I got in for a good while, and I decided to compile this info for you guys. Left number is damage, I have a comma inbetween the damage of each special move strength. When I have a slash inbetween the number after it is the stun value. Unfortunately I forgot to check throws and I can’t remember damage/stun from denjin mode since I hardly used it before I finally lost connection. Funny thing is that it was my own connection and not the Capcom servers.
cr. LK 20/70
st. LK 40/70
cr. LP 30/70
st. LP 40/70
cr. MP 60/100
st. MP 60/100
cr. MK 50/100
st. MK 70/100
cr. HP 80/200
st. HP 100/200
cr. HK 90/200
st. HK 110/200
j. LK/LP 40/70
j. MK/MP 80,70/100
j. HK/HP 90/150
DP’s 100,120, 150/150
Tatsu’s 100,120,130/200
fireballs 60/100
Damage scaling seems to be 100, 90, 80, 70 and so on. As you guys probably already know, Ryu is a beast in the corner. If you have at least on bar on you, you can turn a hit confirm from light attacks into nearly 300 damage. If you got 2 bars and land a jump in then you’re looking at 400+. So far I’ve been abusing jump ins because most players I’ve played against can’t anti air. And most people are also tech’ing, meaning they’re standing. So I’ve been using cr. LK, st. LP, cr. MP, HK tatsu(or MK tatsu if they’re crouching) as a hit confirm for decent damage.
The wake up game feels like rock, paper scissors instead of rock, paper, scissors, shotgun, RPG, air strike, nuclear bomb. With less options overall it really simplifies how to pressure or defend because you only have a few options now instead of half a dozen. As you can guess, online is chock full of Ryu’s. Can’t blame them since I’m one of them. I’m probably something like 15-3 in the mirror so far lol. Anyways I really like it so far and I can’t wait to play more.
Found a kara throw that I cannot execute on pad, lol. St mk ~ throw works and you can tick with it after a jab or short that’s blocked or on hit.
I cannot play this game on pad to save my life.
My most optimal combo when people are crouching on a successful jump in is
Jump HP/HK > B HK > st MP > st HP > st HK
1111111111111111111111> Sweep
1111111111111111111111xx dp xx super
After a cr LK > st LP > st MP > Sweep, a meaty LP fireball catches normal wake up or back roll
Other than that, I can only get in for like 5 mins at a time. Played my first match and the guy was laggy and I can’t dp on pad, lol.
I think I might have found a cool set up. After doing cr. LK, st. LP, st. MP, sweep your forward jump MK will cross up or not depending on when you press the button. But if you do a foward jump LK then it never crosses up. I haven’t tried this on a opponent yet and have only used it against Dummy Chun so far. So it’s possible they can wake up block to not make this work like how I described it. But if it works and your opponent does a regular quick get up(and not the back roll) then this could be a nice little mix up to use on whoever it works against.
Adding a variation to Strider’s crush counter combo. This is corner only: Crush counter RH > f.HP > c.HP > v-trigger > c.MP > EX tatsu > EX dp or if you have full meter just sub in his Denjin CA instead of the two EX enders.
I have a couple questions if you guys would be kind enough to test:
Does his s.rh hit crouchers at all? I saw footage of it completely whiffing on a crouching chun, which makes this crush counter horrible since people mash jab all day.
Does medium tatsu hit crouchers
Does cr.lp, cr.lk, cr.lp xx hk tatsu works (chain cancel)? I’m looking for punishes vs stand techs that don’t involve neutral jumping.
MK and HK tatsu won’t combo from light attacks. Only LK tatsu will. And chances are you may not be able to do that chain unless you’re point blank. I noticed that Ryu’s cr. LK has more push back than either his crouch or stand jab. So you can just chain 3 jabs into LK tatsu if they’re standing up or HP SRK if they crouch(although I only tested this against standing Chun). Funny thing is that it looks like SRK is hitting during the later frames. In SF4 that would result in lesser damage. In SFV you’re still getting full damage. I didn’t check to see how much it did against a jump in though when you do it really early and you’re already off the ground when you hit them.
Counter hits also add damage to attacks. I saw in the Daigo vs Kayo video where Daigo anti aired Kaya with counter her s.HK and that one hit took off a shit ton of health and caused soft knockdown.
About 1:40 seconds into the video. Looks like he had time to continue comboing during the juggle.
Man, for some reason that st.MP looks like it has 2-3 more pixels of range than it actually has. Daigo whiffed a lot of them against HumanBomb when it really looked like they’d hit.
Supers are a lot more common, V-Triggers universally raise damage one way or another, and pacing, I think. Also, the traditional throw mix-up seems a lot stronger, so “normal” characters like Ryu or Chun who rely on traditional SF offense are stronger, which means they just have more opportunities to do damage.
There’s also little things, like Ryu’s DP anti-airing a little more consistently (no 2nd hit MP DP), new combo options, and the input buffer making those combo options really accessible.