SSF4 AE Ryu

Yup. I’ve been reading comments too. People are actually complaining about his, “buffs” saying that he’s even more overpowered now. Riiiiight…

LOL @ Ryu being overpowered. Some people are so fucking stupid it makes me wanna hurl.

K im gonna chime in here as the Ryu noob who is confused as to why Ryu got any buffs. So i’m not trying to be a jackass here, i am legitimately curious as to why Ryu needed ANY buffs. Another way into super? Stronger normals? Why does he need these? Sure they lessen c.mk active frames I’ll give you that. But Air tatsu i don’t feel is a nerf considering they say that its crossup is more ambiguous now (like it wasn’t ambiguous enough). Another question, do Ryu players really get pinned down that easy that Air tatsu runaway is that important? From matches I’ve seen Ryu doesn’t seem to have too much trouble getting out of corners but maybe I’m just watching Ryus who are good at getting out without tatsu. So someone please explain to me so I can stop raging and realize it was a necessary buff.

Cl.mk/mp are good for frame traps. They’re both 3 frame startup. Cl.mp is +3 on hit, which makes dp a one frame link. +6 on counterhit. I can just mash out a dp and get it to link…and the recovery on it is long enough to hit confirm pretty easy. I’ve messed with it in training mode and I can only get it like 50% without mashing. Very easy on counterhit, though. Just need to get used to the recovery on it. It’s probably Ryu’s goofiest link. Can also FADC it like in that trial…but those seem link one frame links to me, too…dunno for sure.

There is no “need”.

They’re adjusting how they want the game to be played.

That’s all.

Diago used it a few times to get out of the corner against Uryo in G-dsgarden. I find myself being pushed back against characters who have better normals than Ryu and using the air tatsu is a great way to take pressure off and reset the situation.

Hmm I see. Does it drastically change how Ryu plays now? I can see that it would prevent him from running away using air tatsu…But i dont remember Ryu having issues getting in either. So I’m kinda confused as to how exactly Capcom “wants” him to be played.

youre seriously trying to argue that overall Ryu got buffed?! you say you are a noob. Well, from a noobs persepctive, the air tatsu change should be a good thing for you (as Ryu’s opponent) Ryus can too easily zone with FBs and C.MKs all the way to the side of the screen, then air tatsu out. The inability to do that forces any Ryu player to zone properly, which implies not moving back too much. This is a huge deal for most Ryus. Even I, as another Ryu player online, get sick of peeps throwing fireballs and walking back to the edn of the screen only to tatsu over and start again. Its BS, so its gone.

The changes to his normal moves are really not that big a deal. Except for high level play, yuo arent likely to see too much of a difference from either the S.MP or CS.FK changes. They are irrelevant at a low level (you said you are a noob so im speaking on low level terms here).

meh… id go on. the basic gist of the matter is that you are looking at all the offensive changes. S.MP can cancel, S.FK can link, cross-up tatsu is more ambiguous etc. Fine, but for a decent Ryu, his zoning abilites are the tricks of his trade. The changes to air tatsu and C.MK FAR outweigh everything else.

oh n btw, just in case you think im just a Ryu whose being biased, I personally dont care much about the changes. Im interested in them, but they arent going to change my game at all from what Ive seen so far (except the one possibility of the S.MP cancel. But that isnt as an offensive tool, strictly defensive and zoning).

Answering your most recent question. Capcom are not trying to change Ryu’s game drastically, the changes confirm that. They have taken out the ability for ryu to be a cheap twat (air tatsu nerf) and in its place given him another tool for proper zoning - the ability to cancel S.MP. they are hoping to force people who use ryu to play via proper zoning, instead of cheap runaway BS (which I personally hate).

cr.mk have 5 active frames, if they nerfed it to 4 active frames(I honestly dont think so), it will still be as good, but if they changed to 3 frames, it will still be good but not as good as before. But I dont it will affect his fotsies at all.

The thing is, the air tatsu nerf won’t matter for most matchups. There’s a lot of characters that I don’t mind being cornered by. If my normals are better than theirs, the corner doesn’t give them much advantage and it doesn’t hurt to stay there. Where it will be bad is vs. characters with a very good corner game. Think about getting cornered by gief or hawk with no air tatsu escape. Or Bison, Guile or Dudley. Being able to reset out of the corner evens up these matchups a lot. Will be interesting to see how they pan out without it.

i gotta say im super happy with the air tatsu nerf. I see far too many Ryus using that BS as an easy way out. Personally, even VS a Gief right now, I dont air tatsu out, so im kinda optimistic this may help my ryu game in caomparison to others :slight_smile:

I actually like the idea of a far standing mp being comboable. I ditched the moved because it wasn’t able to combo. I think this will be a great footsie tool to stuff some move.

How come all Ryu best moves are crouch move ? Something is wrong when you think about it. Maybe those are good changes in
a way. Even me I get bored using c.mk all day long, I try to look for something else… sorry there is nothing else.
There is something not balanced about having one poke so strong that everything else is not worth using.

very well said man

I never tried those and I don’t think I’ve ever seen high level players use st.mk/mp as a frame trap. I have only seen cr.mp/fp as frame traps. Is the extra frame that important? Blocked cr.lp puts you at +2, I think a 4 frame start up on a frame trap is good enough.

Well its not that its that strong its just that his other pokes are not work it. Everything else recovers too slow on wiff or just or you can’t combo into it. Its a good poke but in no way its too strong.

I main Ken…bare with me…

Wouldn’t Ryu still be able to kara his tastsu to get out of corners though? I mean, it shouldn’t be super easy for him to get out, but it shouldn’t be impossible either, it’s a friggin air tatsu?

After realizing how hard charge characters is with Ken, I’m trying to make the switch, anyone got any tips on NOT doing step kick and not going for throws after long block strings realizing I’m not karaing it?

Overall though, the changes seem pretty minimal. I don’t know Ryu inside and out, but I’m pretty decent with Ken and know the basic shoto strategy. As long as c.mk-FB from max range combos, these changes are just fine. I do believe Ryu needs some way to get out of corners though, so I’m hoping you can still kara a tatsu to get out.

Losing air tatsu imo is still terrible, chars with jab fireballs that they can follow are going to be even more of a bitch (I.e rose, guile, chun, and somewhat sim). The amount of pressure chun and guile deal in the corner can be ridiculous, and I brought up rose too just cause she still has super trap and jab fireball fadc shenanigans and cause I hate her lool… gief is gonna be so fun when his ex gh doesn’t knock down T_T

I just like complaining

Don’t know why top players don’t use them, but top players don’t always use everything that is good. The frame difference isn’t huge, just gives them an extra frame to mash. What I like about it is you can mixup between c.lp -> kara throw and c.lp, cl.mp. I think that standing for the mp makes it trickier, because it looks more like a throw than just linking a c.mp/c.hp to frame trap.

edit: I’m not even actually saying it’s good or anything. It’s just the best use I see for those normals.

i feel like the balrog match just got really tough. what are you guys going to do when you get caught in the corner against a good turtle rog who zones with cr.HK and cr.HP for anti air? i was hoping the might tone down some of rog’s normal hitboxes…

also, i think fei long just got worse.

i think a lot of people had a problem with run away ryus so capcom wanted to force him to play more aggressive - but none of the buffs help any of his bad matchups (at least from i can see), and the air tatsu will hurt against others.

i just hope for bison and guile to get a little programmer beat down.