SSF4 AE Ryu

^ lol, if they reduced the start-up of hados I would cry tears of joy.
Ialso doubt theyll get rid of the blockstring

so yah, less duration and better stun = buff. :slight_smile: Maybe can still kill Fei… maybe… ? please… ?

meh, actually maybe its not a buff. MEH, in some ways it is cause better stun, but you still have less oppurtunity to catch peeps walking forward or in stun or w/e. it’s starting to look like a pretty neutral change to me TBH (unless they actually do get rid of the block string, in which case i will cry salty tears of saltiness… like ready salted pringles. Damn… pringles.)

Oh hm, sorry didn’t catch that bit from street11.

Interesting that they reverted only lp srk to being able to do trade -> ultra without the air reset. The window is much smaller though, since in vanilla Ryu was airborne on frame 6, as opposed to frame 4.

Man Ken got some nice buffs. He’s looking more and more Ryu-like. They should make Ryu be a little Ken-like then and give his hop kick back.

I just… man, I would be the first one to cheer at the discovery that Ryu got a new move/command normal/whatev… but I just really don’t see it happening.

And yes, Ken is looking good. He’s long since become my secondary (used to be my main) but I might start taking him a little more seriously with this.

seens good for allpurposes trading. AAs and reversals. It already trades well against crossup jumps. I dont remember the last time i saw the lp dp losing cleanly to anything on its first frames. Its a nice buff. Sadly its a buff based on an idiot thing (trade int ultra), but well, theres so much bullshit in the game that i dont really care anymore.

I wished they changed U2

I dont know if they really nerfed him. Someone correct me on this but overall to me it makes Ryu more offensive.

If c.mk has one less active frame and nothing else has changed doesn’t that mean the move is shorter in duration making it harder to punish on wiff? This would be good for matches where cl.mk is not so good. Also less of a chance of getting fadc through a fireball becasue your c.mk was way out of range

comboing from c.mk seems like it opens up more combos as it pushes ryu forward and now they added a little damage reward on top of this. I am thinking fadc combos may be bigger because of this. Also it would be easier to push people to the corner.

S.mp is a nice plus. I am think s.mp xx hado fadc cl.mk or maybe hk? xx tatsu

Air tatsu nerf - oh well

Trade ultra is back = yey. Everyone else has it

sps nerf = Well lets see what is possible to link after it.

Overall I think Ryu just got more offensive in that it seems that he has more ways with his normal to deal out more damage. None of his fundamentals have change maybe except for c.mk.

More than comboability or anything, I think the c.mk change will effect how it evades. Like when you use it to go under a jump in or tiger knee. It should still evade, but it will be harder to have the c.mk active when they land so it hits them. Will whiff more often, and that’s punishable.

nono, the safety on wiff really increased in 1 frame, but it dont matters if the c.mk (crouched mk) will have more or less frames for combos. when you hit the c.mk and cancel it into anything, the c.mk ends instantly. It will change nothing with the c.mk xx hado thing. take look on the previous pages and you will understand better.

cl.mk (close mk) will also not open oportunities for new combos, nothing but its damage have changed. Ryu cant link anything after a cl.mk, and everything he can to use to cancel a cl.mk can also be used to cancel a c.hp, once the c.hp has been used from the same range that a mk will perform the knee (about the throw range).

s.mp (standing mp) isnt that great as a counterpoking tool, and its also not great for combos. It dont connect on crouched opponents. So if ure pressing the opp. and manages to get him with a frame trap with c.mp, a s.mp wont link if the opp. is crouching (99,999% of the cases when frametraping). But if you manage to connect it, it may be of some utility once it makes 80dmg against the 60 of the c.mk. So if u manage to start a combo against a standing opp., you can try to use c.mp, c.mp, s.mp. It works against many chars, sadly i could not find out which cancels connects after it once its not cancelable yet :p. Visually, Ryu seens pretty distant from the opp. after that string.

lp dp seens like a buff, but it is not as good as a reversal as I tought. It almost never trades against the chars I´ve tested (i knocked Ryu down and mashed low punchs and low kicks to hit ryu while hes waking up with most of his bad matchups), and he loses cleanly to some jump ins like Boxer’s early j.hk, but almost aways beats or trades with gief´s j.mk. Its way risky, u can get an Ultra in, but you can also eat a full combo. Time will tell if its more a buff or a nerf.

air tatsu is a nerf.

Solar Plexus is a nerf. period. Once it’s only a damage nerf, we already know what will link after it, with the exception of the cl. HK (close heavy kick) that have been changed aswell, but the new frame data of the move haven’t been announced yet.

As I said a few post ago, I think Ryu got nerfed on AE. He may become better in the hands of a begginer or intermediate, player but a seasoned player wont use any of these buffed moves, but will use the ones that got nerfed. So a pro Ryu will not win more due the changes, but will lose more due the changes for sure (taking in consideration only Ryu´s changes).

The most important things to say if Ryu is better or worse in the next game are the changes the others chars. are going to suffer on AE. Ryu may get back into the business on AE due nerfs on others chars, who knows. Cammy got an important nerf, that aerial CS thing that gave her a super advantage once Ryu is down, so aparently the matchup will be more even (need to check the new properties of her normals to be sure). Blanka will be a little easier due the new recover of the horizontal ball on block. So, lets wait and see.

Hi Bguile,

Sorry, was on holiday.

“you are using far st.MP vs ken f.MK. i am not using this, but i’m interested in your results. i dont have the ability to try this out right now, but if you miss your st.MP what do you do? can’t ken counter, with for example, cr.MK x EX hurricane = huge damage? seems like with a big recovery like that that this move is risky as a counter poke. but maybe i am missing something. are other people using this? it’s -4 on block so i am not sure about this one.”

At about 3 charc spacing away, Ken can throw an anticipation f.mk to kick Ryu’s hado start up frame. The way to stop this is to throw an anticipative s.mp. If Ken throw the f.mk, then Ryu would hit his head as Ken moved forward, hitting him just before he kick. And no, Ken cannot reaction punish even if u whiff the s.mp at this spacing. He can only punish by taking risk through doing a anticipation hado or a anticipative tatsu to hit Ryu. That means you punish him if he guess wrong.
At 2-3 spacing, a s.lp then linked to c.mk fb would be appropriate.

“i dont use cl.st.MK very often. i didnt realize it was used so much. it does have a very fast startup, but it leaves you at -2 on hit and -7 on block. for a frame trap against a tech, the opponent would have to be mashing after the cr.LP - then even if you land it, you can’t punish because you are at -2. seems like using this move you would be trapping yourself because you are at negative frames after using it, whether you hit or miss… i dont really know where i can fit this in my game…this concept really makes no sense to me.”

That’s y i almost always cancel it into a fb and fadc through when you have 2 bar. To catch ppl counterattacking w norm and tech. Even if block you are at point blank range with frame advantage. As long as a move have good startup frame, it doesn’t matter. You can delay pressing the button. I frame trap with this by purposely pressing the s.mk 1-2 frame slower. You don’t have to press it fast to combo. It is +5 on hit. So you can press s.mk 2 frame slower and still combo if hit, and use it to frame trap on block as well.

Also, say after a jump in, you can c.lp hit confirmed, then s.mk-dp, since a c.mp would often miss a standing opponent due to knock back. Since you hit confirm with a c.lp, you don’t do a close mk if your c.lp is blocked. You do something else such as c.lp again or c.mp or close standing mp-fb etc. You only do it when it hit.

Each of ryu’s normal. close s.mp, close mk, c.mp, c.lk etc grant some special charasteristic. If you mix them up well enough, even though s.mk have frame disadvantage, opp would not dare to punish as he doesn’t know what’s comming. For example, I could do a s.mp then hado which is not punishable on block instead of a s.mk hado which is. But a s.mp hado pushes opp further back than a s.mk hado. I can follow up w a c.lp frame trap after the hado for s.mk block string but not for s.mp. A c.mp knock back more than s.mp for example.

“ok, i am missing something here. i use cl.st.HK against certain characters as a meaty. you say you wont have to use it as a meaty anymore, but it has a startup of 8. this means that the opponent can pretty much press any button and do anything to hit you during startup. i definitely agree this is a buff, only i am not sure it’s really that game changing and i’m not sure it will improve ryu’s already shit matchups…”

With the change, against charc like Chunli, you can potentially use block string c.lp c.lp and then close s.hk. If chunli attempt to backdash then she’ll be hit. If she poke back she’ll win (But I may frame trap with other block string so she gotta guess). The problem today is that even if my s.hk hit Chun li, suddenly the momentum is lost and situation is reversed. The frame disadvantage at such close range means that once it land, I became an defender from an aggressor immediately and no one wants to be pressured by Chun’s block string at this range. I would be forced to dp reversal, or simply block all Chunli attack as her c.lp would beat every non dp move I throw out after the blocked s.hk. Even a jump back could be hit by her air-air hp combo. That’s y I only use it as meaty. It grant less frame disadvantage. If my s.hk is blocked, then I’ll eat a combo. Thus today we can’t use the s.hk this way. Making s.hk combo-able also means that the risk I take for eating a combo during startup frame worth the risk. I just hope it is dp ultra juggleable (like 1 hit forward j.mp). Chun’s backdash, along with dhalsim and some others is a get out of jail free today due to this. With this buff then they wont be able to get away that easily now.

“imo, this nerf is total bullshit. starting rush down with f.HP is not abusable at all. blocked f.HP leaves you at 0 advantage, so there is no rush down afterwards. this move was ryu’s best counter against players who abuse focus attacks.”

I abuse this move all the time. You could for example, c.mk opponent and knock him back slightly and do a f.hp (he have to be careful I may forward dash and throw instead of f.hp or walk fwd and c.mk again, or cancel the c.mk into fb etc also). If he doesn’t have a move that have a longer reach than my c.mk (not many charc have it) and pressed any button, then he will eat the f.hp. Even if blocked, the small gap of f.hp at this range means that Ryu’s 3 frame fast c.lp grant him an advantage. Not many charc have 3 frame start up. If you have 2 meter bar then he would have to think abt your dp fadc follow up. Ryu reach the distance close enough to caused lots of mix up (c.lp to whatever mix up, cross up tatsu, dp) after the f.hp.

You can also c.mp then walk back then f.hp etc. There are tons of set up. But the idea is that Ryu does gain an advantage if the f.hp is blocked with a slight gap between the 2 charc. This small gap which is bigger than the permissiable throw range, disallow opponent to throw after the block so he can’t escape by tech, or threaten to throw, and is forced to block or backdash (which can be punished by reaction, except chunli’s and other long backdash distance charc which have to be punished by anticipation move like a fb. If you don’t do anything, you don’t take damage. And there are many options that dish out damage to opponent and is completely safe for ryu. But for opponent, they risk damage in whatever option they choose). If you watch videos of rushdown style ryu players, you’ll see them abusing this move a lot.

“they actually fixed his ground EX hurricane kick as that was the one that was acted so randomly. this was a typo on the list.”

Yes I know. The ground ex-tatsu is supposed to be fixed long ago I meant =)

Do you guys think any of the changes will help out against Sim?

Also some of the links that are possible look like they are in the evo 2k9 combo expo
[media=youtube]3lBYMq8BNS0[/media]

Interesting. This was mentioned by the developers themselves?

as far as ive seen, only the s.mp beeing cancelable can help in a way. But im beeing optimistic, its not a great poke.

yep, lp. dp first active frame hits while on the ground on AE, they said it in a Q&A.

So will it be possible to throw Ryu during his lp srk?

I have no idea, I dont know what happens when a throw and a non invencible grounded attack gets active at the same time, but i havent seen a dp beeing threw in the vanilla. I already saw a piledriver catching a dp, tough.

Capcom’s Q&A:

[El Fuerte]
Q: Well, the changes are final so I’ll just accept it and do my best from now on. About tortilla no longer having invincibility, is it strike invincibility or projectile invincibility?
Or is it both?
There was a change to Ryu’s SRK so is it possible to grab him while he’s considered grounded?

A: Due to the change, both invincibilities have been lost.
Instead, he has the already introduced buffs to normals, so please research for a new strategy!
Also, since SRK has throw invincibility it is impossible to grab him.

That’s not really a buff imo because who really even uses lpsrk to AA? mpsrk will still be the way to go.

If it means the resurgence of the easy trade ultra for ryu, it will probably see some use.

eh i guess…from my experiences my lpsrk gets stuffed like…all the time.

If it increases my chances of landing an ultra then I am for it. Also trade into ex fireball should work too.