SSF4 AE Ryu

ill wait for more explanation on that c.mk change. If they changed a active frame of it into an non-active frame, its a nerf. But if they just removed the active frame completly from the animation, the recover of the move is faster, its a buff.

btw, if the first option is the one they actually used (changing an active into an non-active), and the tweaked active frame were the first active frame from the move, then its a huge nerf. Not only it loses a lot it poking power as ryu loses many of his strongest combos (c.mp, c.mk)

cr.mk is his best footsie move and it being nerfed will hurt ryu. Cl hk xx srk sounds absolutely meaningless to me when st.hp xx srk is the same thing. If this is it for ryu then I feel bad for daigo and ryu mainers. I guess all the scrubs who were complaining got what they wanted.

wow the buffs do nothing. the cr.mk nerf is very troubling. and not being to escape with air tatsu pushes dictator/boxer matches even MORE in their favor…

better traslation

? Far Standing Medium Punch is now Special Cancelable.

? Close Standing Medium Kick damage increased. This took off 70 life in SSF4.

? Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.

? Decreased Crouching Medium Kick’s active frames.

? Towards + Hard Punch (Dash Punch) damage decreased. This took off 120 life in SSF4.

? Jump arc nerfed on his Air Hurricane Kick. It’s more difficult to run away with this, but crossups with it will be more ambiguous.

? EX Air Hurricane Kick will no longer miss last few hits.

I’m the only that hate the solar plexus nerf? :<

Why less active frames on cr.forward? It’s a good/great poke but seriously it wasn’t overpowering. St.MP is now special cancelable, who even uses st.mp? Close RH is also barely used. I’d like to see how often a ryu can walk up to an opponent and RH them, let alone cancel into a DP. Solar Plexus nerf hurts too. IMO it’s a damaging move because half the time I use it, it’s used to punish FA’s. Escape Tatsu sucks but is reasonable. Ouuu wow EX Tatsu will no longer miss the last few hits, wasn’t this already promised from the changeover from vanilla to super? I’m all for nerf’s and buff’s but they have to be at least reasonable. Freakin’ Viper stays the same, Boxer basically stays the same, and Guy gets buffed. Laaaame…specially the boxer part

BTW doesn’t the decreased cr.forward take away ryu’s ability to hit his cr.medium x2 xx cr.mk fadc U2? Virtually his only way to combo into full U2 on the ground?

See you all at the ken sub forums in a few months.

They did it for Daigo and the scrubs. I’ve seen Daigo use it as a meaty quite a few times. The scrubs use it all the time when mashing HK after j.HK, now they get to link DP too!

The nerf to c.mk hurts…alot.

I was hoping they would have buffed up his overhead punch so that it could be linked. The close HK(axe kick) being linkable into DP sounds useful but not sure until I’ve tested it.

Its as if capcom no longer want us to play ryu from the c.mk range. They want us to stand up more and get closer to opponent hence the buffs to the standing and close moves and nerf to c.mk. Since vanilla they have nerfed his dp and now his c.mk and tatsu. In the next itteration I expect his fireball to be nerfed also.

According to eventhubs, the changes they have listed are not all the changes for the charactrs so maybe we have received other buffs/nerfs.

“link” it mean that ck HK will do both hit,and not that cancel the second into srk right?

If this is true a simple jf HK -> cl HK -> HP srk will take A LOT

cl HK is 110

solar plexus is 120,they said that get nerfed so AT BEST is 110

If this is true cl HK -> HP srk is equal or even more powerful than solar plexus -> HP srk and can be comboed after jf and j attacks

somebody can explain me,what is the utility of solar plexus in that situation? I know,after it is possible link a crHp(or MP) into srk/tatsu/hado, but honestly how many like me just don’t risk to wrong the cr HP link and go directly for an easier more sure solar->HPsrk?

WHO CARES??

WHO CARES??

bullsht. close standing hard kick has two hits, you will probably be able to cancel the first hit which mean SHT DAMAGE.

bullsh*t.

bullsh*t.

bulllsh*t.

the glitch is gone, 2 years later. woohoo for capcom.

2 YEARS WASTE OF TIME. CHANGE YOUR MAIN OR CHANGE GAME.

Arcade edition = people dropping ryu

I repeat my questin i’m not used to the srk forum language (and english in general :D)

They say “link” not “cancel”

Link does’nt mean that cl HK will do both 2 hits before the start of srk? Like solar plexus

I mean

cl HK cancel into srk = cl HK (first hit only) -> HP srk = 3 hits

cl HK link into srk = cl HK (2 hits) -> HP srk = 4 hits

right?

Ryu is getting the Sagat treatment smh

^ even if Ryu does get the Gat treatment, Gat is still a very viable character in super, hes just not overpowered.

better traslation

Good. S.MP has a pretty good hitbox and is good for countering, plus at max range its not very punishable (-4 but it reaches far). This could result in some useful ways to stuff certain moves.

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this is completely irrelevant if they dont change block advantage (-7)

uhhhhh… trying to be positive but im stumped here. This is a copletely pointless buff.

irrelevant. You should be using C.MK from the right range anyway. The purporse of C.MK isnt to stuff moves, its to zone the opponent. Less active frames are only relevant to stuffing. Use it properly and it’ll still be great.

meh, you could make an argument about hitting C.MK on players who walk in on you and effectively having less range from less active frames, but itll be such a tiny difference in range its not that much of an issue.

?

have to ignore this one. Trying too hard not to cry. You deserve that damage if you hit the F.FP, plus it leaves Ryus more susceptible to FAs.

whatever. Pussies run away. This’ll force everyone to have to learn Ryu properly. Only thing that pisses me off is that I doubt they will do anything about other characters with run-away options. Any noob shoto player will now move to akuma IMO. Good, fuck off.

^ well it’s better late than never I guess.

Overall : Nothing here is a game-changer unless you are a noob. Just use the C.MK properly and stop running away. Hell, sticking with Ryu now will actually force you to zone properly :slight_smile: Cancelable S.MP is good too, unfortunately without frame changes it will not be possible to link FK tatsu. Thats a bit of a downer.

Pretty much everything here is completely irrelevant to anyone playing Ryu properly and not being a pussy.

Just dont change the damn speed of hados please Capcom… PLEASE! I will hunt you down… and when I find you… I will cry salty tears of saltiness.

oh btw, its not like other characters are getting big buffs. There were some harsh nerfs for other characters too. You cant get the overall picture before you see what they have done to other characters. Its all relative, and right now there’s very little to relate to.

Oh, and they should have removed armour cancelling. YAH! Rog NEEDS that… o_0 DERP!

Now that we know that Ryu’s air tatsu before peak doesnt allow Ryu to escape the corner and the tatsu hovers in one place like ex tatsu, can anybody think of any benefits/situations this can be an advantage? the way I see it, we are kinda getting the ex tatsu without using any meter just as long as we hit it before the peak. Would doing tiger knee tatsu where Ryu hovers just off the ground (is this even possible) provide any benefits?

@Darth, what do you currently use far standing mp for? I currently use it to counter Rufus dive kicks, but apart from this, I dont use it for anything else.

And another thing, it says EX air tatsu will not miss the last few hits. This means if we hit somebody in air-to-air with ex tatsu then we will get more damage(due to getting all hits), but does the same thing apply to the ground ex tatsu?

I dont recall it saying it would hover, I think they just mean it can be used for attack but not escape. You cant hit tatsu as soon as you jump, I believe, which implies no TK motion

More than anything I just use it as a keep away poke. It can surprise people to have a Ryu hit them from far whilst not ducking. The ability to cancel it makes it an okay zoning tool, you should be able to get an FB FADC out of it like C.MK

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I think the ‘air’ bit is just a typo. Im sure they mean theyve gotten rid of the glitch. If not then someone deserves to be shot.

Oh and just so people know, because of the reduced active frames of C.MK, C.MK>FB Fireball range will either be reduced by 0.18 (if they get rid of 3 frames), 0.12 ( 2 frames) or 0.06 (1 frame).

I wouldn’t be too surprised if they left the ground version of EX tatsu as is.

The far mp stun on hit is 16 frames. Wouldn’t that be enough for a tatsu? I’m actually fairly excited about this change. I’ve already been trying to practice cancelling it into super, and this allows even more utility.

I think people might be underestimating the cl.hk change. It’ll probably have better than -3 frame advantage on block, making it a bit safer. And it did have a use against some characters on their wake-up. And now there’s a possible pay-off into srk and all that implies? That doesn’t seem bad at all.

Also, how much more damage does cl.mk do? If they make it the same as c.hp for some reason, then it’ll quickly become ryu’s go-to linker.

OK, I’ll take it. It’s not very significant, all things considered, but it allows for a few nice space control options I suppose.

Whoop-dee-freakin’-do. Most cases in which you’d even land this you’d just use c.FP. Negligible.

Could be nice. None of these are anywhere close to buffs that are actually significantly useful, but if SRK can link off it, it may become the punish starter of choice, considering f+FP damage nerf.

Bleh. By how much? I don’t appreciate any reduction in range, stuffing capability, or anything else. Sure, it’ll probably still be quite servicable, but why did Ryu need a nerf to his best footsie tool?

Sigh. WTF. There’s a ton of other things that needed a damage reduction before this did. On other characters.

More ambiguous? I don’t give a damn about that. I don’t run away either, but what, do they just expect Ryu to just die once he gets pushed into a corner? Not horrible, but not a welcome change either.

If that includes EX Ground Tatsu as well, then thanks for fixing a glitch Capcom. The only significant buff Ryu got, and it’s something that should have been taken care of a long time ago.

Join the club. These changes don’t balance out at all, and just result in Ryu being nerfed. Again. For what, I dunno. I’m trying to see a positive for Ryu out of all this, but there really isn’t one. Main draw to Ryu is his versatility, as he isn’t amazing in any one aspect. Yet these changes seem geared towards forcing us to play him a certain way by limiting options, yet not really making him any better at anything. That and just outright nerfing him while buffing near useless things.

I’ll need to have a good look at changes for the rest of the cast to even try to understand what Capcom’s going for here, but all things considered, I really don’t see the point. Nerf a high-mid tier character? Only makes sense to me if all the characters better than that got nerfed too. Which I doubt.

From up close sure. Its another question entirely as to whether tatsu will connect from full (or near full) range, which is where youre going to be hitting S.MP from. I dont think the tatsus first hit will reach. Meh, I could be wrong, Im not totally certain. I hope I am wrong.

The use of CS.FK will be entirely based on that ^ IMO. It should be neutral on block. Why does it need to give away frame advantage?

thats a good point. Can you FADC straight out of it without the fireball like you can with S.MP? C.MP, S.MK, FADC, C.MP, C.FP SRK would be a fun combo :slight_smile: If it wasnt for the -7 on block, it would be one hell of a good move for throw baiting.

@Darth, according to the loc test in September, this is what Azrael said:

Ryu, Akuma:
If tatsu done in air at or before jump arc peak, becomes floaty and goes nowhere. Can no longer escape corner with air tatsu. Crossup tatsu still works.