U1 is an 8 hit projectile. If “doesnt go through projectiles” is true, then that would probably mean invincibility was reduced. That’s unlikely, so the guy who said it is probably just seeing things.
art has said that hes the worse in the game XD
I can agree with that. They nerfed him too much in my opinion. Shoulda just taken out the jump back fierce punch … =.=
But im like 90% sure an update will change something to him, if not, then woooooooow…
Lets not get to depressed with Ryu nerfs, There is always somebody ( something) getting *** harder
How did we start talking abou Seth nerfs on the Ryu thread?
Must mean that Ryu isn’t getting nerfed that bad then… yes?
PS: TGM316 - I mentioned he lost Yoga Sniper, e.g. jump back fierce.
I did some thinking on this myself and I believe we need to go all the way back to Vanilla. At that time shotos were good because a lot of characters do not have good way of getting past fireballs, and a lot of Ultras do not go through fireballs.
Come SSF4, all save a few characters gained one Ultra that goes through fireball and can punish fireballs on reaction, some even going full screen (Additional Ultras that now punish fireballs compared to Vanilla: Blanka, Adon, Cody, Dhalsim, Dudley, Fei Long, Guile, Guy, Ibuki, Makoto, MBison, Rufus, Sagat). It now means that Ryu has less opportunities to zone with fireballs and need to play a closer up game (including fireballing from footsie range).
However with AE, a lot of characters gained footsie tools while Ryu lost a frame on his main footsie tool, cr.mk (which isn’t really that good compared with characters with long reach - ie. Fei Long). At the same time, some of Ryu’s worst matchups got buffed into top tier like what Daigo said. He didn’t drop Ryu because Ryu was nerfed, he dropped Ryu because he matches up badly against the new top tiers (which will definitely show up more often in competitions).
I believe those are the general reasons why shotos are now less favoured. But I’m sticking with Ryu because he is fun - his combos gives me satisfaction. And mainly I’m not a competition type player
very good answer and agree with that a 100% from what i’ve seen so far in videos and interviews. You know whas the funny thing though?? About 65% of comments on eventhubs say that when it comes to ryu, he still overpowered…lmaooo Even online every other person I meet hates ryu with a passion and i even get few immature messages when I use him. I’m still maining him…maybe pick up a second main like sim or guy
I’m not entirely sure about this, but Ryu’s fireball in ae feels like it has better recovery. I say this only because it seemed like I was able to more easily dp fb jumpers. It’s probably all in my head but if anyone can shed some light on this that’d be great:)
Blantron, I hope you’re correct but I have not noticed it. I’m pretty sure they stayed the same.
On another note… Ryu did not get nerfed in this game. Seriously. Ryu got nerfed (and it was slight) from vanilla to super, but not console to AE. I have no idea why people are crying about it. The only thing Ryu players have to worry about is how to handle yun, yang and (sigh) zangief. Zangief I think is going to be a stupid problem.
If you’re going to pick an alt, pick one that can stop gief. I’m just guessing here, but the grab range is so bad that I think it really hurts Ryu. Adon is still a poor matchup so make sure that’s covered too. I’m keeping my eyes open. Cammy was my friend before but she doesn’t have that broken shit she used to and gief wasnt an issue in console. As of now, I really can’t think of any bad matchups. To be safe, pick somebody who destroys yun and yang but I think people are over hyping them.
Evo is actually considering AE for 2011. Wow.
yun, Yang, Gief and everybody that already gave problems to ryu in SSF4, aka the most commom chars seens in tournaments.
The new range is almost the same, and Ryu´s c.mk got faster. Almost nothin changes in that kind of situation. Those changes may end up beeing favorable to ryu Ryu. The main new problem in that matchup is the removal of the air tatsu escape.
Capcom is just funny with its total lack of pattern. They remove something idiotic like the evading air tatsu, but bring back the trade into ultra shit. They just have no pattern, they seen lost sometimes when we look at what the game became itself.
Good use of S.MP by Valle in the first fight against Hakan.
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yeah I still don’t understand why people say he had bad matchups in super. He still can zone but whatever.
Anyways it’s hella clear that he will have worse matchups now with tatsu nerf. I’ve been testing some links with close RH and far strong. Valle impressed me.
I’ve seen and exp better makoto play thanks to issei. >_> Sad that vid actually showed how much better that match is for her
Nice. Haven’t really been watching AE vids.
[media=youtube]9ttO33wSXsw[/media]
At about 14 minutes in, Valle talks a bit about Ryu’s changes. Doesn’t sound so bad.
you can see how people are adjusting to the tatsu nerf. The overall reduction of c.mk seems helpful and trade into ultra. Ryu looks fine. just can’t play him like we did before.
Ryu is good in ae but zangief match is hard as hell now. The space he controls in the corner is much more manageble because there isnt an escape juice kick to get out the corner. Spd range is a problem. Beyond that ryu is the same beast standing Strong is neat, I havent implemented against someone good.
And take risks which togawa did a few times. Starting out final round with ex dp? o_O
And it seems more beneficial to do autocorrect jab dp. Perfect range it seems for an ultra if it trades.
Wanted to clarify something before people go nuts about the blog:
Essentially if you’ve seen those two pics of low forward from super to AE side by side, you’re probably pretty worried. You really shouldn’t be.
The green box outside of the low forward range essentially means that you’re going to have get used to your ranges a LOT more. Low forward recovers quicker as well. Which means that when you throw it out, it’s harder to punish on wiff, but if you space it wrong your getting counter hit. Just putting that out there so people know that the range is the same, you just gotta play better =)
You can actually trade to ultra with jab dp on a lot of crossups in the current version. Not so much on characters with a long jump arc, like chun or bison, but on characters with shorter jumps, like the shotos or Gief.
I use c.mk to stuff a lot of dashing/sliding moves, it’s going to be useless for this now. It comes out just as quick so won’t make much difference to ‘footsies’.