Ok, does any know the frame data for Ryu’s cr.:hk: CADC on block? The guide says -4 but I remember Seth Killian saying at WNF or cross assault that it was plus on block.
edit: Testing it various times, it seems negative. Damnit seth.
Ok, does any know the frame data for Ryu’s cr.:hk: CADC on block? The guide says -4 but I remember Seth Killian saying at WNF or cross assault that it was plus on block.
edit: Testing it various times, it seems negative. Damnit seth.
And now you’ve learned a valuable lesson: Seth is full of shit.
to be fair the guide has some small mistakes. this could have been one also.
Do you guys have any tips on how to ínclude (non-)crossup tatsu into my game? I really feel like I’m using it completely wrong.
Wow. Just started using Ryu last night to replace Sagat on my team and my god is he ridiculous in this game. Some stuff I found that I haven’t seen people talking about -
Storing a counterhit makes his AA game absolutely horrifying because…
…cr.HP is already one of the best AA normals in the game, but if you have a counter hit stored when your opponent jumps at you, you can cr.HP them out of the air and link an HP DP for 235 damage. It’s a 2 attack combo so it’s all unscaled. Since the CH is stored, your opp doesn’t even need to be hitting a button for this to work! If they DO hit a button, this will work even if the CH isn’t stored, as you’ll score one naturally. This works on people jumping from cross up range.
HP DP is dumb with a stored CH. It does 200 damage! DP’s are funny in this game because if you beat an opponents move clean after you have left the ground with one, you get a CH, but it’s just a bonus on the greatly reduced “air hit” damage. So you could score a CH with Ryu’s MP DP but it would only get 87 damage. Also, if you wait until the opp is close enough to the ground to get full DP damage, the DP will either trade, or in some cases, win and get full damage, but WONT get the bonus CH damage. Storing a CH works around that entirely, allowing you to get a full 200 damage off a traded HP DP. And if you think THAT’s a good trade, guess what Ryu can do again…
…yup, you can land a free super art after a trade DP. So, putting it all together. If you have a stored CH and 2 bar, your opponent is losing half their life, 501 damage to be exact. Again, unscaled because it’s two attacks only. The traded HP DP hits for it’s full 200 and the SA does the rest. Again, you don’t NEED the stored CH for it to work, but it gets you that extra chunk of damage.
And in one awesome bit that is unrelated to storing a CH, forward jumping MP is just evil. It comes out very fast, has a great hit box, is very active and it puts the opp in a juggle state even if it wasn’t on CH. Air to air MP leads to big easy damage. Here are the follow ups:
0 bar - HP DP, 227 damage
1 bar - cr.HPxxEX DP, 317 damage
2 bar - cr.hpxxShinkuu Hadouken, 406 damage
Oh and in case it isn’t super common knowledge yet, MP DP is what you want to use for anti air or reversal, since it’s the only non EX version of DP that remains invulnerable up to and during it’s first couple of active frames. Use HP DP for those big damage trade setups since it’s invul frames end before it becomes active.
That’s all. Just a few observations from my first night in the lab. It’s good to see Ryu in such strong shape this time out.
Kazuya
I’m not alone when I say that either. Many players have that team including myself. Similar links and similar inputs.
It’s good as a surprise approach from full screen (if your opponent has awful reactions). Or, an offensive approach to Dhalsim players who are trained to B+HK or B+MP anti air you.
is there a reason, other than execution, as to why I can’t connect anything after an ex donkey kick once ryu gets tagged in??
I’m using megaman to start off the combo into launcher. Once the opponent is launched in doing c. mp, c. hp, ex donkey kick and then trying to jump in the air and do either j. mk or j. jk, land, c. mk, tatsu/srk/hadoken/shinkuu hadoken.
Everything after that donkey whiffs.
i have that problem too, i’m really not sure what it is
You ran out of juggle points. I’m not at home so I can’t test it but try just c.hp xx ex donkey and that should work into a j.hp but then I think you would run out of juggle points again so you wouldn’t be able to follow it up anyway. If the above does work I would just do j.hp into c.hp/mp/mk into hado or tatsu because DP definitely won’t have the juggle points.
so according to a new japanese tier list, ryu is S tier along with ken and raven. i can see why. but i wonder how long he will stay there once everyone learns how to fight against him.
Thanks. I appreciate it. I’ll try it once I get home.
Where is Daigo? I was hoping to see some videos of him post release by now.
so a friend of mine keeps telling me to play footsies vs rolento and force him into making mistakes. honestly though i have no idea how. his shit outranges or simply stuffs my pokes, inc cr.mk.
any insights/advice on this matchup?
argh. I can’t find any juggle combos that work. At least not any that involve donkey kick.
…really? In corner, cr.hp xx lk tatsu, cr.hp xx hk donkey kick, cr.hp xx tatsu/hadoken.
Off midscreen EX Jodan, most consistent/easy combo is j.hk, cr.mk xx hk tatsu.
yes, really.
and to clarify i meant after ryu is brought in from (megaman) j. mk, land, lp, lp, lk, mk, hp, launch. i keep running out of juggle points so anything after an ex donkey kick doesn’t connect.
the combo ends after:
(megaman) j. mk, land, lp, lp, lk, mk, hp, launch, (ryu comes in) c. mp, c. hp, ex donkey kick.
i was trying to do ex donkey kick, j. mk, land, c. mk, tatsu/shinkuu hadoken but yeah.
Yeah midscreen I think the best combo after a tag is just cr.hp xx srk midscreen. EX donkey kick steals all your juggle points. In the corner you can still do cr.hp xx hk jodan, cr.hp xx tatsu/fireball.
Try finding a tag cancel instead. Launchers give you less juggle points, but a tag cancel resets them.
really? no one?