SSF4 AE Ryu

Been playing AE for few weeks now. Ryu is shit. Cr.mk wise, it’s a buff actually. It’s much more useful now. It’s pathetic cause thats all he got now. Really laughable charc.

This AE bore me to death.

A dashing move has the opponent’s hitboxes sliding into yours, how does timing the c.mk make any difference? Did you not see the hitbox pictures, the vulnerable box now protrudes the active box.

I think you got bodied.

So is Ryu’s cr.mk exactly the same speed as akuma’s? Both have 3 active frames right?

On the videos it seems faster than akuma’s medium kick

Dakilla: All else being equal, Ryu’s new c.mk would have one frame faster recovery.

Things get muddied because the animation of a move does not directly correlate to its startup/active/recovery. For example, you may be able to start another normal attack before the animation of the move would technically end without it technically being a cancel of any kind. Or at least that’s what a couple really smart people have told me.

Thanks.

There was also something about his light punch shoryuken that wouldn’t connect the super after it. People were talking about the light punch canceled into super, but i thought (i hope im wrong here) that when you do the light punch shoryuken on somebody and you land, that u can’t hit the opponent anymore, cause his lp shoryuken has more recovery frames or something. I didn’t thought about it much, but i just thought negatively for some reason. As i do always with his nerfs:D

you missed my previous post. I’ve been playing AE for weeks now, I still stuff shit all the time with C.MK, people run into quite a bit still.

The nerf according to Valle was that you cannot do extended combos into LP DP then linked into super. LP DP recovery has been increased. you can still probably do extended combos to LK tatsu to super though but I haven’t tested it. Not too long combos though otherwise the the LK tatsu will whiff. I have not tested ground LP DP into super. Has anyone?

  1. The game pace is slower.
  2. Cr.mk is so much faster. It’s really hard to be punished on whiff. Actually you shouldn’t whiff in first place, but the recovery means you can dp every single normal jump in. No more those you walk forward to poke then someone anticipation jump on you to force a block shit. No more fa of Cr.mk. Great news if you have great fundamental footsie skills. Cr.mk is god like. More god like than chun’s Cr.lk.
  3. Knock back is increased just a little further I noticed. Not great. Attempted to chip a crouching guile to death w Cr.lp x 2 then hp dp. Dp only hit once.
  4. Charc seems to wake up just slightly faster from sweep. No more those sweep into deep jump in shit. You can be hit with jump back attack.
  5. Air tatsu crossup. No one gets hit by those anymore as it is real slow.

The game is really boring in the sense that I’m walking over to Cr.mk everyone to death cause that’s all I can do. Throw some fb, Cr.mk. Thats about it.

would appreciate an explanation of this, if you could give one please Theli.
Stanzza : point 4 of your comment above seems dodgy as f**k. You cant safe jump after a sweep… ?.. seriously…? that is messed up if its true. It’d pretty much shit on a LOT of my play.

I have not read this change from anywhere. Played many games and this seems to be the case. Those arcade ppl at my area don’t roll over and die, so competition is pretty decent. Yeah, I can’t get those jump in anymore. It seems like they must block the jump in then suddenly I get hit by jump back. It’s very fast, so if there’s any tweak it seems like 1 frame.

DP: Not sure what more there is to explain.

  1. The frame data is what dictates when you can start your next attack after the previous one recovers. And at what frame advantage you would be at if you did.
  2. But the animation does not appear to directly follow the frame data.
    2.a. You can have a move that will visibly still be in recovery, but you can press a normal in the last few frames of an animation and move directly into the startup of that normal.
    2.b. And I believe that if you can do that with a normal, you can also cut the animation by attempting to jump or dash.
    2.b. Whether it also follows that you can just start walking to cut into the animation is really unclear to me. But my best guess would be no, since even the standing up frames between crouch and standing states can delay the start of regular movement.

I’ve tried to track down where exactly I’ve heard of this for you. It was either Sprint or Maj I believe. But it’s taking too long to track down and I spend enough time on the keyboard as it is. So, sorry! :stuck_out_tongue:

Just shows that I’m no tech god. I just sort through the info and best evidence of what people say around me. I don’t have the tool set available to do proper investigative shit.

Meh, youre a tech god in comparison to me, Theli. Its all relative, after all. I know a bit about SF but absolutely nothing else techy. :frowning: Ill change the sig if you want though.

the cut-animation thing sounds interesting. Just wish there were some facts and figures or something so we could work out exactly what is going on. Oh well.

  1. no
  2. You could do this before.
  3. I don’t see this at all.
  4. Once again, don’t see it.
  5. This is ridiculously untrue. cross tatsu is just as it was before, if anything more ambiguous. I hit that shit all the time.

what about rogs lp. straight? the one done properly, of course. The new c.mk hurtbox height made me think about that situation.

  1. The pace is slower. Many people have already mentioned this
  2. Probably not used to it. It did get quicker since people are not whiff punishing it
  3. I noticed this too. Certain links don’t hit close anymore.
  4. Sweep makoto and try to jump in deep. Or play LI Joe and he will do that.
  5. This point I agree with you.
  1. =/
  2. I get that it’s quicker, but a lot of the applications he gave are in vanilla and super. If you threw out c.mk you could uppercut their jump in still. And focus can still hit you.
  3. Haven’t encountered this yet.
  4. Played Combofiend’s Makoto-- and it’s mainly because she got a viable uppercut tbh. Everybody else deep jumps have worked fine.
  5. =)

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… sorry… bored and felt left out so just playing the ^ counting game… :frowning:

I can’t blame you. everybody’s doing it now a days…

Turn da beat back!!!