I am new to shoryuken but am a regular poster on many Asian forums and that’s the system that we use. Personally I believe it is superior than typing qcf/hcf etc for describing execution movements, but if it is irritating here then I guess I’ll try avoid using it.
qcb,uf+K will spin myself to the top back corner, which won’t be of much help getting out of the corner.
Can someone explain how uf,hcb+k gets you out of a corner? I know tatsu is qcb+k but what does the extra stuff do? And super jump? I thought I read that viper is the only one with super jump in sfiv…I apologize if these are stupid questions but I’m new to SF so I haven’t learned all the mechanics yet.
which is simply jumping up forward and rolling the stick to the back position
uf is jumping up and forward and rolling to HCB+K does the hurricane kick
and she has the highest super jump but all char have it if you tap up then you tap d,u you jump higher faster
yeah i was thinking about that too
but i think that just jumping uf and doing the tatsu would be riskier
i know there is a way of super jumping forward and doing the tatsu… i have done it its just really hard. really fast way of getting out of the corner
In Super Turbo, if you jump forward and immediately whip out a hurricane kick, Ryu or Ken will shoot off like a rocket and perform a fast air hurricane that follows the path of a low jump, with their legs flailing the whole way. If you delay the hurricane input a little bit, they will shoot off on a huge up+forward angle that hurls them across the screen, ergo getting you out of a tight spot and essentially swapping sides. When they reach the top of the arc, their legs stop flailing and they fall to the ground.
Its still vulnerable however, as its a hurricane kick (which is quite straight forward to interrupt/punish) but if it catches your opponent off guard, its a great escape mechanism and if you’re lucky, you may also score a hit in doing so. I use this method often to get myself out of a tight spot and buy me some screen real estate. Its also a good tactic to use as a means to swap sides if you suspect your opponent is weak on a particular side
Try various jumps with Ryu/Ken/Akuma and various executions of the hurricane kick to get a feel for the variety you can get out of it. If you also jump straight up and immediately perform a hurricane kick, they will rocket straight up and almost clear the top of the screen in ST for example. There’s a few applications and situations for the variety of hurricane kicks and I tend to use them quite often. I personally think many Ryu, Ken and Akuma players underestimate how versatile the air hurricane actually is.
I haven’t had a lot of time to properly work out the hurricane in IV, though I’ve noticed some (very) welcomed changes to Ryu’s, whereby he’s gained more invulnerability and in some instances the ability to sail over fireballs.
Can you EX an air hurricane in IV? I haven’t even tried. That’d be interesting. And messy.
You can. And you will stay airborne for the duration of the kick before dropping.
One think I wanna ask. How do you guys do ultra when you trade shoryuken? Do you already input the motion while trading? I never get it out quick enough
Thanks for the info guys. So wouldn’t the best option be df/d,uf,hcb+tatsu? ie. super jump into tatsu. For those that have messed around with tatsu in IV, does it have that many variations as mentioned for st? I’m assuming the hcb (instead of just qcb) is just to make it flow easier.
Key to punching Sagat’s face in in my book of tricks is to never forget his size. He’s a large character, and therefore has a larger hitbox area than many. He’s particularly vulnerable during Tiger shots and well timed jump kicks can beat his uppercut provided you don’t go crazy and try to stomp a deep one.
Also because of his size, be mindful of his reach. Sagat is a threat at most distances due to his standing normals combined with his fast moving tiger knee and shots. If you’re not careful its not uncommon to catch a stray normal fist or foot to the face only to get pushed back and kept at bay with another barrage of tiger shots.
Fireball traps are achieved by learning the various speeds of fireballs and getting a handle on zoning/distancing opponents. Also key is learning how to place a fireball on a downed opponent that forces them to block when they get back on their feet, though SFIV makes this tricky due to the option to delay or speed up recovery times after being knocked down which can cause some otherwise well placed fireballs to sail on past. This I feel will be very interesting in Street Fighter IV. No longer will opponents have to conform to the expected patterns of fireballs being dumped on them after knock downs.
Learning fireball execution and buffering for your ‘next’ fireball also helps to master. So once your first ball has just impacted an opponent, your follow-up is already leaving Ryu’s hands. This is particularly clear in ST. If you’re well adept to placing fireballs, its not uncommon to have your follow-up fireball sailing across the screen at a great rate of knots while the opponent is still reeling from the first one, forcing them to block. Ergo, trapping them. Throw super fireballs and EX fireballs into this mix and you have a solid pressure game, but only if you can maintain an annoying variation and minimise an opponent’s exit options.
It depends entirely on how IV works - i.e. if a super jump impacts the arc and motion of an air hurricane. I haven’t played enough IV yet to properly say and to be honest I thought only Crimson Viper had a super jump.
I don’t recall super jump being available on the test version I’ve played here in Sydney o_O
Does it juggle or score multiple hits? And by this logic it would then imply that a super/ultra could catch opponents provided you hit the ground before they do, or perhaps if it was executed in the corner.
Day by day the intricacies of IV really heighten my anticipation for this game
I’m really liking the growing distinction between Ryu, Ken and Akuma in this game too. They’re no longer clones with slight variations, but are fast becoming genuinely unique characters in their own right.
Yep, that’s what I’m referring to. I think the III series offered a delayed recovery, but ST didn’t. I’m an ST player. IV will be the first SF game I’ve given a toss about since ST, so this is new to me
I m not asking him to do math for me…
May be you haden t understoud but somehow he had acces to a copy.
At least there will be no math mistake.
plus in the diferent combo I posted there is only one difficult part, linking CR.mp Cr.FP
all the other part are quiet easy. You can ask CFAY he saw me using this kind of combo( may be more than what I should :-/)
so just doing CR.mp insteadd of Cr.mp, CR.Hp make the combo quiet easy to execute and avoid some distance problem that will make the cr.fp wiff
I m ok wih you that using 4 or 3 metters with ryu is a lot , but sometime it s very usefull
1 : combo will kill your oponment( in this case there is no hesitation for me)
2 : combo will give you life advantage( here it depend of other parameter but some match up( akuma, dhalsim, ryu, Sagat) or even if you play against turtler taking life advantage can really help you winning the round
stuning with this kind of combo due to damage scalling is not so impotant but if you can stun just after the combo with a throw or a cross up, here damage will be really really good.
you don t need this to win with yu and doing a fadc combo doesn t make you an ofensive player, you can completly turtle and take advantge of one mistake or one SA counter / lvl 2.
and don t give me the : “against good player” excuse. I think I m dealing with some serious dude to.Once the first hit touch the other part is just execution.
The only think to consider is Metter against reward and here I m quiet confident that using all this metter automatically is really a mistake.
from the pungko video many of is fadc are stupid. exemple in the corner(3 rd video) he does Crlp, cr lk , cr FP , hado, FAdc, cr lk, CR lp, Throw.
so he use 2 ex meter to what? doing guaranted cr l cr lk and guessing throw?
I m quiet confident that a combo like Crlp, cr lk , cr FP , ex tatsu ex fireball, will have make more damage, and be guaranted.
For my anyone who’s interested, I detailed out some combos…they all have the same link…I chose c.mp mainly because it’s an easy way to link the hp, and I needed to have a set in stone “beginner” to combos…I could have chosen “c.lk, c.lp, c.hp” also, however decided to go with this one as it show more beefy damage and such.
It’s quite apparent the meter used doesn’t really effect damage much…even when using a double SADC combo, only 10% more damage is done. The only thing that changed some what significantly is the stun gauge. If your into stun, using the meter for combos is definitely up your alley.
If you are ironical and really find easy to link cr.mk cr.hp , ok so the combo are easy for you.If you are not just avoid the CR.FP.
If you just make fun because I ask cfay, Then you are making a point…asking for someone to confirm that this combo are not just theorical but can be used in match was really stupid coming from me…
Was it?
you are making a point. I was just starting with CR.FP to have an idea of damage.
Let s start with a CR.MK. it ok for?
some tip for you . you can have a free CR.FP after a tick(cr.lp) on guard and delaying the CR.HP. it will break Low tech. Especially usefull against dictator spaming Low tech LK to break every thing and comboing into cissor kick.
I add that thehado is FADC in reaction. It means if the first part is on guard I don t use any ex. I only confirm after I see tha it touched
I already said, starting with CR.FP was just to have a comparable starting point.
so as you now when SACD combo have to be used, please can you share?
when it have to be used?
Are you saying that your not agreeing with the part saying that using meter to kill is a bad idea?
and are you saying that damage betwen let s say :
In this case, as I say before I think it s really depend of the situation. But I agree that combo 2 and 3 must be nearly the same damage and that in many case you should keep your meter.
If you read me you will understand that it s what I m asking, if it s worth FADC and using metter.