Shitty flame bait… Try harder…
Been playing around with the new fireball speed. Loving it really.
https://www.youtube.com/watch?v=KxICrw9MzzU
This one is pretty slick.
https://www.youtube.com/watch?v=bz3-8YJdTbY
^ Pretty cool, impractical/impossible (2 FADC and an EX tatsu haha) but still very cool.
I’ve been back and forth as a Ryu and a Poison, and I think Ryu’s fb speed makes a big difference, especially in matchups where the fireball game is important.
Hate to sound scrubby (if I do, fuck it I’m a scrub then) but I feel like this can potentially change some matchups, especially vs Guile, Sagat, etc.
I feel like I can use the fierce Hadoken to do real work in a fireball matchup, and by that I mean that since it now moves a bit quicker I can dominate portions of the screen where before it was a bit more difficult. I feel like the jab fireball’s use is a bit more gimmicky at the moment, just in the way that it’s paid off for me so far. I’ll throw Hadoken until they start to show a pattern of neutral jumping and then I’ll throw the jab Hadoken and, oftener than not they’ll fall on top of it. I don’t feel that that’s a viable long set strategy, but it works out once in a while. Interestingly, I can’t pin it down exactly, but I find the strong Hadoken to be a lot more useful; maybe because it feels distinguishable between the other two now? I’m not sure, but I’ve felt a stronger need for it’s use.
^ Pretty cool, impractical/impossible (2 FADC and an EX tatsu haha) but still very cool.
I’ve been back and forth as a Ryu and a Poison, and I think Ryu’s fb speed makes a big difference, especially in matchups where the fireball game is important.
Hate to sound scrubby (if I do, fuck it I’m a scrub then) but I feel like this can potentially change some matchups, especially vs Guile, Sagat, etc.
I haven’t tried them yet, but those look very practical to me. By the time you’re throwing the second fireball, you’re seeing if the first hit and can hit confirm the FADC for damage. Only problem I see is that vs. people you play often they will catch on to you throwing two fireballs in a row when they’re cornered. Get used to doing that against like chun, dudley, or even at that range honda, you’re gonna pay for it without some serious baiting skills.
I know zero about this jump/block os for fierce or jab hado. Nothing. Never heard of it. That said, I’m liking the hado changes. It seems to make fierce hado a much better poke. People can’t bulldog me so easily and as soon as they get worried about the hado poke range I can walk in to use my c.mk or throw. I used to just get people worried about c.mk range. Now I’ve got two ranges they have to think about. Am I gonna walk close so I can c.mk you? Or am I just gonna walk in to where everything you have whiffs and fierce hado? I dunno…Probably hado.
Cl.mk combos are cool. Sucks when they crouch though.
I feel like I can use the fierce Hadoken to do real work in a fireball matchup, and by that I mean that since it now moves a bit quicker I can dominate portions of the screen where before it was a bit more difficult. I feel like the jab fireball’s use is a bit more gimmicky at the moment, just in the way that it’s paid off for me so far. I’ll throw Hadoken until they start to show a pattern of neutral jumping and then I’ll throw the jab Hadoken and, oftener than not they’ll fall on top of it. I don’t feel that that’s a viable long set strategy, but it works out once in a while. Interestingly, I can’t pin it down exactly, but I find the strong Hadoken to be a lot more useful; maybe because it feels distinguishable between the other two now? I’m not sure, but I’ve felt a stronger need for it’s use.
What situations do you use strong hadoken for? I’ve never used that thing.
^^ sick combo video, didnt know that was possible
@SF09ers
Well, this is just my impression of it and the things that seem to be working for me. Since I feel that there’s now a more noticeable defined speed difference between the three normal strengths of Ryu’s Hadoken I like to use the varying strengths at more defined distances, as opposed to before I was less inclined to bother as the speed difference between all three of them was so much more marginalized that I didn’t feel it made nearly as much of a difference. So now, at full screen, Ryu’s fierce Hadoken will travel that distance faster while jab Hadoken travels considerably slower; I will often use these two in conjunction with one another as there’s such a noticeable difference between them they throw off the opponent considerably.
But if I’m standing at just outside of Ryu’s sweep range I’ll probably go with the fierce strength Hadoken only, as it forces the opponent to react to it faster than the other two (excepting Shakunetsu, obviously that’s useful at this range as well).
The space that I’ve been using strong is just inside of full screen distance (often against other projectile characters) where the speed of it is that Goldilocks “just right” to mediate the extremes of jab and fierce. I found it to cause a reaction similar to jab in the sense that it often provokes a hesitation in their neutral jump/focus/block tendencies, as it’s speed is unanticipated once the opponent becomes conditioned to jab and fierce.
At most other ranges I don’t bother with it (outside of errors, which I have in spades), as it doesn’t have much utility over fierce’s speed. I suppose you could probably get away with using it just outside of sweep, but given my goals at that range I probably wouldn’t. The varying timings of Hadokens at closer ranges are often more important than the strength used.
Bottom line is that I find strong Hadoken useful when I’ve been throwing enough Hadoken at my opponent to get them to attempt to circumvent the fireball war, and I use it’s marginalized speed to give the opponent pause when they’re expecting a much more extreme fierce/jab.
I will be testing the new speeds when I go back to locals this week. Online is just impossible to test actual speed/spacing and what not so I gave up. (I swear, with Ultra, the difference between online play and offline play seems so drastically different, but it could be that I’m just not used to playing with lag anymore. I dunno)
I think the setup for those combos is plausible in a real match. The problem really is the slow fireball. Which, most people will/should block.
I on the other hand am tired of you and will now notify a mod that you are trolling with theory fighter.
Hey man I gotta know did that mod get back to you?
The reason why you even want to do certain things is to force your opponent to play the way you want them to. So if I want my opponent to use a medium fireball as I close in on him because I don’t like the fast fireball, I’ll dance in that area and slightly closer to run the OS. Once I have the opponent using medium fireball like I want, I’ll press him. Stuff like this is how you see people read fireballs and ultra through them like in a ryu vs ryu match up. There’s lots of reasons why players do stuff, I don’t know why I’m being investigated so closely when all I said is that the slow fireball will get jumped more. Move on people, nothing else to see here.
No one “investigated” you, you’re acting like a crazy person. You didn’t just say “the slow fireball will get jumped more”, you declared this before the game even came out, then had a freak out where you accused OTHER people of “theory fighting” despite the fact that literally your whole argument was based on theory, and insulted anyone who disagreed with you, to the point of declaring that you were going to report someone who disagreed with you to the moderators, lol.
Nevermind that “there’s a long range where if you jump forward, DP’s will whiff if you choose not to stick out a limb” isn’t exactly rocket science, and is something everyone’s been dealing with since 2008. Thanks for the insight about not throwing fireballs from Literally The Worst Distance To Throw Fireballs, Regardless Of How Fast The Damn Jab Hadouken Is.
I know zero about this jump/block os for fierce or jab hado. Nothing. Never heard of it.
Spoiler
Record the dummy to walk into you at start, crouch medium kick at point blank, recover, then jump back. At this point, have the dummy do a bunch of fakes into a fast or slow fireball. Change it to playback than restart. At this point all you have to do is block than immediately jump forward. It took me less than 10 minutes to get the timing down. After 15 I could jump the slow fireball and focus through to fast one. If you program the dummy to shoryuken immediately after the fireball, all you have to do is not attack and all but the ex shoryuken miss. If you program the dummy to use normals you can stuff it with jumping fierce punch or jumping light punch. If you try make the dummy walk forward and dp you can hurricane behind it.
Now you know and knowing is half the battle.
Lol, but seriously, I’m sure you’re being a smart ass about this: [details=Spoiler]
Getting jumped in on at certain ranges is terrible and something the west coast taught us on the east coast. I’m passing on great fucking knowledge from the past and you’re acting like you know shit that you don’t know about.
[/details]
People have believed more with less proof, so at least you’re not a nazi. But yea, I was there playing in the scene in the past and you’ll have to deal the fact that I know stuff. Can’t deal and won’t learn, no skin off my back.
I like how you go on about this genius option-select you found, and then conclude somehow that it’s so good, that after 10 minutes that you can just focus through the fast one and jump the slow one, which means the option-select didn’t actually serve any purpose.
Found the ignore option, your done.
Played a bunch of Ryu the other night. New fireball seems great to me. The fierce one is a great long range poke. The slow one really makes for interesting pressure opportunities. Can put it out there and advance if they are trying to run away or after knockdown. It also catches a lot of those edge of the screen back dashes.
I need to try turning off taunt and throwing more fierce kara-fb. Feel like you can use the additional space better.
Been trying W ultra a lot too. I prefer it in a couple matchups but think Ultra 1 is still the best. Though, if you stun and can Red Focus > U2, they die. U2 is a lot more fun to play with I think, but U1 just seems to give much more reliable damage.
I dunno, sorry if this is redundant. Just my thoughts from the other night.
WTF does anyone know if Deejay’s ex upkicks hit lows now? I use to use cr.mk or cr.lk on deejays when they wake up and it would always make upkicks whiff for a free punish. Played a deejay the other day and he keep on doing ex upkicks and it beat my crouching moves was this a fluke due to lag or did the patch change this? Fucking asshole barely won and left my lobby so I could not get that runback. He knew I was gonna body him.
If EX upkicks = EX Jackknife then yes.
[details=Spoiler]Dee Jay
Far standing HP now knocks down on counter-hit on crouching opponents, as it does on standing or air counter-hit.
L Double Rolling Sobat is now invincible below the knee until the end of active frames; advantage on block reduced from -3F to -4F.
EX Jackknife Maximum first hit hitbox expanded downward, easier to connect on low-state opponents.
EX Machinegun Upper horizontal knock down distance on hit reduced.[/details]
If EX upkicks = EX Jackknife then yes.
[details=Spoiler]Dee Jay
Far standing HP now knocks down on counter-hit on crouching opponents, as it does on standing or air counter-hit.
L Double Rolling Sobat is now invincible below the knee until the end of active frames; advantage on block reduced from -3F to -4F.
EX Jackknife Maximum first hit hitbox expanded downward, easier to connect on low-state opponents.
EX Machinegun Upper horizontal knock down distance on hit reduced.[/details]
that sucks that buff is huge I want him to stay low tier forever fuck that nigga
Anyone figured out how to use close standing HK on frame traps?
Anyone figured out how to use close standing HK on frame traps?
Beats late tech. Great for after a crouch short. Safest after crouch jab. Use after a jump light attack. If you know your opponent techs during combos to stop throw resets, you can risk after any jab or strong to get very strong reset.
If you ever get beat using the roundhouse frame trap, go immediately to close standing fierce. <3
I get thrown all the time out of close standing HK, just can’t get the timing right Maybe the trick is to time it out of crouch jab as if I can actually link it. I’d use crouch strong but I always end up linking it cuz the difference in timing is so small.