This is actually great news. HP srk has a larger horizontal range which means ryu has more control over the screen. One problem i have is that my opponent will jump over my fireball and land outside of of mp.srk range. really annoying.
Yes, I understand that. But I also went on to illustrate that if you are going to attempt a 1 frame link then Solar Plexus Strike, cr. HP x DP is the superior combo, and will be even better compared to cr. mp, st. hp x DP in v2012.
You also only asked why the combo was not seen more often. Forgive me if I did not articulate my point well enough.
Its more harder than going from 2 frame link to 1 frame link because you have no room for error.
when I do c.mp, c.hp xx srk , If I check my input when I do c.hp sometimes its downforward, other time it down or
it could be forward.
I dont think the technical difficulty warrent that extra 10 point of dammage. If somebody can do it
100% of the time than why not. It appear to be the most difficult link in the game for Ryu. I dont even remember
Daigo doing it.
For me personnally its seem a big technical step to master this link 100% of the time
and be able to FADC and Ultra 1 too when I can do c.mp, c.hp xx srk Fadc , Ultra 1
close to 99% of the time in practice.
A better HP DP to control space, along with Ryu’s buttons and a buffed fireball make me very happy. My Ryu is heavily reliant on buttons and controlling space so these buffs play right into my hands.
mp dp is 4 frames invincibility. Never will be 5 frames. It’s not logic. No one with 3frames startup reversal has 5 frames inv. 6 or 4 or 2. not 3 not 5 not 7.
About cr.mp st.HP hp.dp
I think st.HP has more range. And it’s deal more damage. Thats plus.
But cr.mp xx st.HP is harder that cr.mp xx cr.HK because u need to stand. And it’s harder do dp if you stand.
Question is one do you want to complicate your game only for +10damage. Tops Ryu said no. I never saw how they use it.
just noticed a change regarding the Dudley matchup in 2012 edition. He know has a 3 frame jet upper, down from 4 frames. I’m not sure what invincibility is like on HP jet upper but it might mean we cant safe jump him :(.
I’m pretty sure MP srk has 5 frames of invincibility, it was increased from 4 to 5 when moving from super to AE. Hence we dont trade MP dp as much as we did in super.
There are definitely times when you will want to use cr.hp over st.hp. cr.hp has more range in practice. cr.lp xx cr.lp, st.hp will give you his hook punch in some situations, but cr.hp will always hit. Also, st.hp xx fireball pushes the opponent further back than cr.hp (about 1 small block in training mode), so sometimes cr.hp xx fireball allows for longer FADC combos.
But really, it’s cr.mp, st.hp xx DP is not that complicated to do. Like with most things, you just have to get used to it. In the original SFII, st.hp into DP was easier than cr.hp into DP. It just seems harder in SFIV because of the input motion leniency. If you have a guaranteed punish where SPS won’t work, I don’t see any reason not to go for cr.mp, st.hp.
No invincibility. If he doesn’t have EX you can safe jump him and meaty cr.lk OS sweep him on wakeup.
Surely tho, if he now has a 3 frame AA with no invincibility, this will lead to a trade if you try to safe jump him? wouldnt this make the safe jump no longer safe as the trade could lead to an Ultra/juggle.
I am happy for the Fireball buffs. He should always be the fireball master.
Also the Hp DP is great. This is w/o a doubt a buff. Everyone used mp dp for AA anyway and Lp dp for fadc in Ultra.
This gives hp dp a reason to exist now. Plus late dp is pretty easy to do on reaction. 160 dmg… very nice.
There’s no invinciblity so he will get hit out of the startup of the move. Generally, you can’t safe jump most 3f DPs because they are invincible during startup. If there’s no startup invincibility, they will get hit and the move won’t have a chance to reach it’s active frames because safe jumps hit meaty.
Aaah, I see what you mean. The question is, does the safe jump hit them during their startup frames or their 1st active frame (frame 3). I cant think of any other 3 frame AA which has no invincibility. Anyways, this is a ryu forum so I guess we should leave the Dudley talk to the matchup thread. Thx.
It basically hits them on the first frame of startup (or wakeup, if they don’t perform a move). Don’t worry, unless they give him some invincibility, this change won’t affect how you treat Dudley on wake up.
Thx. It will be interesting to see how the changes will pan out in real gameplay. I just hope Capcom dont keep on changing things every 6 months because its a ball ache relearning matchups and combos. They need the game to mature and right now there not giving us the time to exploit everything. They just seem to keep on milking us with patches. Will the 2012 edition cost us anything or will it be free?
Mp dp was 4 frames, now it’s 5. In super I use to always trade now I can only remember trading maybe 3 times. It’s pretty obvious when you play that ae mp dp>super mp dp, you don’t even need anyone to tell you it’s better, just by playing you can see there’s a huge difference.
Your words is not proof. Give me the link where said about this change. You just start did it right.
Ok i will go right now and check it. After f+hp advantage is 0 frames. then i mashout mp.shoryuken and fei flame kick 5f inv.
If dps will trade then it’s 5f if fei wins then shoryuken is 4 frames.
Yes it’s 5 frames inv. test with f+hp help because last frames is special cancellable. I use ken mp tatsu to put in 0 frame position on hit and using turbo mash on first frame kens and ryus mp.dp.
ken has 6 frames inv and ken won on 6th frame. => Ryu mp.dp is 5 frame inv.
All right. Thats cool.
If you want i can show the proof in video frame by frame.
It has actually been said before on the dev blogs and it is extremely obvious when playing. I don’t know if your method of checking is even accurate especially since both of those moves have different start up