Played another night of Ryu.
My win rate is around 75% so it improved a bit. Biggest thing that P’s me off is walking forward - Cr. Mk xx Hadouken I’ll still occasionally get SRK
That turned me off big time from any shoto in SF4. Even with perfectly clean inputs I laugh and ask the game 'where is the Dp motion? I don’t see it"
Anyway
I’m primarily using St. MP, Cr. Mk xx Hadouken in midscreen footsie play. I was using St. Mp, St. Lk xx Hadouken, but migrating to Cr. Mk has helped a lot. Plus you can do Cr. Hk and tag them for counterhits
Is St. Mp, St. Mp > HP >Hk really the best meterless? I haven’t found anything better and in many cases it beats out using meter for the damage/stun and screen positioning. Even for corner carry its roughly the same as using Mk Tatsu. Plus it is easy to do after a Cross up J. MK
(mid-screen) I’ll use:
J. HK B+Hk, St .Mp > HP > HK
F+Hp, Cr. Hp xx LK Tatsu - CA if I have it
Corner is where I mostly use meter. EX Hadouken is good for knock down to run in for a few set ups in the corner.
I’ll basically do anything into Cr. Hp or St. Mp for EX Tatsu - EX SrK. I haven’t been burning all three in the corner unless I know it’ll kill. J
Just some meter management I prefer to hold a bar back.
I’ve played close to 80 games with Ryu now so I’m going to start incorporating his VTrigger more
The only thing I’ve really done is J.Hk Cr. Hp VTC Cr. Mp xx Mk Tatsu/Lk tatsu for CA
I really wish Vega was in this Beta so we could test him out. I want to get a good feel for him, playing him as motion will be completely surreal now that I’ve thought about it.
The DP motion is there, but I suspect the input windows are even more lenient that SFIV. I recorded a vid of me testing cr.mk xx hadou on whiff, and every time the cr.mk connected I got a DP unless I performed the inputs REALLY slowly and cleanly. Basically I had to wait for the cr.mk to connect before doing the DP. Really stupid decision if it was intentional IMO.
I also noticed they tightened the inputs on supers (didn’t test all of them), but for the ones I tested. D, DF, QCF no longer works. Didn’t check if the 3S inputs work.
Parry seems best vs jumpins, but in that case why not traditional AA? What’s the advantage in the ground game vs blocking? Doesn’t feel like you end up able to immediately punish.
There are some ranges where is may be risky to dp and your other aas might get beat/you reacted too slow/not a range you want to try to contest the jumpin, so going for parry is your best option. It also builds v gauge, and you at least have the frame advantage if you parry the jumpin, so while you might not get a guaranteed punish, you’re at least getting pressure or a CH which will lead into more damage than if you just dp’d.
Supers seems odd at least for me using Ryu.
I can nail LLegs xx CA for Chun all day but if you do something simple like Cr. Mk xx Hadouken xx CA
seems oddly inconsistent. I’m using the Hadouken as my first fireball motion input (same as doing LLegs xx CA)
doing this seems to depend on the distance if the super comes out or not and the inputs have to be ‘slowly’ done.
Now if you do Cr. Mk xx Hadouken and then do double fire ball motion it comes out more consistent.
Perhaps it is just an issue with my execution, which I’ll straight up say - I need to make it better, period.
I don’t know about y’all, but activating V-trigger on someones jump in to hit them with that EX DP is one of the most satisfying things. Won quite a few rounds like that.
after empty jump cr.lk st.lp st.mp cr.hk go for cr.hp when the enemy is still grounded and then hk tatsu for a crossup
full screen tatsu that hits an opponent airborne in the corner can juggle into another tatsu ( but that’s sth that will probably never happen in any matches )
not rly usefull but, forward hp can stop nash’s ultra if you time it
I will upload some ryu tech stuff later of this week when I got time
I’m not sure if anyone mention this but if opponent s don’t quick rise after a knock down and v trigger is activated make them pay lol.
I’ve done from full screen a away charge fireball gaurd break into his fierce super.
Full screen a way charge fireball gaurd break into sweep. (Three dashes) this is the easiest.
I’ve also tried standing strong into tatsu, hadoken and everything in between.
Now this is where the fun begin. If the opponent is cornered you can dash in twice and do his solar plexus (what ever it is called) in do the combo of your choice. I don’t have a capture card but I’ll record it some how today.
So quick rise when Ryu has v trigger activated kiddies or your gonna get dizzied fast
Looks like they significantly improved up Ryu’s walkspeed since the initial versions. He is now slightly faster than SFIV Ryu, but the range nerfs kinda negate the walkspeed buffs :\
What do you do vs Nash? He seems better at fireball wars, excepting denjin, because he has more options. He also seems better mid/close because of safer ways to start offense and longer ranged normals.
Personally, playing with normals and fireballs are in Nash’s favor. My main way of trying to fight him is to parry his normals and that air somersault kick of his and punish. Besides that, reaction jumps to gain the advantage when he chucks booms help. He’s the hardest match-up for me in the beta, but it’s winnable.
Ryu’s strength in this game is his damage and solid defense. Due to his lack of a consistent offensive approach, I feel that learning to bait and force opponents to commit to bad moves will be Ryu’s main gameplan in SFV.
Since I can’t parry a dummy in training mode, I’ve just been doing the reliable cr.MK xx Tatsu/Fireball if he’s up close. Slightly walk forward sweep if he’s far. Will need the full game with programmable dummy to test more