I dont know if this is the right place to post this but is there a Ryu facebook group? Most characters have one and it tends to be more active than srk. If there isnt one we should start one
So is jump in roundhouse cl.hk-fadc-cr.mp-cl.hp/cr.m-srk/tatsu a thing now? or evil red focus instead of after cl.hk and then plexus to add more stun. Not sure what the damage would look like but I think cl.hk is +5 on forward fadc (on hit).
I heard someone say that c.MK xx hadoken FADC U2 is possible now, but I couldn’t get it to combo yesterday. Is there a trick to it, i.e. depends on spacing and/or which fireball is used?
I didn’t know that there was a time when that wasn’t possible.
The only advice I can think of is to ensure you land low forward at a range where Hadoken is certain to combo. Low forward xx Hadoken will not combo at farther ranges, even with that Hadoken speed boost.
It’s always been possible. Just requires specific spacing. It can work because if you space it right, your fireball hits them a frame later, giving you 1 more frame to get the ultra to connect. Very difficult from footsies. Most people worked on finding combinations of normals to get into the correct position for different characters. Problem with that, though, is that many of them scaled a lot because you’d be using jabs and stuff. They added a pretty easy one in the corner tho with the cl.hk change. Cl.hk, c.mk xx fireball xx fadc, u2. No scaling problems either. Does 528 damage.
edit: It is a corner only combo, but it works on everyone I’ve tried.
Considering I don’t play Ryu all that much, I wanted to get some other people’s opinions. With the new update, 1.04, I’ve heard a lot of people saying Ryu is actually a lot better now, but uh, is that true…? Is he more feasible now than before, worth playing, etc?
He was never not worth playing. I think for my experience playing Ryu for a while the change in his fireball speed just seems really dramatic. I’m not sure that it really is that dramatic, but it seems like it is. Like when you’ve been lounging in the jacuzzi for fifteen minutes and then get out and immediately jump in the pool. The pool feels frigid, but it’s only because you were acclimated to the relatively hot water of the jacuzzi.
I can’t really speak to the close standing roundhouse buff as I’m honestly not that good/experienced of a player. I toyed around with it a bit just to see what I could do. I honestly didn’t even realize you couldn’t focus/super cancel on the last hit until the change log came out. We’ll have to wait and see for smarter players than I to experiment with it and see what possibilities there are.
But back to the last question, is “he worth playing”, Ryu is always going to be better if the player is very, very astute and observational. The bottom line, regardless of the version of the game we’re discussing, a Ryu player has to play a very fundamental game: they have to capitalize on good reads, they have to make reads, they have to be very cognizant of their spacing and they have to utilize all their tools to cut off opponent options. Which is really no different than any other character, but I don’t think that a Ryu player can auto-pilot or lose focus as easily as certain other characters and still manage to consistently come out ahead.
The fireballs have helped me a lot. The big thing about the cl.hk buff is that the hurtbox on it is so good that it will just stuff a lot of characters options. Like vs. viper, if you cl.hk on her wakeup, she can thunder knuckle and trade, seismo and get beat by the second hit, or backdash and get hit by the second hit. Now, It used to be +4 on standing opponents. This gave you c.mp, c.hp or dp, but in most situtions, you’d be pushed back so far that you couldn’t hit anything but dp or ex dp. Now it’s +5 on standing, So where ever you hit them on the screen, you can do c.mk xx hk tatsu.
I dunno about maining or even using Ryu as a secondary, but he’s a lot of fun to play. I know a lot of my friends say he’s boring because of his pretty simple gameplay, but it’s nice to have buttons that are good, a decent fireball, good reversal, and setups for Ultra that don’t require dashing from a down back charge.
Any new combos as a result of the fireball speed difference?
I was trying fst.HP cr.HP lp fireball fadc st.HP dp in the corner. Dunno if its new.I’ve never been a combo person with Ryu so I never explored this stuff
I was looking at it. I haven’t really tried anything with it, but, it hits twice, it’s pretty damn fast (seems faster than SPS, cl st. roundhouse), and it looks like it’s got fair range. I was just thinking along the lines of focus breaking, didn’t even see if it had in comboability.
Sorry, I’m still relatively new & still learning things about his game lol. I use his Jumping MK & LK crossup & his Ex Fireball. Still searching for others. Safe jumps as well.
Why? To me, that sounds like a complete waste of meter unless people just refuse to block it. =/
Feel free to correct me if I’m overlooking something obvious, though. Wake-up games are not my strong suit.