Ryu Thread

hahaha to be specific if you get caught in the blockstun of a j.rh you have to guess between an overhead and low and i guess you can toss a throw in there as well…

Hahah yarp apparently you did already know :bgrin:

Wut you guys think about the jumping Strong x2 into supercombo ?
Juggles are always fun and flashy but taking in to account an oppotunity for this combo to be performed for example in the middle of the match ( about half the time left on the clock ) and you are behind in health seems like a big waste of your super.

If you factor in the part like say vs Sim where if you have meter, he changes up his play style. FB’s come out a lot less.

I mean wut exactly is the number of hits it registers AT MOST used in the juggle ? Doesn’t seem like it could be more than three.

I figure the only real place it would be used properly would be if it were to finish the opponent off.

Ionno but maybe it’s just me. Full meter alone seems to be much more usefull than say 2 hits registered from a juggle combo.
Also taking in to account that using it for block stun on a wakeing up opponent from up close gives you a mix up opportunity for High/Low/Throw + chip damage.

Anyone got any thoughts ?

If you nail all four hits in the combo, it does about ~40-45% + a knock down. I would take it if there was a opening. I wouldn’t give it up, you might not get a chance to do that much damage (at one time) again in the match.

After the knoch down, <if> you were concerned about losing your super, run away with hurricane kicks and do a couple whiffed SRKs and you have half a full bar by the time they get up. Then, through normal game play you’ll get the super again in no time. (a couple FB’s, a short HK, and a jab SRK, and you’re good to go)

Just my 2 cents, for what it’s worth.

I agree with fatboy. I would go for the combo. Particularly, one could hit Dhalsim with better combos, but such an opportunity might not arise. As for super on wakeup for chip damage and mixup, I believe one or 2 hits from super and the knockdown will give Ryu similar advantages. The combo is also interesting against Ken after a whiffed fierce shoryuken, as he recovers really fast when he touches the ground, so it is a good idea to hit him before he lands. I am no pro player, tough, so take it with a grain of salt, man.

I believe the maximum number of juggle shinkuu hadouken hits you can get is 4, with no previous attacks; 3, with up to 2 previous juggle attacks; and 2, with 3 previous juggle attacks. That’s what I have obtained testing it fast, moments ago.

PS: also noticed c.str, c.str xx super can dizzy Dhalsim with just 5 hits of the combo, but he may also take all 7 hits and not get dizzied. But unless he messes up a reversal or a teleport, I ain’t sure how one could even land it on match. The combo, itself, is not that hard, tough.

Thanx for your thoughts :tup:

Didn’t know you could connect up to four hits.

An apparently easy question: how exactly do you execute the combo standing hp/little shoryuken?

There’s no trick. Just be sure to start your DP motion after hitting HP.

Considering the risk of obtaining a throw, I don’t understand why people tend to use this combo instead of the low hp/little shoryu.

Is there any difference in terms of damages?

There shouldn’t be a risk of a throw if you hit s.HP with the stick at neutral then do the lp DP. I do it all the time…

There is a significant difference in damage: Ryu’s LP shoryuken does 20 points of damage, while his HP fireball does only 13. Also, you gain 7 points of super meter from a SRK, and only 2 for a fireball. Finally, and perhaps just as importantly, you get a knockdown from the SRK, allowing you to set up your next attack.

The risk of getting a throw by mistake isn’t just a percentage chance - it depends on the player. If you’re consistent, there is no risk of getting a throw. So once you’ve got HP->SRK down, it’s obviously the best choice.

Just FYI, You do get a knock down with a red FB… :china:

True. I should have mentioned that. But if he’s having trouble doing HP -> SRK, then HP -> red fireball doesn’t seem much easier. The other advantages of HP -> SRK (damage, building super) remain.

You did a nice breakdown, Shadowless, but unfortunately he was asking about substituting the s.Fierce with a c.Fierce not substituting the DP with a FB. :slight_smile:

Aside from the fact most consider :hp:,:dp:+:lp: easier to execute than :d:+:hp:(maybe hold to prevent negative edge hadouken),(:df:):dp:+:lp: and that if you mess up the second motion you also get less damage (albeit, more than a teched throw), the second option will cause the SRK to whiff on standing Chun, while the first option works on everyone but standing Dee Jay, who can not be hit any of these two combos.

Edit: some extra notes:
After crossup j.rh, against crouching characters, s.fr will whiff on Chun and Cammy, and the SRK will whiff against Bison and DJ, no matter what fierce version is used .

The motion I usually use is :r::d::hp::df::lp: I find that easier than either of the other ones.

Exactly. I find it easier too, especially comparing to a st. hp immediately followed by a little shoryuken (that can be missed).

Therefore I wonder if there is any damage difference while using a st hp or a cr hp.

Both do 18 points of damage.

Where is it possible to find specific datas about damages?

I get my info from the yoga book hyper.