SSF4AE Version 2012 Changes . Ryu Ed

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CR.MK not so great even if he gets the active frames back? hmm… will need to think about this. CR.MK should still be a viable tool but we need to control our usage of it, because like in AE its not the best tool, but it should help Ryu in his footsies game. Hado and SRK buff a welcome but i see myself adapting so much to the change they’re giving us right now, even with the HIDDEN buffs and nerfs the game apparently has!!! DUN DUN DDDDDUUUUUNNNNNNNNN!!!

Cr.MK is a great poke you just have to be careful not to get countered

I remember reading one of the updates to the dev blog that since the c.mk got it’s active frames back, that the hit/hurt box was back to Super status as a result. Maybe we just gotta get the update to test it out for ourselves.

Overall movement and reach

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The Heavy DP is now shit. I don’t understand.

Have you played 2012? If so why is it bad?
If you haven’t played it, what makes you think it’ll be bad? It has the same invincibility as super Mp Dp
I used to think it was bad as well, but ultimately we’ll have to wait to experience it ourselves

Actually, it’s only 4 frames invincible, not 5. That 1 frame makes a significant difference when it comes to trading…

Use MP SRK for AA. I have played 2012 the HP SRK is not good, maybe with time I will adapt to it i.e use it for punish only

Buffs:
10 more damage
4 frame invincibility

Nerfs:
Cannot be FADC
Cannot Super cancel
Cannot juggle with i.e AA LP SRK to HP SRK no longer works, they have to be closer and you must use MP SRK

His fireball buff is great though

I believe he said ‘super mp’ meaning in SSF4? In that game the mp dp had 4 frames of invincibility but in AE they upped it to 5 frames.

Frank

Uncancellable un-supercancellable.

Yeah this is what I meant, sorry for the confusion
What I’m saying is that if you could AA with mp srk in ssf4, then AAing with hp srk in 2012 should be the same timing, with +30 damage

It is definitely a buff and a nerf, but some think the trade off is worth it, some don’t
I used to think the nerfs outweighed the buffs, but now I feel the opposite

Hmm I dont understand. Are you dping late? its the same super version of mp dp. Other characters like sagat and akuma dp’s have to be done late as well to get the full damage. Just time it late.

Super cancel is not a big deal for me since it doesnt happen much. actually the only time i see it is if its mashed out. If not then just use mp or lp version. The damage difference is not that great.

Fadc nerf sucks buts its really not that big of a deal. we AA fadc into ultra with mp dp and we will continue. The extended combos can be done with lp and mp dp. with scaling you are not losing that much damage between the two.

Am I missing something here?

my anti air is one of my strenght so I am very happy with the extra 30 dammage and extra range of the HP dp.

I ve start practicing using mp dp for all my super cancel and somehow its its a little easier for me. Very natural
to hit mp for dp and then hp for the Super to come out. As mentionned there is a little dammage lost but
no big deal since it dosent happen often.

lp dp can be use to keep same dammage outpout but for my mental sanity I plan on exclusively using mp dp
since lot can go wrong with lp dp depending on the range.

With extra 10 points to fireball, 2 active frames back on c.mk, +10 point on sps
Ryu 2012 is looking very good

Played a few online matches of AE and I wish they would revert the hurtbox back on c.mk. It constantly trades. On the other hand c.lk has a very good hitbox, but it can only do so much.

Something went wrong for me between Super and AE.
I had 2500 players point with my Ryu on Super and I have trouble
getting to 2000pp since AE and I am a much better player.

Is the c.mk made that much of a difference for me…

^ Nah, it’s just harder overall to get points in AE than it was in super. Most top players were upwards of 6,000 and 7,000 PP. I main Ryu and Rose, and I stayed about 3,500 or so in Super. Now in AE, I stay only at about 2,700. I really haven’t touched Ryu all that much in AE though, but I plan on picking him back up in 2012. I really don’t care about the points though. I know I am only an average player, and I just keep trying to hand with the big boys :smiley: in hopes of getting better.

http://www.airryu.com/?p=423

Momochi:

Ryu
HP SRK doesn’t reach as far as I thought it would. If only it has a little more range it will be easier to use. When it comes to anti air, I still naturally use MP SRK.
With the overall buffs including low forward and fireball, Ryu is totally viable in 2012. (Though he was viable in AE as well, lol.)
I didn’t use U2 at all.

Wao:

Ryu:
Low forward became longer along with the active frame. Especially in a mirror match, it became very noticeable. I always stand at a range that it will never hit in AE, but now standing at the right place I accidently get hit by it.

Itabashi Zangief:

Ryu
To be honest, didn’t really look forward to this character. But the main buff, his low forward is back to longer an active frame, damage buff on SRK and Hadoken made him a stronger character overall. It seems like he is back to how he is suppose to be, a main character.
In AE he was a little bit off (weak). Hmm……….since he is the main character, I want him to be one of the most popular characters in the game.
The 3 different version fireball speeds is now very obvious, it’s like in Street Fighter 2, very interesting.

I have a bad feeling about that last comment made by Itabashi there…^

I’m actually looking forward to the changes now if the fbs speeds are like Ken’s then that’s a great buff and same goes with more range on cr.mk. I’m pretty sure the reach of cr.mk was never shortened so if it has more range, then his cr.mk might actually be better than his super version. I hope they’re right about it.

Link to ryu’s cr.mk hitbox from super to ae.

He never said that the FB speeds are like Kens. He said that they are obvious, meaning that they can be more beaten and jumped over of…