Vega General Thread: The Masked Narcissist Enters The Tournament

So whats the advantage like on ryus back+hk? Also did anyone bother to try how much of ryus fireball you can charge up in V trigger before it wont combo off a hard? Maybe you can charge it up just enough to get better advatnage or combo after it, that its a well… true combo.

Just tried this against Cammy and j.lk and mk are always a crossup no matter how I time it (it will wiff if pressed to early).

I’d try this against other characters, but I’m scared I’ma get kicked to the title screen. I’ll have to try it when the beta is more stable.

edit: Just got a fake crossup on Cammy to happen with this setup. If you walk back for like 1 frame after the sweep and do j.lk, the game will say crossup, but you will land in front (even in mid screen).

It’s pretty hard to time. Only got it to work 3 times in 10ish minutes.

just a basic combo go to video for those of you who haven’t had a chance to play yet. You have a starting point when you get into the lab.

There’s so much stuff I didn’t get to record unfortunately.

One thing I noticed with Ryu’s st.mk is it moves you forward slightly, but only if you follow it up with another normal right after it recovers (even specials work, too).

Just something I thought was weird.

Same goes for sweep.
Moves you forward exactly 1 square on training stage floor if it connects.
Didn’t test on block, got kicked.

Unblockable denjin setups:

after sweep if they don’t tech (unlikely)
after tatsu CA in corner, activate and charge
with v trigger on if you hit an air tatsu on the way down you get enough time to charge

Thanks for all info here i got some unblockable denjin setups felt i was in heaven. Meaty F+Mp combos in the corner. F+hk on counter hit against airborne opponents leaves them in juggle state. L tastu don’t know why but on counter hit also leaves them in a juggle state. Can’t find a use St.Hp on counter hit.

Alright, so I finally got like 20 matches in. Ryu is amazing.

St. lk xx ex tatsu is really strong in footsies and can punish a lot of things.

Sweep is really really punishable on block, no more random sweeps unless you wanna eat one right back

DP on wake up gets blown up a lot

CC st RH is wonky because it just misses crouchers and makes it less useful all around

Ryu can confirm off of shorts/jabs with meter usage or going straight into dp- if you need three to confirm, gotta use meter unless they’re standing, but if you use two, you can dp and use no meter

St mk is amazing

Parrying slow fireballs that are being followed by the opponent are scary because they can wait just a sec and bait the second parry and fuck you up

far fierce is pretty good at dealing with neutral jumps if you can’t dp in time

Alpha counters work well and stop dumb SF4 strings like jab jab low forward fireball
Get that outta here, hold this AC

Gonna upload a few matches

1080p/60fps goodness.

Probably because you’re not using any c.lp, c.lp hit confirms. The damage I’ve seen is similar to Ryu’s punish combos in 4. 400+ damage with meter and a jump in? Ryu can do that in 4 easy.

It’s not full juggle on lk tatsu is it? I tried a normal and it whiffed. Same with dps. You can hit shinku or EX dp afterwards in the corner, though. Just like 4.

Yeah his s.mp hitconfirm definetly added a lot of oomph to his punches.

I think what’s really skewed damage towards SFV is the fact that critical arts always do full damage, whereas in IV the damage is scaled twice and you almost never have a full ultra bar. Plus stun being scary. It’s like everyone is dudley in this game.

Also there are much less defensive options, so it’s easier to find damage.

Besides that damage is the same, except for throws.

This.

Also I don’t know about anyone else but I’m hype for Ryu. I think the system is awesome for him, how the v trigger, alpha counter, and crush counters make his game better and more interesting. And his parrys are perfect. They suck against normals, which they should, but let you punish almost any special move. No more scissor kick pressure! I don’t know if I’ll main him but he’ll be my first character I learn for sure.

I got about 15 games with him in at EVO and just had a blast.

PS I second the opinion on not using parrys against jump ins either, if they change the timing even slightly you’ll eat a huge combo.

Lk tastu was on counter hit its a free juggle you can juggle with anything example with a normal you can reset the opponent still wondering how its useful doesn’t even hit crouchers.

it’s because the recovery ends before the animation does, so you can cancel the animation into another attack. it’s like a kara cancel, but for the recovery instead of the startup.

Ryu’s best kara throw (that I found so far) is his back HK ~ throw. Range is really solid, matches SF4 fierce ~ throw range. Not quite the RH ~ throw range from 4 though.

I guess that confirms Chun Li isn’t the only character with a kara throw. Meaning whatever was supposed about Capcom trying to remove them wasn’t true.

People are figuring that the removal of crouch techs may allow for crouch normals to be used as karas also. Might be worth testing.

True i haven’t actually seen capcom mentioning they want to remove karas. Cammy has 4 buttons she can do kara in sf5 as well from the cammy thread. I heard birdie might have one but not sure. Anyway good to know ryu has one thanks for the info Hero of tim3.

I tried everything, he has 3 kara throws, but B RH was the most distance covered out of the three.

NP buddy

Watching a VOD of Infiltration’s stream - I never knew you could cancel from Standing Short into Hadoken, Tatsumaki, Shoryuken, and Shinku Hadoken. Could you do the same with Ryu in SF4?