great post…
building my ryu day by day…
i have found it easiest to beat pple with basic heavy punch heavy kick…
as they are too busy trying to bust out very complex combos…
heh.
great post…
building my ryu day by day…
i have found it easiest to beat pple with basic heavy punch heavy kick…
as they are too busy trying to bust out very complex combos…
heh.
I can do the cancel pretty much every time with a 360 controller. I hardly ever actually pull off the whole ultra combo, but the cancel isn’t very hard for me.
Excellent video, thanks for taking the time to do that.
I’ve just started playing on a stick for the first time and while I can FADC out of a SRK fairly easily, doing 2 qcf motions before they hit the ground is difficult with what feels like half a mile of travel between down and forward (compared to a pad anyway)
Alright fella’s, because of demand, part 2 is coming out tomorrow. Part 2 will go over more ultra setups/combo’s, corner combos, the super and its uses, explanation of how important Ryu’s super bar truly is, knowing when to rush down and knowing when to hold back, etc.
So hopefully i’ll bring this part out tomorrow, and i hope people will like it.
Sweet. Keep 'em coming.
If you could point out if you’re using any input shortcuts (ie. for the DP) to pull off these combos, that would be great.
For example, the only way I can do crouching jabs into a DP is by holding df during the jabs and then quickly d,df+p. How do others do this?
That’s a fully legit motion since Capcom introduced some shortcut, df is interpreted as forward+down so that’s half the srk motion already, and you end with the last df.
But due to this it’s easier to whiff ultras if you’re sloppy/stressed and don’t complete the qcf motions, you’ll get a EX srk instead.
Yeah. I like your videos, even your rant on trials. I agree with you most of the time
thanks a ton for the sweet video, it really helped me learn a lot of things I was overlooking
I loved the line concept, never thought about it like that, now im gonna start integrating “lines” into my game instead of only combos
Excellent! thanks ahead of time for bringing out a new video. If you have time, please devote a bit of time to the subject of setups against the different type of characters in the game.
Awesome vid
Great vid, can’t wait for the sequel and as someone else pointed out it would be nice to know what are the input shotrcuts that are commonly used. I’m having trouble doing c.jabs into DP.
Thanks again for the vid.
sweet! gotta practice now
Alright fella’s, I’m currently in the process of uploading part 2. And as I said in the previous post, I’ve gone over these subjects: combos into ultra (corner and outside of corner), the use of the super, and knowing when to rush down and pressure as well as knowing when to turtle/hold back.
I felt pretty good about this video…it took like 4 takes to do (about 1.5 hours after editing and shit (yeah i’ve got all the time in the world)), however felt as if at the end it was all worth it. I finally was able to explain the “turtle/pressure” a bit more carefully and WHY it’s important to know WHEN to do the two. All in all, I didn’t really get into the shortcut aspect of things, but i can explain here.
When doing the DP motion, there are a couple of ways to do it. Some people press down+forward, down+forward then punch to do the DP motion…I typically always use the traditional method which is: forward, down, down forward, punch. When doing the bnb c.lk, c.lp, shoryuken…I mainly use the traditional method. One thing that MIGHT help you is that you gotta realize that the combo listed above is a LINK not a cancel…which means that you WAIT for your c.lp to END it’s motion, THEN dragon punch. Instead of CANCELLING it, which is basically not letting your c.lp to end and already be doing the shoryuken motion DURING the punch. Basically, take it slow, and practice…it’s not TOO fast of a motion to do when you realize that it’s a LINK not a cancel.
The thing about “lines” (ha, did I just begin a new fighting term?) is that they can some times become predictable. For instance, anyone who sees my line one time, can guess that I’m going to do it again. Being “random” or having seperate routes/options in your lines is good. For example a basic line that i do is: after hitting a shoryuken, dash forward and throw. Say that I’ve done this once or twice and feel that my opponent is smart enough to realize that I’m doing it…well NOW, I gotta switch it up to do attacks so they get hit by the ATTACK because of trying to tech my throw that they thought was coming. Point of the matter is that lines are good, however keep them “unpredictable” and mix it up. For instance, instead of dash in throw after the SRK, I would do a dash in c.lk, c.lp…if it hit, free combo, if not, then i just settle for a possible throw setup or a pressure string. The best thing about the lines, is to condition my opponent to do ONE thing…then mix it up so that I can get something else for free (such as the dash in throw/dash in c.lk, c.lp combo example)
Lastly, this is going to be my last post in awhile…I’ve recently become fairly agitated with some posters, and therefore am boycotting posting on SRK for awhile. The only reason why Im saying this is to basically say…if you got questions, feel free to ask them here or pm me if you want, I think I’m gonna stop posting out in the open for awhile.
All in all, I hope that these videos are helpful to you guys, and sorry for ducking out because of a few bad apples…like I said, I’m just gonna give SRK a little time to calm down because of the SF4 release, and then I’ll come back at it. Here’s hoping for wants for a part 3!
The Video: [media=youtube]n7aL68s6FxQ[/media]
Pretty sweet vid. I learned alot.
I learned a lot too. I’m sorry to hear that you’re taking a hiatus. Hopefully you change your mind.
I myself need to learn the difference between combos and links… Do the links register as a combo? Meaning does the “X combo” pop up on my side when performing one? Can anyone give me an example of a common Ryu link?
I also need to learn how to perform the most effective and practical combos and links. Too often I settle for bullsht little combos (multiple cr lks, cr lp or jump-in rh > sweep, etc) that either do no damage and/or are predictable. Now that I’ve gotten to 1.7k BP (not a lot, I know) I am facing some guys who have multi hit combos down to a science. I feel overmatched most of the time. I think it’s my timing and the fact that I’m playing with a stick for the first time ever. My hands seem to get Tourette’s or something and I go off doing sht that I shouldn’t. I guess I need to learn timing but I need a good starting point.
I’m also looking for ways to land Ryu’s Ultra more reliably and not just as an anti-air against stupid jump-ins, on trades or after anti-air srks. The FADC to me is just effing hard to do sometimes. Well, for me, most of the time… Off to practice I guess.
Good video. Just basic stuff, but good for those who don’t know those things. I agree about staying back when you have the lead. I do that all the time. I’ll throw hadokens all day long when I’m up a good amount. It leads to the opponent making a stupid jump in most of the time which then gets a HP shoryuken.
thanks for the jab SRK into ultra tip, never knew you could trade and still pull it off
also lol @ “first try? aww yeah first try”
A link IS a combo. The 2 ways you can hit a combo are by linking or cancelling. A cancel would be cr. mk xxx hadoken. A link is also a combo but it has much more strict timing and must be performed at the exact time that the first move is over. An example would be cr. lp, cr. mk. You can obviously do both in one combo, like adding a hadoken at the end of that last one.
There is no other way to do it. Learn to FADC. The only ways to land his ultra on the ground is by a gimmicky corner combo like Mickey showed in that video, FADC, or after a focus attack crumple.