SFV Lounge: Lupe please comeback! DevilJin moving to Mortal Kombat 11

FAT have that.

I was watching Automattock’s stream when that happened.

That can’t be more true.

2 Likes

I think you guys forgot about how much they screwed Ryu.

Almost every medium got 1 frame slower,
sweep got 1 frame slower,
Lost meter build,
dps got nerfed in trigger,
LP fireball went from great zoning to just the same shit as the other ones,
V skill got more recovery ( not a typo)
Tatsus got more recovery on landing
Throw got sent to alpha century in terms of nerfage.
J.lk got nerfed
J.mk got nerfed

That’s not even including the system changes.

They practically deleted him.

They did my girl chun even worse though. Shits not right man.

What’s that about his lp fireball? How was it and what did they change?

Ryu can be top tier easily imo. Buff the damage (bison level), especial for tatsu and donkey kick.
Increase range on h dp.
Reduce recovery on fireball
buff b hk hitbox and give it more active frames
buff cr mk range
buff sweep range
increase active frames of parry to 10

Thats how you make ryu top tier

From memory it was 31 recovery, they changed it to 34. Someone can correct me on that, but think that’s right.

For comparison that’s Sagats low tiger.

Edit: now I think , it might have been all fireballs.

1 Like

Here was Ryu’s full S2 changelist

Deletion Protocol

Hurtbox:
• Adjusted hurtbox when changing direction while crouching
• Forward throw: Increased recovery on-hit by 8F
• Reduced stun damage from 170 to 120
• Reduced CA gauge accrual
• Increased distance from opponent after hit
• Standing LP (Normal/V-Trigger): Shrunk hitbox in upwards direction
• Increased horizontal knockback on-hit in the air
• Expanded hitbox in forward direction

Standing LK:
• Shrunk hitbox in forward direction

Standing MP (Normal/V-Trigger):
• Changed advantage on-hit from +6F to +7F
• Expanded hurtbox that appears during 3-12F of action in forward direction
• Shrunk hitbox in forward direction

Standing HP (Normal/V-Trigger):
• Changed startup from 7F to 8F
o Increased overall animation by 1F
• Only V-Trigger HP is cancellable

Standing HK:
• Changed action recovery from 18F to 20F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Recovery on-hit or block have not changed

Crouching LP (Normal/V-Trigger):
• Increased duration of hitbox from 2F to 3F
• Expanded distance of pushback on-hit and block
• Fixed bug that when mash canceling into a normal Crouching LP, was not recognized as not countered even when taking a hit before the first frame of attack startup

Crouching MP (Normal/V-Trigger):
• Changed startup from 5F to 6F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Increased overall animation by 1F
• Somewhat expanded hitbox in forward direction
• Expanded hurtbox around hitbox in forward direction
• Shrunk upper hitbox

Crouching MK:
• Changed startup from 6F to 7F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Increased overall animation by 1F
• Changed duration of hitbox from 2F to 3F

Crouching HK:
• Changed startup from 7F to 8F
• Increased overall animation by 1F
• Lowered damage from 100 to 90
• Shrunk hitbox in forward direction

Jumping LK:
• Expanded active hurtbox in downward direction
• Shrunk hitbox in downward direction

Jumping MP (Normal/V-Trigger):
• Changed damaged caused by normal version from 80(40+40) to 60(30+30)
• Decreased damage caused by V-Trigger version from 80(40+40) to 60(30+30)
• Block properties for 2nd hit changed from mid to high

Jumping MK:
• Shrunk lower hitbox

Axe Kick:
• Changed recovery on-block from ±0F to -2F
• First and 2nd hits can be cancelled into specials, CA, and V-Trigger

Collarbone Breaker (Normal/V-Trigger):
• Changed startup from 20F to 22F
• Changed hit and projectile invincibility time from 1F~23F to 1F~30F
• Increased overall animation by 2F
• Changed recovery on-hit from ±0F to +1F
• Changed recovery on-block from -4F to -6F

Solar Plexus Strike (Normal/V-Trigger):
• Increased stun damage (for normal: 100 to 150, for V-Trigger: 130 to 180)
• Changed advantage on-hit from +6F to +8F

Jodan Sanrengeki:
• Increased damage of second hit from 60 to 70
• Increased stun damage of second hit (for normal: 70 to 100, for V-Trigger: 100 to 130)
• Increased stun damage of third hit from 80 to 100
• Second hit can be cancelled by V-Trigger
• Shrunk hit back on second hit
• Increased duration that damaged side is suspended in when third hit hits

V-Reversal Hashogeki:
• Changed startup 15F to 17F
• Changed distance and advantage on-hit

V-Skill Mind’s Eye:
• Changed animation recovery on whiff from 29F to 32F
• Increase V-Gauge accrual from 25 to 50 when successful

Hadoken:
• Changed overall animation (L: 46F to 47F, H: 48F to 47F)
• Decreased amount of CA gauge accrued on activation
• Increased amount of CA gauge accrued on-hit or block
• Changed advantage on-block from -7F to -6F

Hadoken (V-Trigger):
• Decreased amount of CA gauge accrued on activation
• Increased amount of CA gauge accrued on-hit or block
• Fixed bug that even when hit during 1-7F of animation, was not registered as a counter

EX Hadoken (Normal/V-Trigger):
• Changed advantage on-block from -2F to +2F
• Fixed bug that even when hit during 1-6F of animation during V-Trigger, was not registered as a counter

L Shoryuken (Normal/V-Trigger):
• Reduced damage from 120 to 110 during V-Trigger
• Expanded hurtbox that appears during 1-3F in downward direction
• Expanded hitbox on startup during V-Trigger in forward direction

M Shoryuken (Normal/V-Trigger):
• Decreased damage during V-Trigger from 140 to 130
• Added hurtbox and throwable box during 1-2F
• Changed physical strike/projectile invincibility to 3-6F
• Added collision box to lower body during 6F
• Expanded hitbox on startup in upward direction

H Shoryuken (Normal/V-Trigger):
• Decreased damage of normal version from 140 to 120
• Decreased damage during V-Trigger from 160 to 130
• Decreased stun damage of normal version from 200 to 150
• Decreased stun damage during V-Trigger from 250 to 200
• During 1-3F, removed invincibility and added hurtbox and throwable box

EX Shoryuken (Normal/V-Trigger):
• Expanded hitbox on startup both in forward and downward directions

L Tatsumaki Senpukyaku:
• Increased damage from 80 to 90
• Decreased stun damage from 200 to 150

M Tatsumaki Senpukyaku:
• Changed recovery when landing from 12F to 14F
• Decreased chip damage on-block from 25×2 to 17×2
• Decreased stun damage from 200 to 150

H Tatsumaki Senpukyaku:
• Changed recovery when landing from 11F to 15F
• Decreased damage from 120 to 110
• Decreased chip damage on-block from 30×3 to 19×3
• Decreased stun damage from 200 to 150

EX Tatsumaki Senpukyaku:
• Decreased stun damage from 200 to 150

Airborne Tatsumaki Senpukyaku:
• On-hit, can juggle with Shinku Hadoken or Denjin Hadoken

EX Airborne Tatsumaki Senpukyaku:
• Increased damage from 160 to 170
• Increased stun damage from 200 to 250

Shinku Hadoken:
• Reduced pushback on-block

2 Likes

a good Bonchan match. the Akuma is using vt2, which is rare, and his AA’s were on point. this was more of a footsies match and surprisingly not a lot of bs.

2 Likes

A new SF5 channel has emerged, and thankfully it’s ad-free.

My favorite was the Balrog beatdown at 4:20 and the Menat comeback combos towards the end. It started with two and on the third clip of the same match-up I thought Abigail was getting his revenge but nay, he ate another 30 hit combo :grin:

3 Likes

As soon as Akuma was released in S2, Ryu was DEAD. I’m a Ryu fan but there is NO NEED to play him ahead of Ken or Akuma. I can’t think of one thing he does better and please don’t tell me it’s his fireball. His footsies are just underwhelming compared to Akuma’s. St.Mk may have better range, but it leads to absolute nothing compared to Akuma’s St.Mk. St.Hk whiffs on crouchers and his Tatsu’s don’t hit low. Yeah, his dash is good. But dashing can only get you so far.

All these discussions about Ryu will lead Capcom to the easiest way to buff him, y’all know what I’m referring to. Even Daigo said that when they’ve asked him who he thinks will be added in S4, so be ready.

This shit already happened, once Evil Ryu was added in SF4 no one cared about plain Ryu anymore.

The most annoying thing about Akuma was that everything Ryu got stripped Akuma got.

Then people said Akuma was bad…

People arent very smart sometimes.

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Evil Ryu is going to be downgraded to a boss fight and a DLC super costume. That’s all he deserves to be.

Ryu simply needs to become whatever Ken and Akuma are not and become exceedingly good at that, whatever it may be.

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nah he ain’t Evil Ryu will be here

2 Likes

I laughed when I saw Akuma’s J.Lk, Air Fireball, Df and Command Dive Kick. He’s literray the Magneto of this game but they thought nerfing Ryu’s J.Lk was a good thing. :joy::joy::joy::joy:

2 Likes

SF4 Evil Ryu was strong enough to make Daigo left Yun behind, like Akuma he would probably be a better version of standard Ryu and if Daigo will pick him up we’re going to see a gigantic players Exodus from Guile. Plus nobody would complain about Ryu not being good again. Already happened and it was a success.

Evil Ryu is dead and gone! Mu No Ken Ryu lives!

5 Likes

I think most Japanese CFN playstyle is like this… from the replays ive watched they all play the footsie neutral game. Maybe im wrong tho?

Here in North America online SFV is about whoever can bust their nut the fastest…

Evil Ryu is such a wasted slot. Besides regular Ryu players are actually real life good guys. They don’t want to be associated with some Meth addict that stole his moves.

10 Likes

This was such a nothing post, you said nothing within it. Having no idea what Ryu needs to succeed or hell even describing what makes Akuma or Ken strong.

Ryu’s kit isn’t even terrible, MK.Tatsu hit crouchers to solve his long range cr.mk hit problem, it also solves his poor oki options.

Lower fireball framecount to 45 and make st.hp cancellable. Decent character.

1 Like