Howcome he never used EX fireballs? I sometimes throw an EX fireball and it’ll knock sim down and thats when I try to rush in. Is it better to just save for super? This has got to be Ryu’s most frustrating match up.
Hyuuga on the GODSGARDEN online thread pointed this out:
“Daigo’s skills and knowledge surpasses his character. On his 6th victory he did something never expected, a normal combo ending with shoryuken, got mochi dizzy on the corner, then FA crumple, SPS, c.MP, c.lp + EX tatsu (on purpose to glitch it and reset damage scaling) then a full damage ultra.”
He’s referring to 44:58. You can see Dhalsim get stunned by cr.lk cr.lk cr.lp dp (4 hits so far), then daigo does focus, SPS, cr.mp, cr.lp ex tatsu (hit counter pops up and says combo ends at 10 hits), then daigo finishes with ultra (hit counter pops up and says 11 hits). Someone want to explain where the reset happened and if dhalsim even had any means to avoid it?
I reviewed this section on my phone, so I can’t say for sure. But from what I saw, and the description of the combo counters, it look like the tatsu glitch worked so that that it hit dhalsim once, then the 2nd hit whiffed, then the 3rd through 5th caught him. As the 2nd hit hits behind, I can only assume that mochi failed to block at all midcombo. If he was holding the stick left, he should have been able to block the rest of the ex tatsu.
There’s a slim chance that it was a cross-up, but that really doesn’t seem to be the case here.
I dont understarnd how you can pull out a difficult Solar plexus, c.lp, c.mk, Ex hadoken, Fadc, Ultra link but on the other hand you cant simply anti air.
Also this combo is a waste EX meter, only good for “visual” purposes on combo vids. c.MK to EX hado FADC ultra is only useful when you are 100% sure the c.MK will hit as a punish (for example I use it when I see Fei recovering from Rekka, some fools use unsafe Rekka to get close against Ryu) and you are not at enough range to shoryu FADC. SPS to c.HP (even plinked) is harder to perform than SPS to c.lp to c.MK imho, but I’d rather use a raw SPS shoryu FADC. You know, risk vs reward, damage scaling, etc…
Btw execution, reaction on hit confirms/AA and zoning skills are not on the same league.
For me its the contrary I find SPS to c.hp pretty easy since I have a very easy double p-link with c.hp plink with c.mp and c.lp. It was defeanetely harder in Vanilla.
Same goes for the c.hk p-link. Somehow for me c.lp to c.mk is giving me much more trouble because I use finger and thumb to p-link that one.
I am still looking for ways to improve that one.
Guess there could be a couple reasons for that. The two hits of the command normal happen a while after you press the button. So you can’t really use any kind of rhythm for a link. And since you can just dp out of it so much easier and quicker cause of the last few frames being special cancellable…it must confuse your timing even more.
Because links with a longer pause in between have less of a rhythm to it. The longer the pause the more arbitrary the timing starts to feel and the larger the margin of error becomes. At least this is how it is for me.
Fortunately in SSF4 they change the Solar Plexus animation a little bit and it give you a good hint where you should hit C.hp.
In Vanilla the timing was conter-intuitive.
kinda helps that the abel was basically a tool. he did absolutely nothing right and didnt even punish where he could. Not gonna judge the Ryu cause its not really possible to against such utter trash.
Played 10 games with a really good Ryu player the other day and he never once missed the solar plexus c.hp link. I checked the replay and he wasn’t plinking or double tapping. WTF.