I feel like cr MK xx fireball from max range should be interruptible. But if you do it deeper, like Daigo does, you’ll be fine.
I managed to parry one Bison reflect. The timing is awkward, and yes you get a bit of V meter for it, however if the Bison knows you can parry it, they’ll just eat the fireball and get V meter without you ever getting any.
Aside from fireballs being non true block strings from max distance pokes, I think his fireball game has changed in a way. In V, it seems like they want you to play a more John Choice style and fireballs ARE your footsies. Because they still recover fast enough to DP a late jump. But since they’re making the cancel game weaker, it just seems like that’s the direction we’re headed in.
Having a dive kick in SFIV and SFV are 2 different things. Being shellshocked from dive kicks in SFIV is understandable, but I think we’ll need to see frame datas and properties of dive kicks before we go really worrying about them like we did in IV.
For instance having a dive kick in Killer Instinct means almost nothing as they purposely made them all negative on block. Meaning they are only really useful if they hit or if instinct cancelled on block. Shadow Jago might have a chance to be the first character with a neutrally strong dive kick, but that remains to be seen.
From what I hear, Cammy’s dive kick doesn’t cross up. At least not in the traditional sense. You have to use an EX or V Trigger dive kick to pierce through the opponent. Which means the dive kick never crosses up until after you block it and she then “teleports” behind you. Making it so you don’t have to worry about a dive kick that crosses up and yields frame advantage simultaneously. Now the opponent can be at least guaranteed to initially block the dive kick before worrying about any crosses.
I haven’t seen anything that suggests that dive kicks will be a huge part of the meta like they were in SFIV.
Ryu is just that character that always tries to prove that you don’t necessarily need a ton of things in your arsenal just to be a good character. If Capcom does a good job of making him powerful with what he has he should be fine. Parries and guard crush denjin fireballs give him something he hasn’t had in a long time or ever, so there’s a lot of potential to be unlocked just within 2 moves. As we break down the frame data and hit boxes we may seem some other advantages that Ryu has over Ken as well.
I’m actually really excited about playing Ryu because of Denjin mode. It’s going to be fun looking for Denjin set ups and trying to land them from a reset. If your opponent has no V Trigger meter I think you could do V Trigger > DP > Denjin to get a free guard break into a forward fierce combo. So that could be a interesting little mind game that players will always have to be aware of when facing a Ryu player.
As for his stubby normals, when I played some of the other characters like Nash, Chun, and Bison I noticed they all had at least one button that had a lot more reach than Ryu’s farthest reaching normal. I think this could be a good range to use parry. You’ll be out of range for 2-1 cancels or multi hit normals so you could potentially parry and punish. I think they need to remove the counter hit property from the recovery of parry though.
True, obviously it’s very expensive. But it would be a amazing option in certain situations such as finishing off your opponent or even for making comebacks by leading into set ups. I need to do more testing on this, but like I said earlier it looks like Ryu might have a midscreen 50/50 from his sweep(against certain characters) when it’s spaced correctly. When I set the dummy to quick rise I was able to cross up or not depending on how deep my jump MK was. I could also time the set up with a normal if they didn’t quick rise, I don’t know what to do when they back roll though since I couldn’t set the dummy to DP or throw immediately after the back roll.
Regardless of that set up or any other we might find, it sounds like it could be a free 250-300 damage combo. Just gotta get close enough to make them block a DP. I don’t think Ryu players should start playing matches entirely focused on this idea and start being meter hogs, but it’s a killer option to have if you find yourself in the right situation.
Then get vrevved, and blown the f-up. Your denjin tactics may work for a time, but good players will find ways around it.
Ken’s run is not all that, it has weaknesses. Ryu looks better to me, right now due to ease of access to vtrig and his movement. But that is all I am basing it off of
I am talking about the specific situation in which you have full super and V Meter while your opponent doesn’t have any V bar(lets say they already activated it and it’s gone). If you activate V trigger and get close enough to do DP > Denjin and it’s a true block string(I’d be very surprised if it isn’t) then their is no way out of it. Of course this all has to be tested, nothing to do right now except theory fight.
He misused the term. American Reset is dropping combos and then picking the opponent back up in the scramble like it was an intentional reset. Usually only applicable to Marvel but can work for other games too.