The buffs on S HK are very interesting. But less active frames on C MK?! As far as tatsu…I imagine that a kara tatsu will result in ryu spinning straight up like a neutral early jump tatsu dpes with mabye a bit of foward motion…man thats going to suck. Ambiguous crossup tatsu? So now I can’t depend on it…:mad: and the damage on F-HP decreased…<tightens headband> Even with the changes not really in my favor…(cancelled MP might…MIGHT…become viable) I still stick by my main. :nunchuck:
It would be a good buff for Ryu if they would make him Dragon Punch cancellable on the second hit, that way it’s hit confirm cancellable and it would do more damage on combos, or for AA Ultra 1. I’m just saying if Akuma has it why not Ryu? That would be a legit buff. I mean his EX DP is cancellable on the second hit, why only his EX?
Btw i’m only an occasional Ryu player but if they added this among with other things maybe I would use him more.
If you’re not using instant air tatsu to get out of the corner or to reset the situation then your doing it wrong. You’re supposed to use the right tool for the situation at the right time. Forget all that pussy and runaway talk.
Anyways its a tool that Ryu can compete without but obviously its going to make things harder. I can understand why they would nerf it, some characters w/ less than mobile walk speed are affected most from tatsu escape.
They work hard to get Ryu in the corner only to see him Mary Poppins across the screen. Characters like Juri and Cody have to rely on the corner to control spacing because of their crappy walk speed.
Yeah, fighting Rog’s gonna suck donkey balls now. I agree with pretty much everything quoted here.
Just to add, I hope Rog gets a bit of that nerf bat. Matchup’s already tough enough as it is without removing Ryu’s corner escape.
This.
The only reason I was thinking he was buffed was mainly because I read these:
Far Standing Medium Punch is now Special Cancelable. -* So another way into super without losing any other ways*
Close Standing Medium Kick damage increased. This took off 70 life in SSF4. -* Damage buff*
Close Standing Hard Kick has more frame advantage on hit and block. You can Link into a Shoryuken now with it.* - Frame advantage buff and new way to SRK fadc Ultra. *
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. - Even trade, runaway sacrificed for a more ambiguous crossup.
Now on paper to me that reads as hes getting better, But again im noob with Ryu so I personally don’t know how frequent the situations are for the moves that got buffed (s.mp, sc.hk.) Would lowering the active frames of the c.mk screw Ryu up that badly? Im just curious.
NaokiB4U: No, it does not drastically change him. Character changes aren’t just about defining how one character plays, but also all characters that may play that character. Because of this, you may not be able to determine some reasonable rationale for their decisions here. I wouldn’t know where to begin in figuring all that out.
pieton: One of ryu’s best normals is f.lp. Seriously.
Omnicloud: I believe ken’s air kara tatsu relies on kara-ing an hk tatsu into EX tatsu. As ryu’s EX tatsu is stationary, he gains no benefit.
Rockman85/NaokiB4U: f.mp was already super cancelable. It’s just easier to do now since you can stick a hado into there.
NaokiB4U: Lowering active frames makes a normal slightly less suited in being used as a meaty against a wake-up or landing. (There are other possible changes, but as we don’t know all the details for certain this is the only one worth talking about.) Since c.mk never really had a use for post-meaty linking, that will probably just mean that players will have to time it better.
If what street11 says is correct, then they actually removed one or more frames from the move entirely. What is not noted is if they also decreased the block/hit stun applied when the move connects.
It is theoretically possible for ryu to be “changed drastically” and/or “screwed up badly” if they did in fact reduce ryu’s blockstun on c.mk. The normal already has only 13 frames of block stun. A regular hado comes out on the 13th frame. I shouldn’t have to say more than that.
I personally can’t believe that they’ll do that, but I have to admit it’s a possibility if they just don’t want it used for blockstrings with hado anymore. But…why?
So assuming that they don’t reduce the block/hitstun, the normal will also have better frame advantage on block and/or hit as I suggested it might earlier.
Arbitrary. c.MK and c.MP hit confirm to Super just as easily. This really isn’t important to Ryu’s game at all.
But the Solar Plexus Strike has had it’s damage nerfed. cs.MK isn’t a very useful normal, especially compared to SPS.
On a normal that’s hardly ever used. He doesn’t gain anything important from this.
This isn’t an even trade. As a crossup, air tatsu was already ambiguous enough to be functional. Losing the jump arc on his air tatsu gets rid of his best way to escape trouble in the corner. That, for a small buff on something that already worked? Not an even trade at all.
It depends on how they did it. It could be a minor nerf, such as reducing it’s range, only a minor annoyance, such as making you have to time them perfectly, or something major, like making c.MK xx Hado not a tight blockstring anymore. We’ll see.
As for the situations for the moves that got buffed, there’s almost no situation you’d use those normals over one of Ryu’s other tools.
Rog didn’t get any major nerfs concerning ryu. More recovery frames on block and whiff on Headbutt, (but that shizz is already easy to punish), also the damage of it is getting decreased. His St.mp forces a stand now and I think his U2 got a different motion qcbx2.
any video of ryu air tatsu arcade?
thanks for the infos, i was a little confused about the c.mk info u had posted on the other thread. I really tough capcom would keep the total number of frames inalterated, and would just to change 1 or 2 active frames into recover frames.
This new info means c.mk is safer now, but loses a bit of power as a footsie tool (u cant throw the c.mk out of its range and wait for the opp. to walk into the last frames of it). Theres no changes on it as a meaty once u manage to hit the waking opponent with the last active frame of the c.mk .
about Ryu beeing OP or UP, I think that the design of Ryu is nice as it is now, and i wouldnt like to see many changes on him (maybe a 1 hit dp with better efficiency as AA and that couldnt trade into ultra once the current one can in certain situations). Id rather see the chars whose are too good vs Ryu getting tweaks than a simple buff on Ryu´s timmings and/or damage. Obviously thats not a simple task once the changes made to balance those chars against Ryu would maybe result on them beeing too weak against anothers chars in the game. I will write a few things that i think would be cool to balance some chars against Ryu:
Dhalsin - yoga fire filling less super meter, that helps him more than it seens, improves his zonning too much once he have a lot of ex yoga fires at disposal, plus his super that changes the way the match is played completly. Id also remove his yoga fire/super setup.
Rose - She is too safe against Ryu. Id decrease the priority of a few of her normals (im looking at you c.mp) and to increase the recover time of a few others (slide, maybe the HK and the flip kick). all her non-ex Soul Sparks would have the same startup and recover (Id do that for every projectile in the game, otherwise to jump them becomes a guessing game and not a reaction test), and Id remove her soul spark/super setup.
Guile - To decrease the amount of super meter the sonic boom fills.
Balrog - tough case to balance, i think that initially i would just change his passive hitboxes, his standing hitboxes pushes Ryu away, that ends up with Ryu beeing not able to perform good combos on Rog. Id take a look on his crouching hitboxes aswell due the same reason. I would decrease the amount of active frames of his j.HK, so he would have to use it nearer from the ground, actually he presses the HK pretty high in the air and the move can still to hit a crouching opp., its also great to bait dps due its range. Maybe to increase the recover of the c.HK by 1 or 2 frames, and to redraw the last recover frames of it (actually the last frames shows him as just crouched, he seens already fully recovered, thats just a little awkward).
Just wasted half an hour with this shit, wtf. Maybe later I post something about the others matchups.
or having so many “not worth using” pokes that he needs to use the c.mk for every thing
thats the main reason why you wont see nobody using cl.mp/mk, the others are that c.mp is way better for hitconfirming (easier to react after seeing it hitting and way more options to follow with), and you need to be very close to the opp. to use cl.mp or cl.mk
I would like to see a video with what changed with console and aracde Ryu so I can see the difference
I Forgot something; Ryu´s fixed ex tatsumaki is way more a nerf than a buff imo, way more.
ex tatsu being a nerf? you mean cuz now it can’t accidentally reset the combo counter?
it wasnt accidentally, Ryu can reset the combo counter against a lot of chars regularly in SSF4, and the opponent would have to defend the first hit after the reset as if it were a crossup hit, he had to reverse the block or spam a good reversal move and to the correct direction. It could become useless in the future, as people would get used to that (once you know wich combination of moves results on a crossing ex tatsu they would be able to predict it and to defend it correctly or to reversal), but the trick would still be a good bait.
More consistent damage/corner ultra at more ranges/setups probably compensates for the loss of shenanigans here.
i feel that we don’t have enough information to intelligently discuss theoryfighter, because to play theoryfighter, we need the numbers. but yeah, here are my thoughts.
all of the buffs are VERY situationally specific buffs, whereas the nerfs are GLOBAL. i think overall, ryu got fucked, but then again, just all speculations.
buffs:
s.mp special cancel - on some characters, i used to do c.strong, c.strong, s.strong xx super for the hell of it. i guess you can do c.strong, c.strong, s.strong xx tatsu on some characters now? it will also help vs long pokes like ken’s f+forward and buffer hurricane kick for punish. overall, it just means more character-specific combos i need to memorize and learn. fuck you capcom.
close mk damage increase - unless they increased it a LOT, i will continue to use c.fierce as frametraps rather than this move. only time i ever use this move is if i have 25% meter and i need to combo ultra mid-screen (cl mk x ex hado link ultra), or i want to pull a poongkko for fancy shmancy combos. you cannot hit confirm off of this move so i think this will only come into play in combos in most cases. fuck you capcom.
close rh + advantage and sp cancel - right now cl rh gives -3 on block and +2 on hit. if they are giving frame advantage for both block and historically there’s at LEAST a 3 frame difference between block and hit moves, they might give something like +2 for block and +5 for hit like a lot of ryu’s other moves (all jabs, c.strong), or +1/+4. (f+fierce is 0/+4)… if that’s the case, depending on how big the pushback is, it will replace f+fierce as b&b combo. might be pretty cool buff, but range really kills it. :( as for special cancel, right now only 1st hit is super cancellable. if they made it special cancellable, it might be just first hit, which actually is going to be pointless if the move itself already gives frame advantage. very interesting change. yay capcom.
c.mk active frame decreased - well, range is still there, hitbox is still there. it’ll just make timing a little difficult and it might make whiff-punishing ryu’s c.mk easier, but overall i can’t tell how big of a nerf this is… it could be a lot, or it could actually be very minimal. let’s see how this plans out though. neutral to fuck you capcom.
f+fierce damage decrease - to what? right now it does 120, close rh does 110. it’s still going to be staple in ryu’s footsies because it moves him forward, breaks focus, 0 on block, and you can link hella shit afterwards. ryu can already deal pretty good damage, so i am not really concerned about this too much at all. still, it’s a fuck you capcom. hahahahah
all 2 hit normal damage decreased - wait, what? does that mean c.rh damage also is decreased? hmm. ok that’s weird. i don’t know. overhead already did shit damage. who the hell uses j.strong for damage? only other 2 hit moves are close rh and f+fierce. bahhhh
air hurricane kick - eh, i personally don’t care TOO much. i never used this vs dhalsim/guile/sagat to punish their fireballs anyways. it might suck vs feilong like a bitch, but at least with other characters, you can try to not get pushed back there (zangief). other characters, you can just cross them up or empty jump throwtech/dp when you can to push them into the corner instead.
air ex hurricane - hahahhaha. sometimes i use this to bait out anti-airs. it might be good tool for air-throw happy fools like guile/vega, and you might be able to do crazy combos on big characters near the corner a la ken. personally, i with they rather fixed the grounded ex hurricane. i still get people walking out of my ex tatsu combos and ultra-ing me… what the fuck.
anyways, when is this released? we’ll play around with it more i guess. interesting.
theres nothing much better than c.HP xx EX Tatsu in the corner damage wise, due the damage scaling. Actually i cant think on nothing better than to hit the c.HP asap and to ex tatsu the opp.
You can’t just assume that you’ll be right next to your opponent every time you might use ex tatsu.
LB: I love how you’re rating it all on a Yay to Fuck You scale. You should become a professional critic. For serious.
Also, note that translator error put “air” in the EX tatsu change. Apparently, it is talking about ground EX tatsu.