Sure you can get reversed between the c.lp and c.mk.
C.lp is +2 on block and c.mk has a 5 frames start up. There is a big 3 frames gap there.
Also you could get reversed between c.mk xx fb also If youre doing your c.mk from to far.
Sure you can get reversed between the c.lp and c.mk.
C.lp is +2 on block and c.mk has a 5 frames start up. There is a big 3 frames gap there.
Also you could get reversed between c.mk xx fb also If youre doing your c.mk from to far.
Chinatown Fair has AE and I’ll be going tomorrow night and play some Ryu.
I haven’t been following closely all the changes, what should I look out for? I know air tatsu escape from corner is impossible now, and it might be easier to Ultra from light dp now like it was in Vanilla? I remember I read in the blog that his “normals were changed” but there were no details.
Anything else I should test or has changed to test?
I think what most people want to know is if you can link cr. MP after close st. HK mid screen. Killakai did manage to do the link, but only at the corner. So I’d like to know for a fact if it can be done mid screen. I can see it being useful during frame traps and to bait techs/crouch techs.
Geez, I didn’t even know that combo was even possible to begin with… LOL
I’ll see if I can attempt it in a match with a plink. Something I’ll try on a wake-up if the other person doesn’t mash anything out.
Ryu:
what people said before and also test out cl.mk and see how much damage it does. LAstly checkout what tricks you can pull off with airtatsu and cross up normals.
From that list it doesn’t seem like I would be playing my Ryu any differently then I do now. s.MP canceled into a special is interesting but why not just use c.MK still? I’ll see if I can combo or do an effective blockstring with s.HK into an SRK or c.MP. The only time I used the air tatsu escape was with Gief, that match is gonna be a bitch now, but that trade would be worth it if it’s now even easier to do cross-up tatsu, I’ll check it out.
Hopefully I can get some winning streak going because if I lose I’ll have to wait like an hour to go again… LOL
See if MP DP still trades when you Anti Air too early! Check if HP DP is still the same as Super.
I second this.
A lot of pages in this thread have been spent discussing the implications of Ryu’s new cr.mk properties - argueably one his most important pokes I know - but I’m more interested in his new abilites as I believe he needs as many more options as possible.
Frank
The new air tatsu will have its uses. Look at around 40 seconds of the me vs. Warahk match where I jump in air tatsu and it beats his aa s mk. And i done a regular jump in, i’d have gotten hit. The air tatsu however slows my descent just enough to clip him during hte recovery frames of his mk.
fucking canada doesnt have AE yet… ppl said on monday our arcade would have it [the one that passed] and i went today and asked the FOB, and he said “coming soon” … wtf?
so yea, im really depending on the people who can play AE LOLOL to see whats poppin wiff ryu.
i’ve been using Ryu since Feb and hold 2800pp - just putting it out there as a disclaimer or whatever
I played as him in AE recently. I feel there isn’t much to be worried about but it appears that the twins are shoto killers so be forewarned. Therefore, Ryu has dropped in the ranks in terms of theory fighter but after using the twins, they can’t outpoke Ryu at his c.mk range but thats not to say that can’t deal with him by other means other than fireball, which we will have to find out…
Twins will be annoying because they build meter so fast and their EX Lunge Punch is fast and goes through fireballs so zoning them will be practically impossible.
Hey bizzy did you get to play again? or is chinatown still too damn busy
NY is prob the closest to where im at for AE LOL…
Not yet, still at work. I’ll be going tonight!
Damn Bizzib, I thought you died. I haven’t played you since [media=youtube]vhDwRxFJlLU"[/media]. Make sure you give us a lot of info on Arcade edition.
lol, sup man. I changed my Gamertag to BizzyBum. Hit me up.
dont you think there is some kind of advantage. He may be able to dodge certain strikes especially ultras without the cost of EX putting him back on the ground for more strikes/open combos.
So I finally got to play SSF4AE Ryu all day yesterday and here is what I noticed.
-Jab dp trade ultra definitely works.
-Air tatsu is ass when done on the way up from a jump, though if done on the way down from the peak of the arc (for crossup tatsus) it’s the same as before.
-Far st.mp xx is meh. Tried to do c.mp, c.mp, st.mp xx hk tatsu on a standing T.Hawk, but it left him too far for the tatsu to combo, maybe it might work on other characters with a better hitbox? Though I dunno, T.Hawk is pretty fucking huge. I used it in block strings to fuck around, such as c.lk, c.lp x2, st.mp xx fb.
-cl.hk into dp seems a lot more precise than f+hp,dp. Can’t really mash it in there, though maybe my mashing just sucks. cl.hk, far st.mp doesn’t combo :{, too far. If you want to lvl2 focus into a fadc ultra, I think cl.hk, dp, fadc, ultra is the way to go since the f+hp dmg got nerfed, and if youre doing f+hp, c.hp, dp then might as well save the ultra and two meters.
-f+hp seemed to be around 80 dmg now (though of course this is just off my visual speculation).
-c.mk active frames definitely become more noticeable when using Ryu. If you’re using it to go under certain moves, for example like the 2nd followup to Dic’s headstomp, you have to be much more precise when you do the c.mk. I believe c.mk, fb is still a true block string, though the range it’s a true block string seem to be a lot closer. Anywhere from a little past his knee and beyond doesn’t seem like it.
Buffed
-Jab dp trade doesn’t result in a backflip.
-cl.hk could be used for frame traps, and links into dp everywhere, and c.mp in the corner.
Nerfed
-c.mk definitely seems more like a nerf than a buff.
-air tatsu escape
-f+hp dmg nerf
Other than that he’s the same ol’ Ryu. Some other character’s got hit with the nerf stick worse than Ryu so it’s all good, lol like Honda’s dmg is ass now, Boxer can’t headbutt ultra unless it’s off an EX version, Rufus’ dmg on Messiah is definitely less even when all the hits connect (maybe 100~110 tops, lol when only 3 hits connect), Rufus’ UC2 dmg is wayy nerfed (thank god), and other shit.
Capcom doesn’t know how to balance games though, looking at Yun/Yang’s combo dmg and how easy it is, every time they “balance” the game they bring in new characters that fuck it all up.
f+hp has special cancelable frames near the end. Which is why it feels so much easier to mash out dp with it over a +4 attack like AE cl.hk.
So it’s confirmed that you can FADC a post AE cl.hk dp? Or is this theory?
It’s confirmed, I’ve done it several times.