? Far Standing Medium Punch is now Special Cancelable.
Great buff. The problem with this move is that it’s damage is too low + it doesn’t have enough knock back. It is the only decent move that hit other moves like ken’s f.mk, Zangief s.lp/mp. The longest move that is on standing height. All other normal can’t subsitute it’s usage. Today I have to jump back even after beating Ken’s f.mk with it for example, due to the low knock back and not being able to cancel it into fb. This would even out the odds.
? Close Standing Medium Kick damage increased. This took off 70 life in SSF4.
Very good buff. S.MK is one of the most impt move in high level play. The diff between s.mk and other move is that it moves ryu slightly forward to continue the pressure. Since it cannot be cancel off lp/lk, it can be used as a frame trap as well. I use c.lp, s.mk, fb, fadc, (c.hp,dp or c.mp, c.hp, tatsu). You would notice, that nothing will allow you to fadc and c.hp + DP after a c.lp. This take off huge damage on ppl whom attempt to tech. Even if block, it places me right beside opp again (almost 0 distance) which I could pressure more. At the moment this is about the only use of s.mk due to it frame disadvantage on block. With this buff, ryu would be an even more rushdown beast. It would be the only frame trap that doesn’t push opponent back much and beats the hell outta jump escape etc. The question is really how much frame improvement we would be having.
? Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.
Absolutely game changing buff. meaty c.HK is Ryu’s best move up close that beats everything including backdash and is safe on block. Ryu have a hard time dishing out decent damage to far backdashing charc. This would change that. To improve it’s frame data means we can use it up close to beat backdash attempt while rushing down (instead of meaty) and still continue to pressure even when blocked unlike now. This would be a beastly change. I hope they give a 0 frame disadvantage on block at least for this move. This would beast the hell outta ppl. A -1 would make it good.
? Decreased Crouching Medium Kick’s active frames.
c.mk long active frame is very good but too abuseable. Leading to easy huge damage. This is the one that really make ryu simple to use and is abuse by all mid-low level players. Agree to take that out. Besides, a quicker recovery of c.mk is much better for high level play. That may allows dp jump in attempts on c.mk (currently not possible if opp jump at exact timing which ryu c.mk). And it is easy to beat rog’s dash punch with even just 1 active frame on reaction, but is dangerous on anticipation due to long recover of c.mk. Either block dash punch with mid spacing between us or hit him w anticipation c.mk. I like that idea. Currently being hit by dash punch on recovery is a threat.
? Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.
Pretty okay nerf. Dash punch is way too useful and is the start of rushdown. Can be abuse by strong players. A nerf would be about right.
? Jump arc nerfed on his Air Hurricane Kick. It’s more difficult to run away with this, but crossups with it will be more ambiguous.
Judging from other charc changes, this nerf is okay. All the normal buff also eliminate the necessity to escape. Ryu would be an absolute rushdown, zoning, footsie beast that everyone one to runaway from (like Zangief) so there’s no necessity for escape.
? EX Air Hurricane Kick will no longer miss last few hits.
Should have been fixed long ago.
PS: Really have to play the arcade version or know the detail frame data to know for sure how much are the normal improved. Future seems bright though. Potential S tier.
I would have really like them improving the close mp also, making the block advantage better and hit confirmable. But I guess that would make ryu invincible with the already mentioned changes hahaha =p