Having a hard time comboing c.mp into c.mp. is it possible. Heaps of old combos not working
From what was shown in Vega’s trailer, Gross_Indecency on page 5 counted EX Grand Izuna Drop as having a 1 frame startup.
Is it just me or does anyone else feel like they’ve increased the window to cancel into super from the regular fireballs recovery? I’m practicing that hit confirm just to see if I can get the hang of it and I’m having much more success now than when I tried it during the betas first launched.
Depends on how accurate the video is. I’ve noticed frame slowdown in these reveal trailers and during game play recordings even at 60 fps video. I would wait until we get the actual game in our hands, but regardless, GID is probably going to be a great option during pressure, well, depending on the range of the grab.
Why does his target combo whiff crouching? I keep missing the end of his target combo.
Why would you use his target combo anyways?
You cannot hit-confirm the target combo except from a jump-in (which is highly unlikely to get one in this game), since it is unsafe on block from the hp portion on and leads to you eating a full combo.
It doesn’t do a lot of damage, so as a meterless punish you got better stuff like SPS>cr.HPxxHK Tatsu/HP SRK.
I just feel his target combo is not that great. One thing it has going for it though, is that it doesn’t push the opponent that far away, so there might be room for meaty pressure afterwards, once we’re used to the quick rise and back roll timings. But you could do that with an actual hit-confirm ending in LK Tatsu, too so I dunno.
@Kingorion88 cr.mp doesn’t link into anything, but is special and super cancelable and can be combo’ed into.
Your standard combo starters are st.MP, cr.HP, B+HK or SPS (F+HP) when punishing a yolo special, having a good read or on wake-up pressure.
All of Ryu’s moves that have good range and safety like cr.MP, cr.MK are special/super cancelable but also leave you punishable if you cancel into Hadouken and you are not standing at maximum range.
His best range poke is st.MK and you cannot cancel or link that into anything.
This game is a lot about close range combat and mid range footsies. At least for Ryu.
Fireballs should only be thrown in a range where it’s impossible to react for you opponent, best seen as an extended poke. Basically full screen zoning and and his low forward game are gone in this game.
He’s good at dashing in and punishing jump-ins though and is legitimately scary in the damage department.
In fact his forward dash is as good as 3S shotos imo and should be incorporated in his game.
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Do meaty attacks beat ryus parry or does it have startup?
Ryu can do that xT buffer with his target combo. Just press st strong > fierce every time. If it tags themin neutral, you have enough time to confirm if crouching or standing to follow through.
I played a few matches that were beyond laggy so far. Hopefully things get better.
With the mask having a visible strap now I’m not sure why the hell we still lose the mask on block. That annoys me; I don’t have an issue with the claw however, because of Vega’s increased depth in SFV.
Why would you use his target combo anyways?
It’s the only combo I can do
Why would you use his target combo anyways?
You cannot hit-confirm the target combo except from a jump-in (which is highly unlikely to get one in this game), since it is unsafe on block from the hp portion on and leads to you eating a full combo.
It doesn’t do a lot of damage, so as a meterless punish you got better stuff like SPS>cr.HPxxHK Tatsu/HP SRK.I just feel his target combo is not that great. One thing it has going for it though, is that it doesn’t push the opponent that far away, so there might be room for meaty pressure afterwards, once we’re used to the quick rise and back roll timings. But you could do that with an actual hit-confirm ending in LK Tatsu, too so I dunno.
MP > MP-HP-HK is confirmable and also links from f+HP. For the most part, target combo gives you your max meterless damage.
The other combo routes are actually the ones that gain oki in exchange for damage, or obviously max damage if they’re crouching or you want to spend meter.
It does good damage I can see beginners abusing the hell out of it
About the Target Combo. I think it was put in for beginners to make them feel good and as a quick whiff punish.
Think about it, your just teaching someone whos never played FGs how to get good damage are you going to teach them a DP
or just press MP,HP,HK ?
I like the target combo :3
I wish I could use it right now.
And his target combo has great range.
Standing strong 2x to crouch medium kick will miss. But standing strong 2x to fierce to roundhouse will not miss unless they are crouching
I think using MK tatsu as a combo ender will be most ideal for Ryu. Always hits crouchers, more stun than SRK(which is more important IMO), same stun as sweep but more damage, and has good corner carry without the side switch which the HK version does. I’ve been using cr. LK, st. LP, st. MP, MK tatsu and st. MP, st. MP, MK tatsu as my BNB’s when I have gotten into the beta. Unless I find a better reason to use sweep or SRK(which I have to be honest) to end combos, I think I’ll stick with MK tatsu against most characters.
I think using MK tatsu as a combo ender will be most ideal for Ryu. Always hits crouchers, more stun than SRK(which is more important IMO), same stun as sweep but more damage, and has good corner carry without the side switch which the HK version does. I’ve been using cr. LK, st. LP, st. MP, MK tatsu and st. MP, st. MP, MK tatsu as my BNB’s when I have gotten into the beta. Unless I find a better reason to use sweep or SRK(which I have to be honest) to end combos, I think I’ll stick with MK tatsu against most characters.
How much more stun does it do in comparison? And does SRK build more meter?