Kiryu should use more ex shoulder to chip in range crouching people when they have very low health. it works like a charm no one can react to this move.
Agreed. He should do a lot of things. Like super when it will win the round.
Some footage for an Endless Battle I hosted for Cross Counter, there’s some footage of me and another guy playing Guy in it. The one who recorded it is still uploading footage, so he might have got the footage of when K1 was in there, but I’m not positive.
[media=youtube]fZXp1lU5zNA[/media]
[media=youtube]V7tSWQj5q5o[/media]
I never noticed, but I love me some c.rh.
Agreed he could of won this easily with some chip damage, even a EX run slide is hard to react to.
EX run/slide and normal Run/slide do the same amount of damage and one doesnt start faster than the other, i think its preferable to save the stock so you can run/slide fadc backwards to be safe. you get the chip and are still completely safe.
I never tested this out, but is this true? I’ve always been under the impression that EX Run > Slide does more damage than the normal version.
not so ninja [e]dit:
Run > Slide (90) does less damage than EX Run > Slide (120) does.
ex shoulder ftw.
^^ agreed, EX shoulder ftw
In the training room I thought I saw it does more damage, but either way it would of been enough.
But you get the armor from the EX run so even if they can react fast enough it limits what they’re able to react with to avoid the damage.
i just watched the rest of the kiryu matches from the link i posted toward the top of the page. toward the end of the video… he fights a ryu… and actually goes for the ff chain throw, cr. jab reset… like 3 or 4 times in that match alone. that kind of surprised me… i’ve never seen kiryu go for it before. good to see kiryu using some of guy’s gimmicks.
I don’t think it does more damage, but I’m certain it has much more active frames so it can be used to hit your opponent later. You might even be able to bait a DP if it’s late enough, but I haven’t tested this…
Streak edited his post a few posts up, and yeah EX Run >> Slide does more damage than Run >> Slide. For some reason though, I can’t stop an EX Run anywhere NEAR as fast as I can stop a normal run. Is anyone else having this problem? The reason I bring this up is b/c during Run >> Stop pressure on a balrog recently, he jabbed the balls out of me (shocking huh -_-) and I thought I’d get slick and mp xx hp xx EX Run >> Stop and back throw him into the corner. Couldn’t stop the EX Run like I can the normal run though…wtf.
Guys wish me luck for tomorrow. I’m gonna post vids of the tourney matches maybe on sunday or monday.
peace
From my playing experience and not testing, I never could stop the EX Run as fast as I could with regular Run. If you look at the frame data on the SRK wiki (which should still be taken with a grain of salt), you’ll notice that the follow up options of Run have some of their data changed. The start up for Slide is now 10+9 (instead of 4+9), and the start up for Flip Kick is now 10+23 (instead of 4+22). So, I guess it makes sense that you can’t stop EX Run as fast as you could with regular Run, since the other follow up options are slower.
In the end, though, why would you want to use EX Run during Run > Stop pressure anyway? I guess you can try to absorb some hits with EX Run if the Balrog player is mashing buttons, but if he’s pressing cr.LP, you’re still eating a combo even if you stop the run.
LOL, I didn’t think about startup frames for EX Run >> Slide or EX Run >> Stop, so it looks like Rog kills even EX Run pressure w/jab mash, I just thought since EX Run absorbs two hits that I’d be able to sneak in EX Run >> Slide to beat Rog’s jab mash. From there I could safe jump and continue pressure, making him think twice about jab mash. Looks like you killed my theory fighting though.
I understand why people end combos with the slide. I honestly prefer to do mk tatsu because it gets them towards the corner quicker. But why do people do cr.lp cr.lk st.mp?
I’m guessing to frame trap? Also, that ex flip focus cancel thign a few pages back. Awesome. I gotta learnt that.
Ending in tatsu isn’t good because your opponent can quick rise and stand their ground quicker giving them the chance to run away,counter you,be more defensive or come to rush you down.
With run slide you get untechable knockdown for a safe jump setup(on most of the cast at least) to add the pressure and also build meter.Plus with run slide you can fadc it if you miss the combo,tatsu will just leave you in a world of hurt.
I hate to ‘dickride’ japanese players all the time but just watch Kiryu,he will show you the power of run slide>everything else.
When near corner, ending your combo with tatsu is actually much better. Good damage, and you get a free 50/50 ambigious crossup. Kiryu ends combos in run -> slide waaay too much, he does it even in corner, sacrificing much damage.