Vega General Thread: The Masked Narcissist Enters The Tournament

Back heavy kick command normal stands them up.

Oh yeah.

Ryu is able to do this in IV as well. Light tatsu into Medium DP in the corner.

I could not for the life of me get it to work unless it was EX.

I’m curious how much of the stuff we learn is gonna end up irrelevant when we get the final game.

Does parry work against crossup? He has nothing else reliable against them and its pissing me off.

Depends how deep the cross up is. Most people are going to cross up kind of high, about the same height as Ryu’s head. So I think parry might give you frame advantage or at least keep you close to even. If the cross up is deep then obviously you’re at a disadvantage and they might be able to punish you for it, or so I’ve heard.

Another thing you can do to counter cross ups is V Reversal. Hardly anybody is using it right now though, including me. I tell myself to do it against cross ups but I keep forgetting about it when I’m actually playing.

Autocorrect dps still work no?

Any opinions on Ryu’s footsie game so far? I understand that St.Lk and St.Mk are good pokes, but how does he compare to the rest of the cast?

They’re iffy, I’ve tried quite a few times where it will just come out the wrong way and I’m left wide open for a punish, so the timing must be more strict so it’s probably not really worth it unless you’re about to die or something.

It does, works very well

Honestly I’m still not feeling him. I can’t play footsies with some of the buttons being such short range. Like, Bison and Nash players are just swinging and I’m trying to hit it back and I miss like every time. Needs some range added.

I was only able to do it on CH. Other than that, seems completely useless to try as it doesn’t work in combo

Max damage no meter, no CC is
Jump HP/HK > B HK > St MP > St HP > St RH
337/525
if you spend one bar
Jump HP/HK > B HK > St MP xx LK Tatsu > EX DP
394/625
two bars
Jump HP/HK > B HK > St MP xx EX Tatsu > EX DP (1 Hit) this combo is iffy since you need a forward jump in. You get pushed back if you neutral jump
421/565
Jump HP/HK > B HK > St MP xx EX Tatsu > EX Hadouken
415/595
Jump HP/HK > Cr HP xx EX Tatsu > EX DP
417/585

@“Her0 of Tim3”

Damn, that sounds kinda bad. I do wish his Cr.Mk had more range. Hell, the could’ve really given him his 3S Cr.Mk, but instead we’re left with underwhelming normals, thus far. Who knows, let’s hope he gets some viable tools come release time. Is his sweep any good as a whiff punish?

@her0 of tim3

Have you tried throwing a fb at those ranges? Also if you suspect he will throw a mid normal after they hit you with the tip of their long range normal, you can try walk back, buffer qcb, tatsu once you see the normal or you can gp, or try a dash up hk. The gp will get you close and reset the situation up close where i think Ryu is strong. The tatsu is a yolo strat to give em something to think about.

This is just me theory crafting. So I dont know if it will work in your situation.

I feel like the hitbox on st. lk and c. mk are the same length, Whats the point in even using c. mk as a poke outside of a combo now?

It hits low…

Some one found a juggle off of air tatsu. J.mp, two hits canceled into hk tatsu. Ex dp does 288 damage. A lot of weird stuff in this game.

For the people having trouble with footsies, definitely try using fireball to poke from those ranges. It’s good.

Actually, I think you can juggle after any J.mp xx tatsu. I just landed super off one hit into lk tatsu.

I just don’t understand why they would make it work that way. It’s good that they didn’t want another sf4 situation where your air mobility determined how good you were, but Cammy can still combo off of raw CS and the hitbox is way fucking better than air tatsu.

CS is really unsafe on block of you don’t hit quite low though it seems.

ryu gameplay by Alioune Sensei

https://www.youtube.com/watch?v=Irndz8FLNzg