Super Optic Blast and Mighty Tornado: The Ultimate Ryu Thread?

Hmm i was thinking about this the other day. I think he should have a ground bounce on both of his airthrows or make them leave you in the counter hit headbutt state(haggar) where everything otg’s. Make the 3 hits of his Tatsu assist always connect like akuma’s. As for Denjin mode i’d shave off a few frames of recovery and startup, I’m not 100% sure but i think its something ridiculous like 15+7 when you have other install supers being 4-5 frames total with most being 0 after flash. Take away the life draining and obviously make it last longer. The changes to denjin would be a buff to his overhead and long range confirms. For normals i’d leave them alone except maybe make his j.:l: 5 frames so he can instant overhead more characters. I honestly believe these are completely fair buffs in comparison to the rest of the cast.

For fun i would like an air denjin mode activation like firebrand so you’d be able to convert from the top of the screen with something that isn’t straight super. Maybe the ability have an otg shinku in denjin too

Edit: I checked the frame data and its 18+7 …wow That makes me sad with Morri’s astral vision being 10+6

I’d do a LOT of changes:

  • Shoryuken with aerial recovery (as it is now, its kinda useless. You can’t convert it into a combo. Why would someone have a move that is high risk/ low reward anyways?)
  • Two more hadoukens: upward and downward (otg). They can use the animation of his Shinkuu =)
  • Air recovery after his M and H airborne Tatsu (and making him fall faster, just like in TvC would be AWESOME)
  • ->+M (overhead) causes groundbounce on airborne opponents (just like Akuma’s)
  • Less startup on donkey kick
  • Less startup and recovery on all of his hadoukens
  • Baku hadouken dash canceable
  • Hadou Shoryuken is able to successfully connect into Shinkuu Hadouken
  • Airborne L tatsu stays active for a way longer time
  • His cr.M should have a bigger hitbox than Wesker’s cr.M. I dont know why Wesker’s is bigger =S. Bugs me.
  • More hitbox on his S (Maybe like Akuma’s =D)
  • Less damage scaling on his moves.

*Denjin mode:

  • Less startup
  • More active time
  • Shin Tatsu hits OTG
  • Shin Tatsu nulls projectile
  • More vertical Hitbox on Shin Tatsu
  • Shin Shoryuken deals 100k more damage
  • Take away the health consuming thing
  • Shin Hadouken have way more hitbox (its REALLY BAD as it is); hits all the way to the top

Yeah i’d love for him to fall faster after M and H Tatsu.
I Can’t belive i didn’t add that to his overhead
The problem with making his cr.M farther is they’ll have to buff his st.H (make it hit all crouching characters) or cr.H to reach

You have to be reasonable this means if they don’t pushblock they have to stay in there. added with some assist it might be too strong
Hadou Shoryu being cancelable is cheap too, 14 frames of invul into safe super each time

I’d appreciate more range on his st.H too =)
Sometimes it’s not enough to combo after a cr.M =/

I’d like all hadoukens to be faster because I think Ryu should work a little like he does on the SF games. Throwing fireballs and if the opponent gets close, Shoryuken. I’d want him to be able to throw 3 Hadoukens before the first one hits the opponent. Two is not enough.
Something like Morrigan, you know… After all, he was the first character in a FG to have a fireball. I think he deserves better than that =)

Ren hadouken is really slow and baku Hadouken is barely usable outside of combos.

As for Hadou Shoryuken, you can mostly make it safe with one meter. It’s just for the fact that you can do something after that.

His style is totally straight forward. Barely no crossups besides TK Tatsu (not to mention this isn’t hard to react and block), so he needs something to catchu up with the cast. So far, he is too standard with no real strong points.

I’d add one more sugestion I forgot:

  • Less damage scaling on his moves!!

Shin shoryuken should deff do more damage. In the grand scheme of things its just not very useful at all. And the whole gimick of the move of being low damage but being able to combo after it is just not useful for the game generally. And since it does so little damage the whole level 3s always do full damage is wasted on it to. Make it do more 100 more wouldnt be a bad idea… I wouldnt mind having a diff version of it to in denjin mode. Say in that mode you cant combo after it but its CVS1 or MVC2ish where its just like the most powerful super in the game sorta vibe. So saying that it would cost 4 bars wouldnt be to bad. Kinda fan boyish idea on that last one but yea this move should do more damage.

-fireballs… Again im kinda a nerd honestly so I think they should change his fireballs animation. The game is in 3D why give such a lazy effect? Make it like old games where its big and you can see his hands in it ever so often. Besides visually fix big explosion fireball. Maybe say something if you do the motion twice, right before he shoots it out he stops, and then you have like one stored? So the next time you press the motion you shoot a fireball at regular activation frames but its the big explosion fireball? I dunno… The whole idea of the move is lame and lazy I think so… I wouldnt mind them just trying to add red fireball or elec fireball in somehow. Comes out a little slower but always knocks down or something? Or does 2 hits not one? Or since it has a bit longer start up maybe it has a very large block stun? Probably bigger disparity between speeds of fireballs would be nice too. So yea his fireballs should be bigger like mvc games but with a bigger difference in fast or slow ones.

-Super fireball in denjin mode obviously needs to be fixed. Its worse then it is regularlly. Gotta make that one controlable or something as well.

-over head you should give you a slight advantage so you can link lights off it into a combo…

-Maybe make his medium hurricane kick like old school hurricane kick in mvc games? Just to give a diff vibe. Flys high, and will give him a diff arc in when he does it in the air. So basically like akumas maybe?

-Denjin mode shouldnt take away life. Id also say make it a diff motion. Probably wouldnt hurt to last a second longer but the move is what it is… Taking away life is deff dum though. Unless you want to give it start up invcinablity or some kinda bs to blow through attacks.

-hit box on super hurricane kick in denjin mode should be bigger. Its generous for what it is, but at the same time it does not hit where it looks liek it is hitting all the time.

To be honest I havnt played the game in probably a year so what do i know lol

These days I’ve been thinking about switching Ryu for someone else.
I still haven’t made up my mind, so he’s still with the team.

But I’ve realized he has nothing that makes him shine.
When people play me, they are basically afraid of Shoryukens and Hadou-Shoryukens, because both assists will cover him and make my attempts safe. But that’s it.

His zoning is mediocre, his rushdown is bad;
Hadouken is the very first projectile in a fighting game. It should get more respect, like making it undestructable like Arthur’s Axes or Hawkeye’s Lightining’s Arrows. It upsets me that a beam can vanish 2 Hadoukens on the screen at the same time.
They need to improve his zoning game. That’s what he’s always been about: Zoning them out, and when people get close -> Shoryuken!

I’d really apreciate less recovery on his Hadoukens and I would really enjoy if he could throw them upward and downward.
Maybe making Baku Hadouken unblockable? Maybe that would make him really stupid and overpowered. But whatever, Viper has the same, but with a way shorter range.

Capcom has given him so many moves, but in the end, the buffs that really helped him out were the dash cancel and the overhead cancel. Okay Hadou-Shoryuken is godlike, but I don’t see anyone else besides me using it.

I’m kinda disapointed that I’ve come to the point that I’m really willing to switch my favorite character because he’s holding my team back.

Didn’t realize there was a new discussion on this.

Stuff I’d like (Heck, if they add a fraction of this, this makes Ryu much more viable):

Health:

  • Health increase by 50k.

Normals:

  • Crouch H already has fixed Hard Knockdown, so make it so on hit, everyone will be forced in hard knockdown regardless of Armor properties ^^;

Baku Hadoken:

  • Improved Startup/Recovery
  • Improved Damage
  • Easier to convert to a combo meterless.
  • Change properties to 1/2 Medium Durability points (Takes a while to charge. Can’t even beat a Triple Arrow, and triple arrow has faster startup, better durability, and better damage output).
  • Lower Hitstun Deterioration

Shoryuken:

  • Let him be able to recover in the air for using such a risky move. Compare this to Jill, which has a much easier time with it.
    Or
    -Increase damage so it better matches the risk needed to use it (Also compare to characters that have a DP and can special cancel without using a meter).

Modified Donkey Kick Properties.

  • Possibly change the damage output on all versions of the kick (L, M, H).
  • Modify the damage to better reflect the Histun deterioration added to this. Add like 15k for M, and 25k for H.
    or
  • Reduce Startup/Recovery on the M/H versions.

Ren Hadoken

  • Increase Hitstun for easier time to convert to a Denjin Mode combo. Or at least have the last fireball have increased hitstun.
  • Slightly faster startup since this is the ‘weak’ version of it. Generally to help deal with projectile durability battles.

Hadoken

  • Increased Hitstun for easier way to convert to Denjin Mode combos.
  • Change air properties so that it’s easier to do TK Hadoken + ground Hadoken w/o too severe of a recovery.
  • Slightly higher durability, 1-2 points higher.
  • Increased Hitstun on Counter Hit.
  • Slightly increase Blockstun.

Tatsu

  • Increased Hitstun on all versions of Tatsu.
  • Larger Hitbox to compensate for no projectile destroying properties (in comparison to Akumas)
  • Better priority
  • Air M/H versions should allow you do perform actions in the air again upon recovery. Kinda frustrating to spend meter to ‘possibly’ regain his defense options -_-.

Throw:

  • Allow Ryu to somehow convert a throw into a combo without burning Meter (i.e., on back throw in the corner he recovers fast enough to hit them)
    or
  • Change properties so the throw has less damage/histun scaling if he converts it to a combo (with assist help).

Hado Shoryuken:

  • Bigger window to cancel into Hyper.
  • Change property of projectile(s) into Medium.

Shinku Hadoken:

  • Pretty reasonable as is.
  • Make it easier to do the double Shinku Hadoken combos in the corner ^^;

Shinku Tatsu:

  • Slight Increase in damage output so that if possible, better reward for doing this Hyper instead of Shinku Hadoken.
  • Allow hard knockdown state to last longer, so it’s easier to follow up with a Shinku Hadoken.

Shin Shoyruken:

  • Higher Damage output.
  • Possibly reduce/reset Hitstun and/or damage scaling for using it (to allow for extended combos, since you just blew 3 meters just to use this)

Denjin Mode (Hado Kakusei):

  • Possible invul on startup?
  • Remove Health Loss
  • Possibly change to all health recovery (even Yellow Health!)
  • Damage Scaling Cap increased by 5% for better damage Denjin Combos (and to make more rewarding to Denjin Mode)
  • Slight increase in overall hitstun for attacks.
  • Invul on Startup?
  • Better Startup/recovery for activating it (since converting a combo/anything to Denjin mode is more difficult than it should be)
  • Extended time in Denjin Mode, probably about 60-90 additional frames.
  • Able to be used in the air (So Ryu has a decent way to convert combos off air-to-air hits)
  • Heck, you can even increase the health loss if the other parts I suggested are kept.

(Another suggestion just for fun, but why not?)

  • Increase Health Loss while in Denjin Mode, but in trade all of his attacks has 1 Point of Super Armor, and select special moves have 2 points.

Shin Hadoken:

  • Bigger Hitboxes (the tail end of the Super should have one too, that part that appears after the blast…)
  • Better Damage Output (but still not better than Shin Tatsu)
  • Better Priority vs. other Projectile/Beam type Hypers (As this requires 2 meters to use, it should be better able to overpower 1 meter Hypers)
  • Have it aimable (for Otg and/or defensive purposes)
  • Last slightly longer than Shinku Hadoken (for slightly more favorable THCs + hits/damage)

Shin Tatsu

  • Slightly Higher Vertical Hitbox, slightly wider Horizontal Hitbox.
  • OTGs.
  • Forced Wallbounce on last hit (only 1 forced wallbouce per combo to prevent abuse)
  • Nullfies/Ignores Projectiles (To compensate for the meter spent)
  • Hurtbox reduced.
  • Better/worse Startup/Recovery to compensate for changes.
  • Safer on block.

Shin Shoryuken (Denjin Mode)

  • Denjin mode meter should slow down/pause while animation goes through.
  • Increased Damage while in Denjin Mode.
  • Look flashier while Denjin mode is active.
  • Much safer recovery on whiff.
  • Slightly larger hitbox.
    or
  • Unblockable. (Spent a meter for Denjin, lose health while Denjin is active, so why not make this lvl 3/4 be better?)

Assist Properties

  • Tatsu:
    Same as previously mentioned. Maybe add increased hitstun while as an assist?

  • Tatsu (Denjin):
    Add fixed hitstun + additional property (for spending a meter to get it). I’ve noticed that some combos don’t work while using the assist in Denjin mode, it would be nice to modify the properties so that normal combos work with it again (or new combos can be created)

  • Hadoken
    Increased Hitstun.
    Slightly higher durability as an assist.
    Increased Hitstun on Counter Hit.

  • Hadoken (Denjin)
    Increased hitstun (possibly slightly higher than the other one)
    Higher durability to compensate for spending a meter.

  • Shoryuken
    Increase priority.

  • Shoyruken (Denjin)
    Increase priority + add additional property (like invulnerable for X frames on the way up/down) to compensate for spending the meter on Denjin.
    Increase damage.

Might as well dream big. If Capcom is reading this, Ryu needs all the extra help he can get to keep up with Vergils/Weskers/Morrigans/Dooms/etc.

Basic Summary:

  • Ryu needs better/improved options to deal with several playstyles. While he does hit hard, other characters can kill or have some nasty set up. Even with assists, he has a hard time breaking 900k with his limited options.
  • He generally has poor options vs aerial characters, and against those with a ridiculous zoning game, he has close to nothing to fight it and stand a chance. Examples: Strange vs. Ryu(eye of Agamotto keeps him out, Shinku Hadoken is useless vs. counter will die to chip damage), Astral Vision Morrigan vs. Ryu.
  • Granted, it would be nice to see a new move too, but overall, i think he’ll be better fleshed out to fight most of the cast if many of these (or the other suggested) changes happen.

Either way, I’d love to see an update to the game =D

You forgot about the upward and downward hadoukens! ;D
They could use the animation for the aimed Shinkuu Hadouken anyways =)

Shoryuken:

  • Let him be able to recover in the air for using such a risky move.

Also I can think in something like a Hadou Strike (like the Mighty Strike M Air version) that maybe he could use after the Shoryuken (if connects) or just Recover if it miss

Hey, folks. I’m competing in Final Round this weekend, and just checked out the pool that I’m in. It looks like I have EG Floe and GU Pain in my pool, so wish me luck. I will try and keep up with RayRay in the Ryu user department. lol

I think one of the things that annoys me the most about a character is when they have entire moves that are basically useless. Like Arthur’s b+H (only somewhat recently have people found that it allows for some very specific combo things in XF3+Gold Armor) and stuff. I think if Ryu’s stream and/or exploding hadouken got big buffs, that’d help a lot. Denjin mode, too. It’d be cool if you could aim exploding hadouken like a shinkuu, and if it started up a teensy bit faster (a few frames? Like, 2-4), plus at least 7 or 8 low priority durability points, instead of just 5. 10 would be nice, but not mandatory. I wonder if it’d be cool if the stream hadoukens, at the point where they currently disappear, would keep going across the screen, just much slower? Or maybe only the last one or two of them. Plus a slight increase in hitstun. I also kind of like how they made hadou-shoryu reward you for a hit by giving you so much frame advantage that you can get a free raw tag before they recover (too bad you somehow can’t link a shinkuu afterwards, but…), and I kinda wish the other shoryukens had something more like that. Maybe if H shoryuken sent people a much further horizontal distance when it hits (like CapCom assist in MvC2), so they don’t just recover right near your face again? And a better recovery on hit (but not on block) so it actually matters. That’d be a nice buff to shoryu that doesn’t just turn it into a spammable version of Jill’s somersault (which is what some suggestions for it sound like (also that’d probably be pretty broken))- it would remain a truly defense-oriented tool.
edit: I do also strongly agree with some suggestions for buffing Ryu’s denjin mode. Definitely remove the health drain and make it longer, and change the input to reverse dp so that way he can wavedash (I know, he can plink dash, but as a pad player I will admit a bit of bias in wanting that particular buff). I have no clue why they wouldn’t let shin hadouken be aimed, and honestly, shin shoryuken should do at least, like, 410k damage during denjin mode (and maybe send out a little hadou-shoryu projectile if it whiffs).

Hello fellow Ryu fans. Personally I’m fine with Ryu as he is now. I can here wondering a few things.

First is about my team: I run Hsien Ko ( a), Ryu ( y), and Wesker ( b). I run this because HK can get meter very well and once I get her gold form I can get in with Ryu very well. Wesker is of course for the staple OTG for throws and combo extending. I was wonder what you guys think of this.

Next is I can replace HK if I need to but only for an assist that could help me combo after I hit a dp s. I use it a lot to stuff out armoured moves and as a GTFO move but I can’t really follow up after it. Is there an assist that can do this?

Thank you very much.

Perhaps you can time it so that you call an assist at the same time as you do hado-shoryuken. Something arching that causes a combo state, like Nemesis’ Launcher Slam assist; that has a good hitbox and leaves them in a bounce state. Time it so that ideally, as many of these will happen:

  1. The hado-shoryu hits the opponent, then the assist leaves them in a state where you can combo afterwards.
  2. If the opponent tries to hit the assist, the hado-shoryu will hit them and keep you both safe.
  3. If the hado-shoryu whiffs, the assist will keep Ryu safe.

Test it out and tell us what you find.

Actually I have done this already. Nemesis’s launcher slam let you combo after Shoryuken M. For Hado SRK only Jill arrow kick and RR pendulum leave you enough to recover and combo. The assist had to be wall bounce because the upward projectile still sends them up.

I’m using RR for this reason. I want to find a character to maximize Ryu’s Denjin Mode or maybe allow me enough time to use it twice in one combo.

Awesome. :slight_smile:

By the way, there’s something I’d like some better understanding with. I’m trying to practice wakeup-Shoryuken with him when I get knocked down, but it keeps getting stuffed out. I’ve had it work before against stuff like Dormammu’s Stalking Flare, so I know it can work, but against things like jab pressure, it doesn’t seem to get the job done. Is it just a matter of improving my timing? Given how important it is to alleviate pressure in this game, I feel like this is a tool that is highly slept on - does anyone have any advice for me here?

I regards to this its best to wake up SRK H since its quick with the most invincibility frames. Generally though I just go back into neutral state and block until I can safely SRK. But for you it about buffering the motion and using the H version or M works well.

I was wondering if anyone thinks there is a tool for Ryu that is underused that can be amazing like Hado SRK. I want to really show the power of this man.

I think a nice buff to Ryu would be the ability to throw fireballs in multiple directions (only in Denjin mode) like Akuma. 1 Forward Fire ball and 2 directional fire balls. Preferably air light being forward and medium being angled as well as heavy. Some kind of air ground bounce more like Chun Li and maybe a better use for baku hadouken. It’s basically a incoming " They have to block this" move, or an akward wall bounce move paired with a OTG assist.

With news of a patch coming up again, I was thinking about some possible Ryu changes, and although before I’ve been against the idea of being able to combo off of SRK because I don’t want Ryu to just steal one of Jill’s moves, except being 3 frames and not requiring you to enter an awkward stance, but I actually think since SRK L kind of sucks other than as part of some combos, it might be safe to let Ryu combo off of it in some fashion in a really limited way. Like, maybe only after a counter hit, and maybe hitstun would start pretty highly decayed right off the bat. I think that’d be pretty fair and give a buff to a fairly useless move.
I wish I could come up with an idea for a QCB+S move that could be a “hadou-tatsu” but I don’t want it to just be like Akuma’s tatsu or Chun-Li’s EX SBK. I really like how Marvel has so many totally different and unique characters and I hate changes that just make one character more like another. Has anyone ever had a good idea for that that’s fair, interesting, and unique?

In my opinion, Ryu has only two spots where he can shine:

  • Combo after Shoryuken
  • Be able to throw way more hadoukens, like Morrigan, but no mirror effect, of course.

I’d like suggestions from you guys. Im going to record a video with sugested buffs/ nerfs to the characters I play and Ryu is one of them.

If Ryu does get an OTG, it should be this move from SSF4 AE…

It could be QCB+S that causes a groundbounce allowing Ryu to combo after all of his ground and air throws. It looks more stylish and practical instead of them using existing fireball animations.