SSF4 AE Ryu

after to eat a few traded ultras in mirror matchs you will understand whats the point.

I don’t know if it’ll be easy, but it’ll certainly be possible. In vanilla, Ryu had a 3 frame window (frames 3-5) to trade into ultra, now there’s only 1 (frame 3).

Everyone, if you look at blanka’s changes it is noted that the active frames on his slide is reduced thus, reducing the total frames. If ryu received the same treatment then that is a big thumbs up.

why thumbs ups? “same treatment” (its not) for different problems?

A lot of characters find it very hard to punish the tatsu escape. Even if they do manage to air-to-air on reaction or dash sweep, Ryu is still out of the corner… Many, many characters are a lot less fortunate in terms of defensive tools than Ryu and they don’t have a free, meterless escape. It should be taken away; corner pressure is too important in SF4 to be so easily escapable.

LP SRK starts on the ground, so you’ve got your trade ultra back. Probably won’t see Joudan kick.

In current SSF4, LP dp has following frame data:

1~2f invincible,
3~4f unthrowable,
3~16f lower body invincibility,
3~30f airborne, launch,
3~4f hit cancellable

In AE edition is most likely to be (Just a calculated guess):

1~2f invincible,
3~4f unthrowable,
3~16f lower body invincibility,
4~30f airborne, launch,
3~4f hit cancellable

LP DP becomes active on frame 3 and I dont see this changing in AE edition. Therefore if Ryu lands LP DP as an AA, because he will now be grounded on his first active frame (frame 3), if it trades he wont air-reset, instead he will just real back and be able to land trade ultra. You cant throw Ryu’s LP DP whilst he’s grounded as his startup frames (1~2) are invincible and he has throw invincibility on frames 3~4, but you should be able to throw him when he is airbourne (I’m looking at you Guile).

Looking at the frame data for SSF4, I dont think Ryu can be grabbed on any of his DP’s whilst he’s grounded. He either has full invincibility until he’s airbourne(MP DP) or invicibility followed by throw invincibility whilst he’s grounded (LP + HP DP).

Hope this answers your question. Please correct me if I’m wrong. I’ve never been SP’d by Gief whilst doing DP, but have been air thrown by Guile when I was a milimeter off the ground :-(.

i already found out about the throw/lp DP thing, and I’ve posted in this very same thread, a few posts after the one you quoted.

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Recently I noticed that the far st.mp can be canceled into a super in SSF4, I had no idea about that so far. Ryu can do SP, c.mp x2, s.mp xx super on chars like Sim and Gief (he can do that against almost everyone, but the SP, 2xc.mp , c.mk dont connects against Sim, Gief and a few others). It is a great poke against Gief´s s.mk, its really great. Sucks against anything else tough. Or at least it does not better than the c.mp, s.HP or s.HK.

The lp DP will do great against Dhalsim´s MK, it aways trades when Sim uses it from max range. lp DP also trades nicely against s.MP, but the time window is tight. Ryu will have more oportunities to deal extra damage with the new (old) lp DP.

And its going to change that matchup a bit since after the trade Ryu will have more time to dash in and close the distance to Dhalsim. He will have even more time if he lands an ultra or an EX fb after the trade.

The lp DP only trades against a HP when Sim uses it from full or almost full range, Ryu will be too far to land an Ultra. But it makes it easier to trade the dp into a super plus you will have more time to close the distance to him than you had in SSF4.


Dhalsim´s ranged normals are really insane against Ryu, they are very fast for the range they have, and theirs green hitboxes have almost the same size as theirs red ones, with exception of the s.mk. You will get hit or trade if you are in Dhalsim´s range, even if you guess whats comming and throw a meaty poke. If you block the normals you get pushed back farther than the distance you can walk forward between the end of one block animation and the beginning of the next one. You just cant get onto him w/o knocking him down from the distance, even if you correctly guesses every move hes going to do.

Well, it seems that his normals are revised. So i guess his crouching medium punch will be nerfed?

Shoryuken efficiency changed. So no longer medium punch shoryuken invisibility?:stuck_out_tongue: Nah, that would make ppl kill capcom employee. This perhaps means no autocorrect or something. Or maybe we’re lucky and his shoryuken wont trade with meaty jabs or something.

But can somebody please say something positive about these changes, so i wont start to cry?

You’re kind of looking at them at base value.

If you notice at the end of the change list it tells you that there are more detailed changes in the blog. The reason they just say normals revised is that the only two normals that were nerfed were forward fp and c. mk, the prior in damage the latter in about 1 active frame. They gave us more damage on a few normals and some weird cancel ability on our sHK or something. As for the Shoryuken’s efficiency, that’s explained in the blog. It’s pretty much the same thing that happened in Super with the AA, we changed strengths from hp to mp-- as MP was utterly worthless in Vanilla- as FP had better Invincibility and everything, while LP had ultra comboability… mp really had nothing. They gave it that. Now FP is like the odd man out these days. You only use it if people seem a TAD bit out of your mp range, and sometimes not even at that.

So essentially, when people “escape”, fp shoryuken is the new tool you use to hit them. So what I get from it is: They jump back, fp will be much more efficient at clipping them than LP Shoryuken. Either that or back dashes. It’s not that bad.

As for the c.mk, with four frames active, we’re fine. It’s still the same distance, it still changes his hitbox, and it’s still a free 140 with a fireball at the end. The only difference is–we can’t get away with as many tricks from it. Example: You can c.mk against most guy players if you time it right on their elbow drop. You can use it as a pretty viable anti air against the entire cast if they stick out any normal and you time it right. It’s pretty insane. Essentially, that’s going to suffer the most, and you’re pretty much going to have to learn to AA Consistently in order to be good with the character.

The way i interpreted all that is that it was talking about how people could mash light DP while getting crossed up to get the air reset and avoid a combo. I’m hoping this means that you no longer get the air reset from jab DP and we can do trade ultras again. :woot:

If that’s the case, it’s saying the FP properties will now be much more efficient at doing that. So therefore you a higher risk reward factor, which I’m not really that bummed about. It’s something you gotta commit to, and if you know what you’re doing, you can react to the crossup and make that happen.

the lp. dp thing already got explained in details b4. The Ryu is on the ground during the first active frame of it, so you can do lp dp trades into whatever, exactly like it was in SF4. Its a nerf in a way, once when the dp get stuffed cleanly you will eat a nice combo. We are going to notice it very often while trying to counter crossups with it (actually you can trade 4 free after tradding a lp.dp with a crossup jump during your wakeup). You can to start using hp dp against crossups, tough. At least if they dont tweak it aswell.

no, theres is explanations about the lp DP. Who knows if they changed anything else on the shoryukens? Akuma´s got more invincible frames. I would not mind the same tweak for Ryu´s mp or hp one :stuck_out_tongue:

according to a report from Daigo’s trip to Kuwait:

Daigo?s K.O. Exhibition Report ??? ??? ??? ? Lucky Generation Gamers Podcast

Q: Who will you play in the Arcade Edition?

A: Ken, Yun & Makoto.

WAAAAAAAAAAAHHHHHHHHHHHH :crybaby:

I hope this does not mean that the changes they made to ryu made him worse.

if daigo stops using ryu, how much do you think the popularity of ryu will fall off?

i already notice quite a few less ryu players online.

Ryu will start getting better patch after patch from now :stuck_out_tongue:

Unless Ryu is going to have a forward kick like Ken or that heavy one from SF3 your a liar.

I’ll probably still stick with Ryu. I’ve mained him and only him since Vanilla to try and master 1 character as best as possible. I don’t have the time or dedication to become great with multiple characters.

If anything, I might try to pick up Akuma. He’s really the only other character I can transition to the easiest. Ken too, but I feel AE is gonna see a lot more Kens now.

I am surprised that there isnt more information dealing with hands on time with the game.