I didnt have the time to check if the following info has been already posted, but from my early testings, lp shoruy done very late as an anti air results almost always now in a trade animation which is the SAME as vanilla…to clarify: no airborne reset, ruy stays on the ground which means FREE ULTRA or EX FIREBALL (200damage total in case of the ex fireball which is pretty good and turns the trade heavily in ryu’s favor); considering the abuse of divekicks we will see these days it seems Ryu did’t get nerfed that much
I tested it against yun dive kicks and lots of jump in attacks…the shoryu must be done very late btw.
It’s a bit tight but I’ve been landing cl. stHK into MP SRK and HP SRK. If you don’t have them in the corner, you’re only going to get 3 hits: 2 from st. HK and only ONE from SRK.
This sucks because it’s the second hit, which as far as I’m aware means no FADC on it. If they’re in the corner (or maybe if their hitbox is enormous, I’ve not checked it yet though), then you get 4 total hits, meaning you can FADC the SRK.
I was surprised to see the whole thing connect on a jump in hk standing hk to hp shoryu against dudley from mid screen for a total of 5 hits. Not sure if it is just Dudleys hit box or something else hmmm. Also I’m suspicious that there must be some tricks with st.hk being used as a safe hit confirm that is not being experimented enough with. I think people are concentrating too hard on Ryu’s nerfs and not exploring his buffs enough.
Whether you get 2 hits off the SRK or just 1 could be dependent on how much hitstun the opponent is in, which would explain why it worked on Dudders after a j.HK. I’ll play around with it some more tonight.
So just to get a concencus around here, I am wondering what is the general Opinion of Ryu in AE? I have used him to death in previous incarnations and at the moment, I find that most of my footsies game dont change that much and I am finding that I react differently to certain situations in AE. Other than the fact that I have to time my air tatsu to after the arc of the jump, use other pokes to compensate for cr.MK as offensive rather than defensive like cr.MP or st. MP, I find that Ryu is mostly the same, just that other characters have some advantage over him now and I have to learn his new properties a bit.
So I ask you all, SRK, what is your stance with AE Ryu at the moment?
I havent connected it too, havent try to much…
Ryus Buffs seems really worthless except the bug they corrected with the EX Tatsumaki
Ive start practicing some combos and some stuff are different in AE.
For example you cant connect anymore on Chun-li : Solar Plexus, c.mp, c.mp, c.mk xx tatsu but
now you can connect Solar Plexus, c.mp,c.hp xx tatsu on Blanka. Probably has to do with Hit Box of other character
Dont know if the c.mk hit box is smaller now…
I played some Bison, and I could feel the nerf of his lk Scissor where he fall back further now. He cant pressure you with the
same ease.
I have the feeling they did somethething to Ryu apart from his changes, His animation and fludity remind me more of Vanilla.
His animation seem less ‘floaty’ Hes more square. I think its a good thing.
Now I know I’m not going crazy lol. I also feel that Ryu is much more fluid in AE. His buffs are not useless IMO, jab dp trade is very good, st.mp and hk are good frame traps for counter hits. j.hk.st.hk xx hp.srk does good damage. Also in regards to the st.hk to srk. I hit it 100% of the time when I plink hp.srk with mk and mp.srk with lk. From what I’ve seen I have gotten the full 5 hits from it everytime with hp.srk after a jump in.
Finally got it in training room. Make more sense now to use close st.hk since you can end up scoring 200 dammage+ FADC possible. The link seem pretty tight,
probably Ryu hardest link, maybe I am just not use to it yet.
ok that’s one crazy plink so you press all of those buttons just to get the hp shoryuken to connect. i still haven 't done it so i guess ill give it a break for now because i’m not understanding when to in put the shoryuken motion.
Huh. I nail the cl.ST HK into SRK all the time. If it helps, I input the SRK motion the moment I see Ryu’s foot start to drop and press the Punch as soon as foot hits the ground. It’s been really consistent for me so far.
You can still do extended combo into jab dp linked to super. It’s easy to any combo in the corner to jab dp, super. You can do cr.mp, cl.mk, jab dp, super mid screen. So you can stil hit confirm and then link the super. I think you can do it from solar plexus, cl.mk, jab dragon too.
anyone mess with cross up air tatsu? i feel like its a little more ambiguous with its different arch. i’ve been landing it a lot as a jump in mix up, even catching whiffed dps…or maybe im just playing against scrubs… haha…
Its char specific, but so far it worked on everyone i tried from point blank less balrog (nothing works properly on balrog ). It may help you if you plink the shoryuken, use HP and MK. It is easier to do when you do a early jump kick before the cl.HK (this way Ryu gets closer to the oponent when he falls, try to hit the jump kick as high as possible).
If the HK trades, and that will happens regularly because you will use it for frame traps, the first hit of it will count as a counter hit, and you be able to follow with c.mp etc etc if youre fast enough. The most damaging option w/o meter seens to be cl.MK xx HP dp (finnaly, a real utility for the +10 damage, coz the c.HP do not connects on this situation)
The cl.HK also seens to give way more frame advantage when it hits a crouching opponent (did this happens in SSF4 aswell?). You can easily follow it with a sweep (have in mind that if you miss it you are screwed) or a c.mk. Its a good new, coz the DP almost never hits a crouching opponent after a cl.HK,