SSF4 AE Ryu

For the record, Ryu still walks faster than Ken.

Recently picked up the Enterbrain SSF4AE Guide and here are the changes i’ve noticed from the SSF4 data:
(Some of these changes have already been discovered/mentioned)

  1. Close standing MK damage up to 80 from 70. No other changes to that move.
  2. Close standing HK recovery is now 15 frames. Is -1 on guard and +4 on hit.
  3. Far standing MP is special cancellable. No other changes to that move.
  4. Crouching MK is listed as having a startup of 5 frames, 3 active frames and 14 recovery frames.
  5. F+HP is listed as 40 + 50 damage, down from 40+ 80 damage.
  6. LP Shoryuken has the same recovery in AE. I think the trajectory of the hit character must have changed to make extended LP Shoryuken combos linked into Super impossible.
  7. MP Shoryuken has 5 frames of invincibility. Up from 4 in Super. (The only thing they needed to do to Ryu in AE!!)
  8. Metsu Shoryuken has 10 frames of invincibility. Up from 8 in Super.
    Let me know if there are any other Ryu Frame Data questions. That’s all I noticed at first glance.

Can you quantify the damage it does?
How far are you after the knockdown? If you do a safe jump rh, is low forward hado a true blockstring or not?

  1. I’d like to sweep after that…
  2. Shouldn’t that be 40+60? 100 damage, right??
  3. Thank you. That’s all I needed. Capcom: let’s nerf Ryu durr durr…
  4. Have not used this ultra that much, what’s the reason behind the 2f buff?

Last time I played, I was getting hit doing it. Wait are you talkin about the jumpin burn kick or just regular ground burn kick?

Question? I have seen that the LP shoryu —> Shinkuu Hadoken whiff now, is it possible that the LP Shoryu now has a bigger recovery frame? Note that this one does not include the buffer cancel to shinkuu which will still hit, so I am just curious when you hit LP SRK and try hitting with Shinkuu as opponent falls.

Thanks in advance!!! XP

Edit: Whoops, forgot to read number 6. LOL. XP

Is that Enterbrain guide trustable?

from 120 to 90 is a really stupid nerf. Maybe it wouldnt sound as stupid if Ryu havent got buttraped in AE.

Nobody in the world will change my mind about capcom programming the AE with something other than balance in mind.

I don’t understand why Capcom did all this. Not just Ryu but in general. Super is one of the most balanced fighting games I’ve played. Why fuck it up?

so which match ups do you guys think will be easier for ryu and which will be harder, excluding yun and yang?

easier:
-Dhalsim will be easier due the new-old jab shoryuken plus dhalsim’s nerfs.
-Guile seens to be easier due his nerfs
-Blanka seens to be easier, not due the ball’s new recover, but both his slide and forward hop got nerfed.
-Rufus’ nerfs are more relevants than Ryu’s in this matchup (based solely on my expecience)
-Abel - got the nerf bat stickied into him

the same (not exactly the same way of playing, but the same easyness/hardness to beat as in SSF4):
-Elfuerte
-Dan

the ones im not sure about (have to play the game to get a better opinion)
-cammy
-seth
-jury

Everyone else will be harder

Because, for all the balance, it was boring as fuck. I played vanilla every chance I got for the year it was out, and IMO, it was a much more enjoyable game. Big damage, and big punishes… when you got hit, you KNEW you got hit. Super is too much of a gentleman’s game… hence the deliberate attempt at livening shit up by putting the twins on crack. I’m all for it.

In all honesty I would not be complaining about AE at all if Ryu was A tier. It’s only because my favourite characters were nerfed that I’m upset. Just time to man up and deal with it!

We’ll get through it, like we always did for other games and one day we’ll find ways to play him effectively in a Rushdown focused game like AE.

to be honest, Ryu’s Rushdown is shit in the SF4 series, Theres nothing to be learned about it, just go play Akuma. If you wish, play E.Ryu first to help the transition. Then have fun beeing as much ambiguous as you can. If even you dont know where your char will land after a jump in, way better!

He needs meter for FADC to be able to rush down effectively. So in AE its a race to build meter while not dying to rushdown I guess

Elf is easier too, he lost invincibility against projectiles.

hey guys check out xsk samurai’s blog

http://xsksamuraiblog.blogspot.com/

he is one of the best ryu players in the country imo and he is sticking to ryu in AE. i am interested to see what he can do with AE ryu since pretty much every other well known ryu player is switching to yun or yang or fei long

My question is, do people still plan on maining Ryu? or will they switch?

I’m actually considering switching back. I mained Ryu in vanilla, but dropped him in favour of Ken because it was getting too boring. I was going into matches expecting to win, and I’m not even good. Then when Super came around, I ditched Ken for Cody, who injected some fun into the game. However, he’s occasionally frustrating.

I’ve been playing all day, and I’ve hardly seen any Ryus, so I figure that considering he’s no longer top tier, and you don’t face him every other match, it might be a good time for me to return to playing Ryu. I like his solidarity and predictability.

the extra frame of invincibility on ryu’s mp shoryu is a really good buff. mp dp doesn’t trade anymore when anti airing certain moves like dudley’s jump in fierce, zangief’s jump in fierce… rose’s jump in fierce, etc.

solar plexus strike doing 90 damage kinda sucks, but it’s incentive to do 1 frame link combos after it because rather than being sometimes just flashy you actually NEED to 1fl after the solar plexus strike to get good damage now.

cr mk nerf isnt too bad. no more escape tatsu makes the zangief matchup a lot scarier. ryu is still a strong character in my opinion.

It would have been rediculous to nerf the SP’s damage in order to force the scrubs to do at least the 2f link. But the tweak of s.mk’s damage in conjunction with the SP’s nerf makes anyone to jump into that conclusion. I really cant believe that capcom ignored the rule number one while balancing a game that is “balance the game thinking on high level players” to satisfy the shoto-haters’ scrubs that get mad after “eat a ton of damage from a 2 move combo that is ‘easy as hell’ to do”, but seens to be the case.

That SP’s case feeds my thesys that capcom havent tweeked the game looking for a better balance, they did it solely trying to increase the game’s popularity.