Pretty much, yeah. Stopping to block midcombo every now and then leaves a Shoryu-mashing opponent sailing in the air giving you the chance to punish with heavy damage or good corner carry.
On who does the SRK, FADC, j.MP, ultra 1 work on? Thank you.
It’s a sub-optimal combo to begin with since it makes you lose a hit of the ultra and it scales the damage too…
Anyone know the frame situation after a blocked focus lvl 2 dash forward and a Srk Fadc dash forward ?
This varies by character, but for Ryu:
Blocked/hit level 1 FA: -2
Blocked level 2 FA: +4
Blocked DP FADC: -1
I see some Ryus use j.LP. Why?
Shorter blockstun gives different frame trap/throw timings, makes them deal with real mixups that aren’t canned.
Is it possible to tatsu trough gouken fireball? Because i heard it is but i tried over and over again, activating the tatsu in diferente timings and i just can’t do it.
No, and you can’t go over Seth’s either. It’s a hitbox thing, their fireballs are too high.
Yesterday I think it was national Gen come out to play day as I encountered 4 different Gens on PC in the space of 30 mins.
I realised I totally suck on that matchup. When he does that flying kick wall dive, you can see it coming but you cant do anything. What’s the best technique to handle it ?
I swear hes like a hidden dragon waiting to be unlocked and become top tier in AE 2014. You read it here first
Been thinking about this. Let’s say if I press c.lp on an opponent while he is holding back. At which frame does the block animation occur? Is it at frame 1 (startup) or frame 3 (active)? I don’t mean that he blocked the attack, but when does his walk backward animation start to change into a block animation? Do I stop him from moving backward in frame 1 or 4?
The second question is, how many frame does blocking effect last if I stop blocking? For example, if I hold block and some one press a move, resulting in my block animation to start and then in that instant I stop blocking, does the blocking input stay for a while, resulting in a block? Or does my charc stop blocking the very moment the back input dropped? My question is really whether there a buffer time which blocking effect will stay after an input. Example: I block in frame 1, then stop blocking in frame 2 on my controller. If there is a buffer blocking leniency in the game (let’s assume 3 frame), then my game charac will remain in blocking stage from frame 1 to 4. Any attack during those 4 frame would be blocked.
I played a Ryu mirror yesterday where my opponent was quite a bit better than me. After knocking me down he did jump ins either with roundhouse or tatsu cross up. I didn’t think these were safe jumps against characters with 3 frame reversals like Ryu so I kept trying to punish him with strong shoryuken. But I got punished every time either by a counterhit or just whiffing him and he got a punish when I landed. Did I do something wrong? Is it really a safe jump? I’ve experienced this from other characters aswell in the past, but yesterday he did it to me maybe 10 games in a row or so, and I couldn’t punish him more than 1-2 times out of maybe 20.
You can’t safe jump 3f reversals the classic way - jump, attack, recover in time to block the reversal. There’s plenty of setups and spacings to make reversals whiff, though.
Ok thanks! I’ve kinda been trying to step my game up lately and one thing I’ve noticed from watching my own replays is that I often tunnel vision. Say my opponent tick throws me, I start thinking “oh right, I forgot to crouch tech!” and I start spamming crouch tech like a mad man and actually like forget to dp and other stuff because actually all I’m thinking about is crouch teching for like 3-4 seconds. I thought I might try and work this out of my head by having a very clear idea of how I should play my matches and not just a very general one, but one which actually covers basically everything I do. Now keep in mind I’m hovering around 500PP and 1.2kBP so I am not what you would call a strong player. Anyway I put together this little gameplan for myself and I’m not trying to do anything fancy, just start playing OK. I’m wondering if this seems like a good idea, or maybe I should think about doing some stuff differently.
My Gameplan with Ryu
I want to throw fireballs at a SAFE distance or UNPREDICTABLE fireballs that aren’t at a safe distance in order to start getting my opponent thinking about being able to jump in on me. Use this to bait him to jump by whiffing standing light kicks. Remember to always move the stick to down-forward after performing a fireball or a light kick where I want to punish a jump in, so I am ready to do the dp motion. But don’t be too eager to dp and do it even if opponent is outside of my dp range. Either just keep sitting there and bust out a cr.mk or something when they land, or try and stand up and do a st.hk to punish, but ofc range dependant.
But don’t get too eager with just this idea, then I start just backing off into the corner and I don’t want that! Don’t be afraid to play footsies with my opponent and use that powerful cr.mk to keep him out and buffer in fireballs for increased dmg incase I hit. But remember to not do this while moving since it will go into a dp instead. ONLY use sweep to punish whiffs or as a poke at max range. Never use it at closer range and don’t get too eager with it since that will let opponents bait it out with focus.
If opponent however gets a jump on which I didn’t punish or gets through my footsies, remember to just block and crouch tech. Don’t mash reversal dp’s in the middle of his blockstring. Don’t try to do a reversal dp on wake up unless you know he is doing a really bad jump in. Just sit there calmly and block and crouch tech. Don’t spam crouch tech, just use it when it’s a good timing for opponent to throw you. If you get a knockdown on opponent, try and either bait out a reversal by walking forward and at the last second going back, or go for a block string starting with a crouch tech.
Try and punish whiffed or blocked reversals by doing cr.hp/st.hp xx hp. shoryuken and punish random focus attacks by f.hp xx hp.shoryuken. Note that either of these shoryukens should be changed to tatsu incase you want to move opponent into corner or get out of it. Also punish stuff like balrogs dash punch or similar by neutral jumping. In the future also learn more character specific stuff and how to punish them.
p.s. sry for the WoT!
I have a question, how do you get this costume for ryu? http://cache.gawkerassets.com/assets/images/9/2010/12/882003-ryu_002_super.jpeg I looked in the psn for a quite a bit of time now, can anyone explain? Thanks in advanced.
Check the vanilla add-ons.
How do I go from heavy punch into a dragon punch without mashing? <=beginner
(forward), (down+HP), (downforward+HP) = cr.hp xx hp srk<br>
Im not a Ryu player but it will still be useful to know this. What I noticed with Alex Valle is that he knows when low forward hits. All of a sudden he goes low forward into ex fireball then fadc into u1. Im guessing its because his opponent walks forward but i wanna know what you guys think
OS 2mk xx ex hado.
Then it’s easy to hitconfirm into fadc ultra if you see the 2mk hit.