the way i do it is…
after crouching fierce punch, i move towards upper left and then perform the half circle motion joudan.
the way i do it is…
after crouching fierce punch, i move towards upper left and then perform the half circle motion joudan.
I know it works on crouching opponents but…
How the hell does it work on standing chars??
standing MK to shinkuu???
[media=youtube]uXexaIlnEDU[/media]
3:49
whaaaaat? someone explain.
Works on Makoto too, possibly because of her hitbox. I guess the width/shape of the character might determine how early the shinkuu can hit. Could also be that Yun has an extra frame of standing hitstun. I always thought exceptions like that didn’t exist, but it does turn out that Ryu, Chun, and Q have 2 extra frames of crouching blockstun according to the 3S mook (or some similar book), so who knows.
Another example is that Makoto gets hit by Dudley’s HK, HP link even though the frame data suggests that isn’t possible. Spooky.
only works after the jump in
due you can edit your posts! you can get infracted for uh, quintuple posting, and some of this is more fit for a blog.
I see. Ill test it out next time on Yun and other chars after jumping in.
Hey! Don’t feel bad: I still play Third Strike, too. =)
I’m not particulary a Ryu player, but I do pick him a few times, and I love Denjin Hadouken. Maybe it’s not the best Super Art, but it’s so cool I can’t resist. =p
So what WOULD be the best way to punish a parry atempt? Seems like an easy punishible situation, but so far I haven’t come up with anything particulary good. =x
Also, when I play Ryu, against that Yun bad matchup, I just recomend Shin Shoryuken and the hability to parry. You get one dive kick parried, and poor Yun is in for some pain. Add a HK Joudan Shokutou Geri after the SA, and the round is practically won for you. =)
Not saying he’s easy, but that’s just the way I do it.
it depends the situation you are in. if you are using denjin, a normal HP Fierce and joudan kick will do the work.
A stronger punish is HP fierce>ex joudan>hp srk/hk tatsu, etc
ryu has A LOT of ways of punishing after parry.
but i dont really suggest sa2 on yun. it takes forever to build up and by that time, yun will have 15 geneijins already.
sa1 is better on him because ryu needs those ex’s but i choose sa3 because denjin has potential of making great comebacks and does more damage than sa2 if you succeed with it.
Full Screen Denjins are amazing. :tup:
More research will be conducted.
Half Screen Denjins are exceptional. :rock:
Will conduct more experiments on this.
Please elaborate. I would be thrilled to hear of full screen set ups that are actually viable!
well sometimes youll mess up on your setups and youll end up with a far screen sa3 setup. (which sucks but isnt that bad) its best to charge a full 5 hits here OR play around with it. (see what your opponent does)
90% of players will try to jump AWAY from it. that is where you decide when to release it so that it hits them right when they jump AGAIN. (unexpected location) if you throw it right when they land, they can easily parry it. either way, DO NOT rotate the stick. you want to prolong it and increase the tension.
OR you have option 2 which is to release all 5 hits on them. make sure you know it will hit them DIRECTLY. to do this, you will have to rotate the stick at a CERTAIN timing near the END PRECISELY so that it will crash into them head on. if they end up parrying them, try to jump in punish.
even offline, ive seen A LOT of top players caught with these.
i caught exo-scrub with like 5 of these in a row with a mixture of option 1 and 2. =D
but dont do them if you dont have too!
half-screen denjins only work on Q and Dudley. and by half screen, i mean when they are in the corner and you’re half way away from them. coincidentally, their stun bars are very high so these setups are VERY good because we are charging at least 4 hits on them.
you can play with the timing here, they cant jump in attack because youre half screen away. every player will jump AWAY so that is where you decide when to release it. (similar to what i said before) except they wont stand there and parry b/c 4 or 5 hits released in that distance is too hard to parry.
even when Q has super 1 bar stocked, the super wont go through denjin because it will trade in that situation (where Q will eat at least 4 hits of sa3 and you’ll eat one punch of his sa1)
The 60% denjin setup = Fierce HP x MP srk xx SA3 (1 hit)
Guaranteed stun if your opponent already has 40% stun meter up.
example:
[media=youtube]6BmYxiRVC5k[/media]
11:37
MOV couldve finished the job there with that setup.
[media=youtube]b2M3Tb-sW_w]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media]
22:03
Look how much stun that combo does. Holy shit.
The fireball xx SA3 (4 hit) setup
If opponents stun bar is low enough that a 3 hit denjin does not fully stun him and you need 4 hits, then you can do this setup.
Make sure that the fireball hits the char at the VERY BACK so you have extra time to charge 4 hits.
examples:
[media=youtube]x_cpp6v8QZY&feature=related[/media]
5:47
A 3 hit denjin will not stun Alex there but 4 hits will. In this case, the fireball hits Alex at his back giving me extra little time to charge up to 4 hits.
[media=youtube]bbab1WWQV7s&feature=related[/media]
1:10
Not a very good example but this guy charged up 4 hits real fast!
You get the point though.
Thanks for the info on salvaging messed up set ups, that’s good shit.
i guess this might be a basic question. but ryu has very short LP or LK range. when coming up against hugo players I find myself beating eaten up by their grab type special moves. It feels like I can be doing more, but each and everytime they grab me with such a long grab range. what do you gusy do against advance / intermediate hugo players?
also what does MOV stand for?
ryus crouching fierce has so much range.
[media=youtube]00UrNDNi-jU&feature=related[/media]
[media=youtube]c-7-5JvjuJI[/media]
[media=youtube]jEPna1EG0Q8]YouTube - SFIII: 3rd Strike - 1st Genki Cup 5on5 2010 [Part 4[/media]
and no idea what MOV stands for.
Oooh thanks for the vids! I guess I can stuff a lot of Hugo attempt with far Crouching HPs
MOV, I saw the thread in heard for MOV Denjin Hadouken?
I noticed in this vid [media=youtube]b2M3Tb-sW_w]YouTube - SFIII: 3rd Strike - Game Spot Versus League Battle [??[/media] (Game Spot Versus Battle Part 1) after a stun, their Ryu’s do jumping MK - C. HP - Hard Kick Tatsumaki. Why don’t they start it off with jumping HP instead? Is that because it’s riskier with the timing and jumping MK is safer??
Basic question, other than moves seen from far across the screen and anti-air, are there any reasonable set ups for Shin Shoryuken? I notice you can get lucky with very aggressive opponents. But most of the time it only hits as an anti-air
im not sure which stun example you were talking about.
but if you were talking about 22:08, ryu did that follow-up to build more meter. otherwise, a jump in fierce and fierce wouldve finished yun. by doing that weaker combo, ryu builds more meter for the next round.
sa2 setups?
c.mk sa2
short, short sa2
parry into c.mk sa2
overhead (UOH) into sa2
standing mp (close) into sa2
anti air srk sa2
there are more ways but i could only think of these for now.
some of those are pretty intermediate to advanced setups.
is there a vs. matchup guide for Ryu on the net somewhere?
Also, how do I defend against jump ins?
Is there an OS guide for this game somewhere on the net?