The second hit of the HP DP and MP DP is 50 in Super/AE so using MP to juggle will make no difference in AE2012.
got in before me, that’s no issue at all
and if your FADC’ a dp to do another, your wasting meter in my opinion…unless you can kill em to end the match. of course we have all done it through execution error from time to time
MP DP is better anyway because it recovers quicker.
I like what capcom are doing with the dp’s. Each one has its own pros/cons and its up to you to make sure you choose the right one for that particlar situation. They are making ryu more complicated to use, which is a good thing.
LP DP: for meterless dp trade into U1, knocking people out of the air early, etc.
MP DP: clean AA with option to FADC or 2 hit dp to counter a focus absorb + ability to juggle with 2nd hit after tatsu
HP DP: clean AA with no option to FADC. Single hit means less damage scaling + extra damage on top.
Really nice and usefull buff.
Just a little more with a buff on cr.mk and it would be the perfect ryu !
plus lp.dp for combo into fadc u1
so c.short c.jab F.DP fadc doesnt not work in the AE 2012? but what about short jab ex srk fadc?
so we just need to relearn to use lp/mp.dp in a c.short c.jab dp fadc ultra?
1 more question can we lp.dp into u2 like you can into u1? but not full animation?
cheers!
p.s also remember this has just gone into beta so its still subject to change.
( i want my c.mk back thanks capcom )
I know, the 4f I was talking about was the invencible frames. startup frames does not cause trades, the amount of invincible frames that may cause it. I just dont wanted to write “4f of invulnerability in the startup” every time, I tought it was clear that i was talking about the invulnerability and not the move’s startup.
i think these buffs are actually REALLY good. most players are gonna be landing 2-3 hado’s in a round, so thats an extra ~25 damage, and if you land even ONE anti-air HP dp, thats an extra 30 damage that round, so yeah, ryu is getting a free 50 damage output buff per round.
not to mention, as a punish, ryu’s solar plexus to HP dp now does extra damage too. i think ryu might make upper mid, or lower top tier with these buffs. I just hope daigo goes to akuma and not ryu. I’d rather fight 1000x bad akuma’s than 1000x bad ryu’s.
er - just realized illitirit and i were thinking the same thing. but yeah, this is alllll good news for ryu.
Question. Isn’t the mp srk invincible for 5 frames?
The scaling of a move dont change if it have more or less hits, a 2hit dp suffers the same scalling as a 1 hit dp. Its very well known by now.
If I understood correctly, it will never deal 160 damage in a trade because it only does 160 damage in the 3rd and 4th frames of the move, wich are invincible frames. The next active frames does only 60 damage and thats what you will get if theres a trade.
It is in AE and the devs havent posted any changes on it.
edit: actually, I think I read somewhere they changed it to 5f in from the SSF to the AE, but Im not 100% sure.
If you could cite something, I’d be interested. Frame data on the wiki says that it is 4f invincibility, which is what HP Shoryuken will be in v2012, and I looked back at the regular AE changes and didn’t see anything about it. (Edit: I was wrong it does have 5f of invincibility.)
Probably because cr. mp, st. hp x DP yields 280 damage/ 460 stun, while cr. mp, cr. hp x DP is 270 damage/ 460 stun and is a 2f link, and less awkward. It’s a pretty large risk for 10 damage, and most people would rather go for the Solar Plexus Strike, cr. HP x DP for 300 damage/460 stun if they want to do a 1 frame link, and you gain more meter with SPS.
(All of these totals are for AE not 2012)
While most people (Except me, since I choke when it comes to combos under pressure) have abandoned Solar Plexus Strike X DP, in v2012 I was wondering whether the combo Solar Plexus Strike, st. mk x DP will become more popular. As it will yield 30 more damage than the cr. mp, cr. fp x DP combo (at the loss of 100 stun) and still be a 2 frame link. It does not force stand, if you wanted to sub DP for Tatsu, but whenever I use these combos it’s in a punish/crumple scenario, so they should be standing.
MP DP is 5f invincible,I remember seeing it on Eventhubs.Honestly,there is a chance there will be even more changes before this actually releases.
Its hard to tell if your looking at the SSF4 or SSF4 AE wiki becuase both of them have the 4 additional characters from AE in them (I dunno why?).
Here is the link for SSF4 Ryu, showing a 4f invincible mp srk http://wiki.shoryuken.com/Super_Street_Fighter_IV/Ryu
Here is the link for SSF4 AE Ryu, showing a 5f invincible mp srk http://wiki.shoryuken.com/Super_Street_Fighter_IV_AE/Ryu
So is the damage worth losing that 1 extra frame of invincibility?
Heh, now I feel stupid, thanks for the heads up.
Well, in Super I noticed mp DP trading a lot more than it currently does, so I would imagine you could use HP against some characters, but against those with really good jump ins you would probably go with MP. Still a buff for punishing combos anyway.
I was actually debating whether or not I’d use the HP Shoryuken as anti-air anyway in v2012 as I’m so bad at timing late DPs that I didn’t want to lose all of the damage because I didn’t hit in the first two frames.
In all honesty I’d probably need to play around with it in person before I could make a decision one way or the other, here is to hoping using it is viable, as getting an extra 30 damage off of a successful anti air seems pretty cool.
I dont trust those wikies that much, mainly the AE one because theres almost no official information.
Anyway you must have looked the SSF4 wiki, not the AE one. Here is a link for it :
I only saw your post now. About the extra damage or 1 extra fame of invincibility, it depends on you and your’s opponent char. Against people with “regular” air moves, I can hit them with a 4f shoryuken perfectly, never had problems with that in the SSF. Against chars whose aereal moves are weird the 4f dp may be a problem. Chun Li can to use a HK really high in the air or to hit a HP or a medium at the usual height, thats hard to deal when you have a 4f move and not a 5f. Theres a lot of chars with such characteristics, plus the ones that can to change theirs trajectory and/or the landing speed during the jump. Against the majority of the cast the HP will be the way to go, against the ones who can hit higher or lower in the jump, probably MP dp. Against the ones who can change theirs trajectories during the jump DPs are shit, 4 or 5 frames of invincibility wont really matter.
If you can link cr.mp into sweep, then you can link into st.hp. It’s not that hard.