we had a crossing post ^^
Thanks for the constructive damage combo info.
Tht elp to know if it s worth or not using FADC.
we had a crossing post ^^
Thanks for the constructive damage combo info.
Tht elp to know if it s worth or not using FADC.
cr.MP, cr.HP does link. It’s not even that hard, I actually think it’s easier than the cr.LP, cr.HP link, because you perform the link a bit later. Just practice it a bit in the Arcade, I guarantee that after a few matches it will be BnB to you.
And it’s more than possible to land that link on even a good player. If you’re in close and are playing the tick throw mixup game, then a meaty cr.MP to stuff a throw tech attempt is more than possible.
Now of course Meter management is key at high level. But as Ranix says, against Dhalsim, Blanka, Vega (Dictator) who are bad match-ups for Ryu, when you get that one chance, I want to make the opponent pay. And that’s where IMO some of these Hado FADC combos come into play.
And of course as CFAY says, it’s nice to know exactly what your character can and cannot do.
so mickey d, where are these combo’s you taking credit for innovating? i havent seen anything new with ryu since august.
How do you cancel a shoryuken without it going fully so you can doing your super/ultra like Daigo does? Is it different from FADC?
Yeah dude, for sure! Add me to your buddies list on the PSN - my handle is ‘Gamogo.’
I’m smashing SSF2THDR to bits at the moment. If IV plays as good as HDR online, Capcom will have a massive success on their hands.
Rainx, I was being sarcastic in my post about the c.mp, c.hp link. After reading my post over, I realize that I was being fairly rude about the topic at hand…I would like to say sorry about that, as I realize that the insult was in poor taste. Stupidly, I took one of your posts that was “against me” way to far, and for some reason attacked you which was quite stupid of me…I’m sorry for bringing drama to the thread and for attacking you.
To answer your question, you saw that we had the cross post…All in all, I realized that the SADC combos are very strong when achieving STUN numbers. Damage however…People need to understand that on open situations Ryu can do damage from anywhere between (290 damage - 520 damage) depending on how much meter has. At the same time, when talking about STUN in an open situation, it varies MUCH more then his damage. Instead, his stun can range anywhere between (450 stun - 860 stun) depending on how much meter is used.
Now the difference between the two is that stun has a 40% more possibility where damage has a 23% percent more possibility. I personally like to go for both, however value damage a bit more then stun…However as I’ve matured as a player, I realize that BOTH are important. It’s important to know how much stun you’ve done on your opponent (knowing if he’ll stun quickly or not) and knowing when to pressure and WHY you should pressure.
The largest SADC combo I’ve ever done: SA lvl 3, c.hp, hado, sadc, c.hp, hado, sadc, c.mk, hk hurricane. Which does 810 stun. I’m not sure if I can do a c.hp in replacement for the c.mk, however if that happens the stun becomes 860.
The PRACTICAL SADC combo that I did in the past was: SA lvl 2, c.hp, hado, sadc, c.hp, hk hurricane kick. This combo it self does 690 stun. I stopped using the combo mainly because my play style changed drastically to learn a defensive style, as I was a much more aggressive player earlier when the game was out.
What I’ve realized is that 2 stocks of Ryu’s meter is very precious. It isn’t to be thrown away when doing silly combos like…ex tatsu, land, ex fireball (in corner)…or combos that end with ex tatsu, I’ve learned that the difference in damage and stun are very slim when doing a regular hurricane kick. Because Ryu’s meter is so valuable, it’s important not to get ahead of the idea of “I can do a fancy combo that will lead into a lot of stun.” because in reality, you have to take into consideration what stun REALLY does for you. If you stun at the end of your combo, the stun damage for your next combo is weak…at the same time, it’s important to know all of your options and know what you can do when the time calls for it.
Ok, No problem ^^
It sure that it s important to keep Stun damage in mind. It can really make you win a round especially if you manage to stun with a throw or a single it( avoiding damage scale.)
Larger SADC combo I have done :
SA lvl 3 F.FP,st.Mp , hado fadc cr.mp,cr.FP hado fadc , CR.fp tatsu/ shoryu.
I don t know how mush stun my best combo was doing but I can t remember stuning in 1 combo .
after the second fadc, you can t cr.mp ,cr.fp again, the cr.fp will wiff.
I add that as you are very fare from you oponment after the last cr.FP the shoryu do shitty damage, that why I think tatsu might be better in term of damage( looks like the shory do damage as if you hit a jumping oponment)
and in term of combo it s sure that I don t see anything new with ryu.
Off topic.
I find 2 thing nice:
if you counter a FA with F.fp, the second hit is considered as a counter. then you have extra avantage frame. so you can combo CR.mp or CR.Fp into Shoryu for some good damage.
It s not possible to link cr.Fp after the CR.mp as the second it of F.FP in counter will push far your opponment.
same with F.mp, but this time I just combo shoryu.
always good to know
ranix, get off the computer. you playing tonight?
Working working in front of the computer that why I can answer^^
But I might go to play some after. may be just 1h as i have many work to do.
you remenber the arcade next to pasiopard where we played last time( you played against the sagat player) there game is 50 yen now on hd screen.
there is some comp but only 4 set( means 2 versus).
I wil surelly go to sport land on thursday.
saturday we stayed there till 2 o clock in the morning…they were issei playing ryu( issei is one of the best 3rd strike yun in japan, doing very well in tougeki and many tournament)
very interesting ryu , strong guessing game make me eat some Shoryu FADC ultra from nowhere ^^
some master and grand master were there too.
good stuff. is it island or something? i’m gonna check out that 50 yen tonight. hit me up in you in the area. people around here dont even want to play me anymore lol.
ahahah yes that it, seven island something like this. not sure of the name.
come here i m sure here is any play that will wait for you ^^
I might go ther for a couple of hour from 8 to 10. hope to see you .
I use standard shoryu to counter in the ground game ( shoryu FaDC ultra)
I use db,d,db,df shortcut as AA against some wake up cross up( zanghief , ken)
and to avoid double contact i use d, df,d shortcut as AA( especially against zanghief)
What are all the shorcuts? I thought its was just DF,DF DF, D, DF and DF,D,DB,D,DF,D,DB
actually i would like to know the shortcut for DP/SRk…
i seemt o fail alot of my AA these days due to slwo DP/SRk…
The most useful “shortcut” (although these have been around in previous games) is to do a SRK by going from DB - DF - DB - DF + P. That’s useful because your character stays crouching, making your hitbox smaller than if you were standing.
That gives you a little bit more time before your SRK executes and makes it more likely you will beat or trade with an opponent’s jump in.
^ Shouldn’t the best be DF, D, DF then? Quicker and still crouching. I could see that back and forth one being useful for crossups to ensure that you hit the right direction. So your hit box as your rising is the size of the crouching instead of the standing even though ryu’s animation is the same? And when you said it gives more time before execution…so the hitbox of the punch is lower too?
oh haha… so i do know it… i’ve been doing that but never though it was the quick way. hmmm.
cheers.
WTB good players -.-
Well remember that holding down-back means you are crouch blocking. SO doing the SRK from down-back is favourable because often you are going to be working your opponent from cr.MK range. from this range you can crouch-block, poke with cr.MK and still get an anti SRK from crouching in.
At the end of the day do what works best for you, and your playstyle. Personally I use this method, but it’s not the be-all and end-all.
Ah, I see, that seems really useful now that you mention it. So you basically just crouch block and throw out df+mk every once in a while to poke then when your ready you follow that up with df+hp and get an srk. Thanks for that, I’ll be sure to mess around with that.
Can you do f,d,df (srk) d,f, punch (super) like in 3s?
Or do you have to do the full super motion?