, certainly during fireballs.
Training to DP everytime is completely dependant on the way you play and how fast your reactions are. If you are expecting
a jump then buffer the DP by mashing on Down / Down Forward. Otherwise, its really just a case of becoming very familiar with the DP motion and beginning to buffer the moment the opponent’s feet leave the ground.
MP SRKs are *always * the best SRK for jump-ins. They have additional invincibility frames compared to FP and LP SRK so its easier to do them correctly. Only use LP SRK if you want to hit them early and combo into ultra without burning metre.
DarthPaul1982: mashing DP down forward will looks like i sit-up it will be stupid no one do it. i think they buffering somehow while do cr.mp but i dont know how. I training full motion. I tried your short cut but it’s worst of all. Then i start doing like 123212321. But it’s do you open against footsies. Works not every time and do super very often because of my bad hands). Now i trying do fullmotion. I sure all good players do full motion.
And again, are exist method of buffering dp while do cr.mp?
sorry for my english )))
i dont mean Down / Foward I mean Down then D/F i.e 2,3,2,3,2,3 etc. And no, not all good players use full motion cause of the shite input of 4, most use shortcuts.
how do you mean buffering whilst doing C.MP?
EDIT : just watched video. Hes hitting C.MP so he can hold the button down ready for the SRK. It’s easy to use negative edge (releasing the button when you do a special rather than pressing it). So hes making usre he is holding MP at all times so his SRK will come out quicker.
hope that helps.
What are some ways of catching an opponent off guard with a Metsu Shoryuken?
Not his best Ultra, but so much damage and so fun to play in casuals with friends. What things do you do to fake out the opponent and land this Ultra II?
Catch ppl off guard and for fun… I sometimes tick throw often to season them. Throw away my ex-bar to make sure I can’t fadc. Then I jump in and just immediate u2. If u dun mind losing…
Wow, hard question. You mean without an FA and without a jump…? Huh. Well youd either need to Ume it by learning your opponent habits and hitting it during one of their normals or youd have to train them into teching at a certain time. To do that you simply throw after a specific move or set-up repeatedly. e.g, you could repeatedly use jump, C.MP, throw and then when they start teching hit the U2. A decent opponent isnt going to tech everytime though. Sometimes they will intentionally allow you to throw them to avoid being hit by anything bigger.
If I read frame data correctly, Ryu’s fireball has 22 frames of hitstun and is like +6-7 on hit when you FADC correctly during combos.
Can someone explain to me why fireballs are -2 on hit normally despite the move being listed as having 45 frames of endlag? Frame data and fireballs confuses me.
On the srk wiki, the number 45 is immediately followed by “(total duration)”. This means that the entire move takes 45 frames. I’m sure this is listed this way as the move itself doesn’t have any active frames. Only the hado it spawns does.
As the fireball spawns on the 13th frame and inflicts 8+22 hit stun you can calculate -2 frame advantage. (45 - 13 - 30 = 2)
(Incidentaly, I have a couple theories as to why it is split to show 8+22… Most likely it has to do with the 8 frames being the freeze frames of the hado. Projectiles only cause freeze frames on the target. The attacker is free to do other things. So we can surmise that 8 is how many frames the target is frozen before the actual 22 hit stun of the hado takes effect. This is normally irrelevant unless you can cancel your own freeze frames, which is actually possible using the armor cancel glitch/technique.)
Also on the SRK wiki is listed the note: “15~16f cancellable” This cancellability applies to FADC as well. As Ryu takes 21 frames from when he starts an FADC to start an attack, the most frame advantage you can get at pointblank range is… (13 + 30) - (15 + 21) = +7.
I’m actually wondering where you heard the +6-7 number. It seems accurate. But I’ve never actually seen it mentioned anywhere.
not sure if anyone has this info…
im looking into my SRK reversals and need to know some frame data. The SRK travels horizontally during its active frame, meaning that frame 3 is not always the relevant one, making it hard to judge exactly when you can and cannot SRK. Does anyone have any idea on what frame the SRk reaches its furthest horizontal point…?
I have the hitbox data. I’ll figure it out for you as soon as I can. Just got a new PC and I need to get the correct codecs and whatnot installed. A quick look tho, he travels horizontally for most of the way up. Are you looking for the furthest reaching grounded frame, furthest reaching invincible frame, or the furthest horizontal frame?
edit: I’ve been slacking on it because of some health issues, and now I need to get this PC setup, but I’ve been working on Gifs of Ken’s hitbox data. Is that something the Ryu forum would find useful, also? Can probably find time for it after I finish Ken’s.
^ that’s beautiful dude. Its not a shoryuken so isnt relevant to my question but it IS beautiful.
Hope your health issue sorts itself out. Get well soon. And fuck, dont worry about answering my question when youre not well dude, please. There’s no rush.
Thanks DP, I appreciate it. Answer that question, though. You need to be more specific, because the furthest Ryu travels on a mp dp, is the last few active frames…all the way at the top of the screen. I think I know what you’re getting at though, because that’s how Rog’s safe jump vs. Ryu works(back throw, forward dash, j.hp). On the 3rd frame, Ryu hasn’t moved forward far enough to hit him, and by the time he does, he’s not invincible anymore and gets stuffed. I’d guess you’re asking for the furthest invincible frame, which would be the fifth.
This possibly applies to any character, but what is the best way to deal with Vega(Claw)'s super? Do you need to back dash at the last moment to avoid it? Are there other ways to avoid it? Can you hit him out of it? I hate that thing…it owns me for free
Late reply. Thanks for helping Theli.
Effing eventhubs mindgamed me. I’m a noob. I’ma gonna rely on SRK for my frame data from now on.
Being the dumbass I was, I assumed that Ryu had a 16 frame forward dash and that 22 frames of hitstun minus the difference from FADCing led to about a 6-7 frame advantage depending on spacing. It made sense anyway, since I knew the link into U2 was extremely tight, not to mention I realized linking into normals (ie sweep) from fireball FADC actually required skill at point blank range.
I know, crazy story. But thanks for clearing everything up.
Ryu’s forward dash is 18 frames. But then there are oddities when dashing out of an FADC that lose a frame and add 4 to reach 21.
Yeah. I barely visit event hubs for anything really. It’s rarely worth it for me.
Also, U2 is 1+7 frames. So that’s an 8 frame Ultra. To FADC into it from a hado requires the hado to travel a frame or two so you can get more frame advantage.
Hi Theli, what does a 1+7 in frame data mean? What does Ryu do in the 1 and the 7?
1 frame to start the ultra, hit on 8th frame?
Also for fb it says 12+1 and 1+1+1 for super. What does Ryu do during these frame breakdown?
Thanks
1+7 = One frame for startup and flash/animation, and next 6 as regular start-up and active on 8th. Yeah.
Fireballs spawn a frame before they are hit.
12+1 = 11 frame startup with hado spawning on 12th frame and hitting on 13th. (You can get hit on the 12th frame, it will not be counter-hit, and the hado would still spawn.)
1+1+1 = 1 frame startup and flash/animation, next frame hado will spawn, and last frame hado will hit. Ryu can get hit or thrown on frame 2 and the hado would still spawn and be active on frame 3.
Oh, now I see.
Thanks a lot
you dont know this already, lord…?
wowzers.