how can you have an opinion if shoryu’s are hard to punish? it’s frame data, science, which can’t be affected by opinions. instead of complaining, you could use this time to practice punishing this “overpowered move.” the only shoryu that you can’t punish with a standing roundhouse is cammy’s.
BUFO= say a move is overpowered and when people use a counter example he claims we are all Shoto scrubs, good stuff to you. FADC is dumn, not the move itself.
Insult the thread opener all you want, but real talk- SF4 has some DP moves that have extremely short landing recovery frames, and are a bitch to punish.
And lol at people who tell him to punish with a shitty standing roundhouse. You make the case for him…
The true tragedy of this thread isn’t that you are clearly incorrect, its that so many people reading this thread know EXACTLY WHY you are incorrect, but they would rather watch you unknowningly continue to fight a losing argument than explain why everyone is so positive you are incorrect.
If you want to know how this looks from the other side Imagine a 1st grader standing in front of a room of 12th graders trying desperately explain to them that it is impossible for anyone to understand long division… but instead of explaining to him that they know most 1st graders can’t do long division and that he will understand it easily by the time he gets to their grade level they just listen and laugh.
a shitty roundhouse? you must be dense. If i had a quarter for every moment I’ve wasted reading a dumn comment on SRK, Bill Gates would be my bitch.
This is a troll thread, right? If so, then why are you all taking the bait?
If this isn’t a troll thread, then complaining about shoryukens? Really now?
1-4, 7, 8, 10: It’s intentionally designed that way as an anti-air attack. It’s supposed to have very high priority, supposed to cancel out most of your opponent’s attacks, supposed to have invulnerability, and (most important of all) supposed to prevent your opponent from jumping in on you for free.
5: I’m pretty sure that’s only in this series (Street Fighter IV), and only with characters that have multiple-hit versions.
6: OF COURSE IT DOES! IT’S A SPECIAL ATTACK! SPECIAL ATTACKS OBVIOUSLY DEAL CHIP DAMAGE!
9: please play against characters other than shotos
/thread
SRK is very very very good, but it isn’t the end all be all of each character that has it which is why many of the top tier characters have a variation on it, but not all of them.
Honestly there is only 3 issues I have with the SRK
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All of it’s recovery frames are considered airborne except for the standard 3F window that all characters have after landing from an airborne attack. This means that in certain match ups where the opponent is playing a character that doesn’t have a fast move that puts the opponent into a juggle state the punishment for a whiffed SRK or blocked SRK is relatively minimal compared to the payout for doing it. It can be punished easily, but it might only be 120-150damage while the person doing the SRK is fishing for potentially 400dmg off of a SRK. This isn’t a major issue though for me.
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DP into Super/Ultra off of a trade. This is probably my biggest issue and it pertains to almost every character with a DP except for Akuma.
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Making SRK FADCable across all versions (Except for Oni). Frankly, if I had my way the DPs would all stay as they are now except only EX-DP would be FADCable sort of like how only Cody’s EX-Zonk can be FADCed, all the others (which have only partial upper body strike/projectile invincible) are slow, unsafe, and can’t be FADC or followed up (it uses up 99 juggle points). Invincible, long active duration, 3-5F startup (depending on character), costs no meter, AND can be made safe on block is too much for 1 move, especially on characters so well rounded already. At least they should have only been FADCable on hit only, not block.
That said, either learn to work around it or play a character that has one because the SRK isn’t going anywhere anytime soon there will likely be at least one version of it in every fighting game you ever play.
Dudley has no “true” dp since it completely lacks invincibility without the use of meter, meaning his “dp” gets stuffed by spamming jab on your wakeup.
My argument was that it’s too good of a move to have invincibility meterless, when dudley has 1 bar people know he might throw a “random” or reversal dp to get out of situations, with shoto’s you’re afraid of this all the time, even moreso when they have 2 bars because then it’s even safe on block.
…you guys read that part, right? :looney:
There’s been little help and no correction so far, if you think otherwise please elaborate. You may disagree with my opinions regarding shoryuken but my arguments are based on the move’s data with the exception of the difficulty *sometimes *involving the punishing of a whiffed/blocked shoryuken because of how the character travels. Which so far have been “proved” to been disagreed with.
The biggest trolling so far has been the replies I’ve been getting in this thread as they’re either packed with uncivilized manner, offering nothing but said posters hurt feelings toward my thoughts or they try to ridicule anything and everything in an attempt to make some sort of a “convincing” point.
If you feel as if this thread is nothing but a sack of dung, whereas my thoughts are completely mental, please refer to using civilized manners or don’t bother posting at all. The only things I see that may put this thread in “low standards” is the bad attitude from some people.
This thread was not made to help me understand shoryuken, it was made to compare and discuss its wide function in the game as a meterless invincible move, for example some pro’s dislike ssf4 ae because of the “guessing game” then again what game, virtual or not does not have one? The one thing I dislike about ssf4 ae is the fact that some characters, mostly “top tier” has meterless moves with invincibility.
If you still feel as if there’s nothing here to discuss then why do you bother wasting space in this thread.
If I’ve said “you’re all shoto scrubs” please refer to a actual quote, unless you have one this is sadly nothing but bias and lies.
Well spoken, this man here knows the importance of bringing all his vegetables to the grocery.
The trade into super/ultra is a big problem, as is the “bug” ? where you get hit by a FA and crumple, and while you’re body has fallen flat on the ground your opponent throws a metsu hadoken, after his cinematic you’re suddenly standing on your knees and getting hit by it.
Is this a bug or does metsu hadoken rewind time a little?
Problem with #9 is that the vast majority of ssf4 ae players use shotos, probably 7/10 matches are against either Ken, Ryu or Akuma and with this in mind I see more shoryukens than anyother move, regardless if my opponent is a rookie or a pro with the exception of c.mk with Ryu since it’s almost unpunishable, leads to whatever he wants and can’t be counter poked by dudleys normals (not including FA which 1/10 cases do crumple before the hadoken gets to you).
The problem with chip is yet again the fact that it’s meterless invincibility guaranteed chip/win in alot of cases.
…you guys read that part, right? :tup:
2012, the year when it’s cool to look down on people who don’t have the time to go to tournaments, or just want to play the game for fun online… grow up.
Yeah, Capcom designed this game to be exceptionally frustrating online. I feel his pain.
to be honest it says a lot right there, making he or she’s argument invalid. the move is only bullshit when Seth is being played, otherwise its not that good.