Both me and ogbr think it’s because of j fierce higher hitbox.
If the opponent messes up, you have an opening with a huge windows to punish, you can do j RH pretty late.
But if the windows of opportunity is short, you need perfect timing for j.rh.
You either hit it too early and you got the j. rh but cannot connect after you land.
Or if you press j.rh too late and the opponent can block.
But for j. fierce even if you hit it slightly earlier, the first active hitbox won’t connect, while it will still connect on the way down.
Thus j fierce is easier to combo jumpins
it’s some magical pixel calculation the designer did there.
https://www.youtube.com/watch?v=FZCvqysfBKQ made this video pretty simple but read the info. Again just going over the mis information a bit of randomness in terms of what will dizzy in ST. And showing the 2 most realsitic touch of death openers period for ryu in the game.
Trying to keep my channel active with little tid bits… maybe known but I dont think people recoginze a lot of this stuff in real matchs. Often when you cross up you shouldnt base it off your character but on the other character on how they fall from the attack. Because what direction they were hit does not matter. Used sim because he is the most dramatic example in the game.
Oh its very practical it happens all the time, it doesnt just happen to ryu vs sim or anything. Its just the most obvious since thats who I play when I play the game. And sim has the most drastic change. Could happen vs anyone, or any kinda cross up you notice. Its really easy to do. Not that complicated or anything. Like I said I just posted it because I guess people didnt realize it worked this way. @Unessential watch the first ryu jumps over and crosses up. Right? Simple. Only thing of note here is sim can be crossed up much farther away then normal characters. Now watch the second jump and where the characters are. Ryu is right up against sims jump, more than a cross up if anything ryu should be jumping over his body period at this distance and his cross up looks if anything like it should miss. But in fact, not only can I not cross up, I can not jump over sims body at this distance regularly period. Even though visually it looks like I should. Pretty simple really.
It doesnt jump happen from air hurricane kicks, any time you are knocked out of a attack facing the wrong way, could be a cross up dp anti airing a guy, or a vega wall dive who knows whatever.
With a character as popular as Ryu and everyone at least kind of knows his gameplan and should know their matchups fairly well, what is it that you do or good players do to keep everyone on their toes and stay unpredictable?
Ryu has a lot of utility with his move sets. It’s one of his greatest strengths. He’s a very well-designed character that can use a variety of tools for both offense and defense. So even if you know the matchup, you can still get outplayed by your opponent.