lmao @ dhalsim match up
False info it does hit crouchers. I just tested it on small sized characters (Chun, Juri, Rose, Blanka, etc.) They all get hit.
far ST has always been good they just made it BETTER with canceling it.
i also use it as a frame trap.Hit confirm s.mp into super
Well, why dont you read it all b4 to reply? I explained it better on the next post.
I think I got what you said. What Im thinking is:
If you do the s.MP right after the 2 jabs, you will have a 5 frames startup move that deals less damage than the c.HP that have 4 frames of startup (it can be delayed a few frames for the mindgame´s sake) and deals more damage. The c.mp also works for frame traping and is hit confirmable, you can to follow it with a sweep and you will have another shot at pressing your opponent’s wake up. There’s also the c.mk that have the same startup as the s.mp have, plus you won’t get another move if you dont execute the sequence perfectly. (you can get a cl.MP after 2 jabs sometimes depending of timmings and the enemies’ hurtboxes).
You can to delay the s.MP a few frames to catch the opponent trying to mash something: you jab jab, walk back a few frames and s.mp. But that can be done with c.MP aswell (and c.MP will hit from farther against crouched opponents, the s.MP will miss if you walk back too much after the c.jabs, or even if you walk back almost nothing, but delays the s.MP a bit - the opponent’s hitboxes will get back into neutral state), and again c.MP is a move that can be hitconfirmed, S.MP cant. And if you cancel a blocked s.MP into a hadoken from that range, you will eat an Ultra or a FADC followed by a combo from a handfull of chars.
I really dont see why the s.MP would be better than the options we already use to do that frame trap. I may not have seen your point exactly, tough. Maybe Im still thinking something different from what you are suggesting.
Just did number crunching for cl.HK combos…good god…theoretically, you guys could be getting around 500 stun off of cl.HK. >_>
Nice.
news from AE-- We got lp DP Trade Ultra.
GGs guys =)
i’m really curious to see clHK -> SRK on video
Is it that whole “it only works if the guy tried to jump in meaty Ryu” thing? Because if you try that shit against any shoto you get what’s coming to you.
If not what the fuck Capcom.
i reckon itll only work for an AA, not wake up or anything else
It’ll probably work in any situation where lp dp trades and the other attack doesn’t launch. On wake-up against a jump-in, ground attack, or whatever. The only exceptions might be attacks that knock you straight down on hit (or possibly also those that wall-bounce). Like cody’s (and now dan’s) nj. hp and juri’s j.hp.
Did they change any of the hitboxes for ryu’s DPs in the AE edition?
LP DP sucks already. People with a 3 frame jab can trade with it. Every single character in the game already has a jump attack that trades with it.
MP DP sucks online. You have 4 frames of start up invincibility but when you go active on frame 3 your arm isnt up yet and only your body is invincible. Online, against many characters it is almost impossible to time a MP DP 100% without trading because you only have a 2 active frame window before the trade happens. Wish they would have added 2 frames of invincibility so that his fist was invincible.
Offline MP DP is good, but can still be annoying.
I haven’t seen it myself yet. So I couldn’t say if they made any hitbox changes.
But if you want a trade, it can be pretty good. Also, being able to connect ultra means being able to connect other things… Such as EX hado, EX tatsu…
I’m pretty sure it’s total body invincibility for 4 frames. The difficulty is in ensuring they get hit before the invincibility runs out. It may seem like you only have 2 frames to work with, but you really have 4 for them to drop down low enough for you to hit. Of course, some jump-ins are harder than others and online just makes it even more iffy.
I think you are talking about the mp DP.
the mp dp didnt had his first active frame turned into a grounded one. s.mp isnt good for trades.
That was in response to:
Sorry, I thought that was clear.
Honestly, that shouldn’t matter. Without lag is how you should be playing. LP DP I usually use for reversal timing, and counter hitting stupid normals. It worked for people who tried to walk up and cross you up like idiots, but the problem is-- it get stuffed ALL THE TIME. That didn’t happen in Vanilla. And if you traded with it, it was almost always a shitty trade, as you lost more life, and you’re AA left YOU at a disadvantage.
Apparently non-projectile characters are superior in AE. That’s according to Daigo anyway. I’m only hoping that this leads to less whining about characters like Ryu. But somehow I doubt it.
I know I shouldn’t care about that. But it honestly does get annoying hearing it over and over.
^ who cares what srk noobs have to say, and the ocean of noobs outside srk…
SF4 was ST like and i loved that game…SSF4 not so much. Ryu got fucked up badly and so other characters…i think i’m done. all these other characters from other SF games with different fighting system getting adapted for this engine made the game ass in my opinion…I’ll play ST on ggpo/supercade, that’s it.
You’re playing a completely different game from SF4…you’re playing a completely different Ryu…will you adapt or move on to other games?
sayonara-desu
Hmmm R.I.P. ryu that’s pretty much the impression I’ve gotten. Perhaps Evil Ryu is the ace under the sleeve capcom is bringing out? All the n00bs complaining about Ryu are going to be in a world of hurt when they encounter Yun. I’m sure they atleast somewhat knew how to deal with Ryu, lol but Yun is going to steam roll them.
Adapt, I figure.