Umm… guys? Is the hitbox for Ryu’s Far st.HK and Far st. HP hitbox, improved or just the same? I’m asking because I did it to the twins’ and e ryu’s Dive kick and it beats it clean and at ridiculous distances. Can anyone make sure?
I agree that Ryu feels very solid, fluid and sharp, as he should. I can’t compare this to Super, as I didn’t play him, but it’s definitely the reason I’ve returned to him. Cody is slow, floaty and clunky, which probably accentuates Ryu’s more direct feel.
Few things I found… I don’t know if they were there in super as I didn’t really practice Ryu until AE
cr.MP range seems improved, it’s beating out alot of stuff
cr.HK seems like the range is better than MK
cs.HK > cr.MP > cr.HK does more damage than cr.HP > HP. SRK and is a good knockdown
cr. MK > EX. Hadoken > Ultra in the corner is not as safe and has to be done closer to your opponent or you take the chance that the ex hadoken will miss
I just wanna say wtf was capcom thinking with that cr. mk hitbox? Ryu’s foot passes right through the other character. I was thinking taking a little bit off the foot so it doesn’t hit so far, but now he’s has to hit the opponent with his ankle to make it connect. With Ken getting better and Ryu’s evil counterpart looking stronger, this nerf just rubs me the wrong way, and I don’t even play the character.
c.mk hitboxes are identical to the Super, the hurtbox that got changed. I think your problems is that in some cases the smaller amount of active frames in the move make some combos that worked in Super to miss in AE, like the SP, c.MP 2x, c.MK.
For poking purposes, it will hit as far as before, you dont need to do it nearer the opponent.
Oh, ok. So it must has been the other character’s hurtbox then, not Ryu’s cr.mk hitbox. I’ll check it out again in Training mode.
Ryu’s MP DP has more inviincibility, that’s a positive!
I dont feel its harder to win with Ryu. I am still forgetting not to escape with Air tatsu sometimes.
My anti-air is trading less. It wasent a problem for me but now it seem its just never trade… what an extra invincibility frame can do for you !!!
Ex Tatsu that hit in the air does 200 dammage, I am sure there are set up and utility that will be useful.
I feel they change a little sometimes with the Ultra 1. I hadent done a EX SrK instead of Ultra for month and now it I happen couple of times in AE…I think
your motion need to be a little cleaner, Vanilla feeling.
I was wondering since they gave Ryu’s Shoryuken more invincibility [And I mean maybe even more priority because I am not even trading with alot of attacks anymore. Even with LP Shoryuken. I just walked up to an M. Bison who did a wakeup EX Psycho crusher and I beat it clean with LP Shoryuken] does that mean out of all the Shoto’s he is equally the strongest with Akuma’s MP Shoryuken invincibility?
I agree it feel more then an extra of invincibility. Would be nice to have an official paper with all the changes. I can feel they change sometimes beyond
1 frame there or 2 frame there but its hard to tell what exactly.
It is only 1 frame I think. The enterbrain guide says 5 frames of invicibility and the mp Shoryu gets stuffed by Ken’s mp Shoryu and evil Ryu’s Hp Shoryu which both have 6 frames of invincibility, but it’s only one frame so it’s possible to beat 6 invincibility frame moves if your dp is done later than theirs. I don’t know if the extra frame makes the hitbox better but I think it does. I think it’s because it’s because it now has an airborne invincibility frame, while in super it didn’t. Or they changed the hitbox…
I can’t get wakeup jab dp to connect to Ultra outside of the corner. Also can’t get shoulder hitting jab dp to connect to ultra. Both of these were possible in Super. Can anyone else get them? Can do it with his super just not ultra. Edit- I think it’s character size specific now. Can hit it on Ryu & Dudley but not Guy & Cammy so far.
Jumping HK, cl.HK, cr.MP, EX Tatsu, Ultra does 553 damage! Corner only.
Wow, So Ken [MP Shoryuken] and Evil Ryu’s [FP Shoryuken] has 1 frame more invincibility than Ryu’s?
I’m assuming that Evil Ryu’s and Ryu’s Shoryuken still has the advantage since it comes out FASTER than all of Ken’s Shoryuken’s?
Thanks for the new combos. It’s hard for me to get the timing of cl.HK > cr.MP. I can do cl.HK > SRK, that’s easy. Can anyone help me?
cl.HK > cr.MP is a 1 frame link, while cl.HK > shoryu is a 2 frame link
to be able to do both you must be VERY close when you hit with the cl.HK, they won’t work even if you got the timing right if you are not “point blank” with the cl.HK
especially the cl.HK > shoryu is much easier to do if you hit with the HK after a deep jumping attack (so you are even closer to the opponent than if you walked straight into him).
as for the cl.HK > cr.MP it’s hard and even if you cancel in HK tatsu or hadou (IIRC you miss with the shoryu after the cr.MP), the damage is similar to the much easier cl.HPxxxShoryu or cr.MP > cr.HPxxxshoryu… IMO is not really worth the risk of a 1 frame link.
So the biggest midscreen meterless punish was Solar Plexus Strike > cr.hp xx hp.srk. Is it still that?
Biggest corner meterless punish was, I think, SPS > cr.mp > cr.hp xx lk tatsu > hp.srk. What about now?
I can’t remember numbers but I was checking this the other day…
Midscreen, if you can get a jump in, its j.hk/hp, cl.hk, hp dp, if you can’t get that jump in, solar plexus it is.
Proof that Ryu is still a great character, even with his nerfs. Just wish they’d stop interpret daigo stopping using Ryu as a bad sign for them.
I don’t know if this has been posted yet, but I noticed that after you SRK FADC, you can do a diagonal jumping strong. It also feels easier to do two jumping strongs in a row. Again, sorry if this has been posted before.
Did you watch till the end? More like proof this game is Yun Fighter. I might drop Ryu, it’s hard for me to win with him now. It might just be me.