Uhhh where are you getting this crap? The dash seems exactly the same, low strong already had 60 damage AE, far strong already had 80 damage as well. C.Mk isn’t back to super, it only got active frames back, it still has the AE hurtbox. Ultra 1 was already 369 damage in AE.
wasnt him trolling everyone a few pages back?
can someone please break this down to me in lamen terms please? im having problems understanding what this all means, i understand about half of it
• Ultra 2 - Metsu Shoryuken - Extended hitbox upward in 3rd active frame.
• Fireball - Changed light/medium/hard version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move.
• Air Hurricane Kick (Airborne Tatsumaki Senpukyaku) - Adjusted timing of trajectory break-point to be 3F behind the previous point when initiated with an angled forward jump.
• Solar Plexus Strike (Toward + HP) - Changed damage from 40 + 50 (90 total) to 40 + 60 (100 total).
• Near Standing hard Kick - Equalized normal hit and counter-hit frame advantage.
• Hard Punch Shoryuken - Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.
• Crouching Medium Kick - Hit detection extended from 3F to 5F.
• Ultra 2 - Metsu Shoryuken - Extended hitbox upward in 3rd active frame:** It means that on the 3rd frame it will connect farther than it did in AE, so anti airing with it is a little better because it covers more range**
• Fireball - Changed light/medium/hard version damage from 60 to 70. Chip damage is the same as SSFIV AE, at 15. Changed follow-up restrictions when a counter-hit is landed with the EX version so that follow-up is possible with any move: Damage increase to fireball does ten more damage, chip is unchanged and EX on counterhit can be followed up with shoryuken, tatsu (lk) and maybe normals and ultra 2 will combo into it (similar to a focus crumple state)
• Near Standing hard Kick - Equalized normal hit and counter-hit frame advantage:** Normally on counter hit you gain frame advantage of +2 but since close HK hits twice they made it the same frame advantage on recovery whether it hits or counterhits.**
• Hard Punch Shoryuken - Made this a 1-hit move. Set damage in 1st and 2nd active frames to 160, and in 3rd to 14th active frames to 60. Made from start to 4th frame totally invincible. Made mid-air follow-up impossible. Removed possibility for EX Focus Attack and super canceling.:** Means that HP Shoryuken is now a one hit move and not 2 hit like in AE, if you hit your opponent at the beginning of the move it will do 160, but if you hit them when Ryu is in mid air it will do 60 damage. Usually HP shoryuken was 3 frame invincible on startup but now it starts up 3 frame and invincible 4 frames meaning it will not trade if you use it as a late anti air move (as your opponent in about to hit you from a jump in)**
• Crouching Medium Kick - Hit detection extended from 3F to 5F: In AE it was 3 frame active meaning that it can be counterpoked easily and it will be hard to use for baits and meaty (hitting your opponent as they are getting up as soon as they can be hit) but now its 5 frames active means that it cannot be stuffed as easy as before.
Yay for faster SPS, I’m liking the changes to the normals and Hadoken, HP SRK maybe for ending combos when FADC is not available. Might need to tune a bit for lp srk for maximise dmg or MP Srk to be safe when executing the SRK> FADC> U1 combo. Otherwise I’d say that Ryu is now back in his game, need to be smarter than in Super though, CR.MK is good again but hurtbox changes has affected its dominance.
ex fireball on counterhit can be followed up with a sweep, it looks hilarious :0
this will definitely be good against people who like to focus a lot, and in the corner ex fireball on counterhit can be followed up with hp srk for the full damge (or ultra of course)
Also, I don’t think the fireball speeds have changed, but I keep hearing things from both sides, we need someone to run this side by side with a camera or something
EDIT: Solar Plexus definitely does seem faster, but I can’t tell if its my imagination or not
EDIT2: Tried ssf4 solar plexus, now I’m not so sure, I think its the same
Ye, SPS looks better now. c.MK to SPS it’s a better frametrap now.
Lots of misinformation and the placebo effect going on with the update.
Would be good if someone with both versions could nail down whats actually changed.
Im doing that the entire day, and what Im seeing is that theres NO CHANGES besides the ones in the changelog so far. These guys are just too much excited with the new game.
So I haven’t played this game seriously since 2012 edition was announced. Now that the update is here what should I expect from Ryu now that I’m coming back to the game. Are there new strategies to avoid, or some new stuff to explore?
I can’t mash out fierce super during a combo now
hee hee, just use Mp now
I noticed that you cant juggle with the hp.dp after lk.tatsu in the corner anymore. In fact, apart from after a counterhit ex fb it doesn’t juggle after anything. Not even ex tatsu in the corner!
Frank
Yeah Frank thats true, but it was always more beneficial to use Mp Dp anyways (except CH ex fireball),
since the second hit of mp dp and the second hit of hp dp both did 50 in AE, and mp dp recovered faster, so its not really a nerf
Why use MP shoryu on combo with FADC when LP shoryu does more dmg? iirc Daigo used LP shoryu also, before v2012.
Ryu 2012 really feel like Ryu AE just feeling wise but I like the buffs I have seen so far.
-The 1 hit hp Dp really feel good. Not only will it do more as an anti-air but Ryu wont miss his
last hit sometimes when he go for c.lp, c.lp , dp combo in certain situation. I use mp dp as an
Os in certain situation where I need the invincibility frames but I will probably simply replace it
with hp dp now. It does more dammage period in a combo.
-It nice to have 10 extra dammage on sps but I really dont think the move has faster start up.
-Fireball seem the same speed than AE execpt for extra 10 dammage on hit.
-Now we have to juggle with mp dp after a dp fadc or lk tatsu in corner but I think
most people were already using middle version anyway.
-The counter hit ex fireball juggle is very nice and Ryu has lot of time to hit confirm hit
in a Sweep or Dp.
-Air tatsu feel a little better
-The c.mk feel better and range has defenitely been improved since I can connect
something like Solar plexus, cmp, cmp, c.mk xx hk tatsu on Chun li as it was
made impossible in AE.
I have the feeling Ryu is somewhere around 5-10 % better now.
i main guile, but i play loads of characters on the side. i never thought i’d be in the ryu forum sticking up for him. i feel like even though ryu got buffed, taking away fadc on hp shoryu is a horrible nerf. right now it feels like a nerf that outweighs all buffs (maybe not in future). it’s gonna take so long for me to get used to it. bad move by capcom. they should’ve let it trade into ultra again or something.
Can’t juggle with hp DP after 2-hit j.mp any more.
Just use jab dp dude. Same shit. Jab dp can trade into ultra too
You know what you can do though that’s nice? One hit of j.mp into fierce dp. Moarrrrr dmg.
Anyone else really feeling counter hit ex fb in the corner? That shit feels pretty awesome!!!
I also do not notice any speed difference in the fireballs. Momochi (or whomever it was) was smoking something Air tatsu feels A MILLION times better
Those who were kinda competitive with Ryu in Vanilla, Super AND AE, are ready to be called tierwh*res in v2012 again? and without escape tatsu.