Vega General Thread: The Masked Narcissist Enters The Tournament

And in fact even as not Guile player i hope they give new stuff to him too if/when (Charlie imho make his chances high, maybe as later dlc addition) they add him

Also Sunglasses V-trigger FTW :smiley:

I’m guessing you didn’t read my comment, There so many scenarios that tastu and joudan kick will be useful in their own way. Also there nothing wrong by giving ryu a donkey kick as explain above. Don’t think there’s even a valid reason why he shouldn’t have it.

I think that’s enough donkey kick talk, Its not like there a developer we could discuss too so there no point to go on any further.

lol DJ no one will argue that.

that would be a fantastic addition.

After seeing Ken in action, Ryu got way more boring, lol! I hope they make his parry more useful, or add something more to the character.

I’m glad they released superflashy Ken

Maybe now they realize that if they want do 2 balanced rivals they need to give Ryu a little help to don’t look too outshined by Ken

Wait is Ryu’s “fling them into the air into shoryuken” still in the game?

I’m very concerned about this. So from your own judgment does it feel like zoning overall has been directly nerfed because of the multiple options to get around a regular fireball or can we still zone properly like how Ryu has been in the majority of all other SF games besides SF3 (which had more to do w/ Parry itself then the nerfing of zoning)? The reasons why I’m asking this is because I’m worried that zoning it itself will be a lost art if the implication that Ryu can’t zone effectively and has to be close at most points.

His gameplan of being able to utilize long (due to fireballs), mid range and close is what makes him great, with long being one of his most effective attributes, however everything you’ve stated and what I hear from so many others seems to indicate “Zoning Nerfed.”

100% I’m not a fan if SF:V ends up being a game where you simply fight in a phone booth, especially for someone like Ryu who has always had one of the Top-3 best fireballs in the majority of the legitimate SF series.

Ryu needs his donkey kick back. Dude is really lacking compared to the rest of the cast. Capcom buff Ryu!

Ryu looks unfinished looking at the Ken’s videos now.

My personal wishlist to try to make ryu less shadowed by ken:

  • bring back 3S cr.mk from the earlier builds. Since he’s sort of a zoning/midrange character the extra range is necessary.
  • I don’t get why he has SFIV’s cl.lp, which is one of the most useless normals in the game, and ken has far.lp which is amazing and seems to hit crouchers regardless of range.
  • Maybe up the damage on fireballs, let you freely charge and release then in v-trigger.
  • Parry needs a bit of tweaking imo. The risk reward is heavily against it, because unless you parry something up close and get a dp afterwards you can’t do much. Maybe reduce recovery on sucessful parry and increase it on whiff, to make it more of a commitment.
  • s.hp crush counter shouldn’t cause a knockdown. That normal is so much better than his rh.
  • HOP KICK
  • v-trigger fireballs increase stun on block and major stun on hit

there are only a few scenarios where normal joudan would be useful I think.

  1. hits them fullscreen. pop v-trigger, chuck plasma.
  2. more damaging critical cancel combo option. I honestly would prefer it if joudan didn’t have this property. right now we have three options for going into CA, and they’re perfectly balanced (from hadoken, least damage, easiest to confirm; from LK tatsu, more damage, more limited in that it can’t hit crouchers; from shoryuken, most damaging option but most risky and hardest to confirm)
  3. HK version like SFxT with huge startup but frame advantage on block; would help fireball pressure and this would be much more dangerous with v-trigger active

so it’s hard to say. I loved EX joudan in 3S but always lamented that the normal versions were essentially useless. with the emphasis on “every move having a function” in SFV, they might not include it.

for anyone that is able to test, we’ve seen peeps do HP>HK (without MP beforehand) and then cancel into CA. one vid had this but the person died or something beforehand. does the CA juggle in this scenario? ditto to MP>HP>HK>CA. thanks!

Personal wishlist

-SF4 stHP (Ken have it it seem) back as b+HP… and b+HP->stHP as heavy damage target combo
Was basically this, same as SF3

-Agree on hop kick

-Omega’s Counter Punch. Cost as 2 EX moves, can be done only right after successful parry. Hurt as fuck. Fit extremely well with his current V-skill

http://i.giflike.com/OXvcBbO.gif

-first build throw as neutral throw, current ones still in as forward and back

My personal wish list for SFV Ryu

-Donkey kick: Bring the damn move back already. LK and MK start up faster, LK doesn’t knockdown, MK does. Great combo enders that works against crouchers at all ranges, which might not be true for MK tatsu. HK can only be combo’d from cr. HP and does the most damage. EX version does the least damage(lets say 80), but gives you a wall bounce into a free juggle. SRK for max damage or maybe a normal that resets your opponent into is a mix up opportunity

-Sweep cancel in V Trigger mode. Gives him denjin set ups on knockdown. Now the opponent has to guess if they should jump right away or wake up block if the Ryu player throws a meaty fireball which isn’t fully charged.

You know what, that’s all I got. And I think that’s all he needs. Just these two changes alone would make him so much more fun and interesting IMO. He gets a pressure tool, guaranteed knockdown combos at longer ranges, and mix up potential. All these things he lacked in SF4 and previous versions. What makes Ryu himself is all still there, just change it up little so that he can mix it up a little and doesn’t need to land 12 low forwards to win a game while everybody else is running circles around him and styling on him.

Give Ryu his fake fireball from Alpha/HDR.

That or hop kick, charge fb cancel(jump, dash, special)

Hmmm… do you guys think Ryu should have gotten the Parry + Donkey Kick as his reversal?

No, just give him the ability to input a light Donkey kick after a parry.

Yeah, after seeing what they did with Ken it really feels like Ryu should be revisited and tweaked a bit more. His play style and game plan should remain the same but he needs something additional to make him interesting.

I was thinking about how in SFxT you could charge fireballs up to a certain point and then dash cancel to make your next hit a counter hit. I’m not saying he should have that same mechanic but I was thinking about in V-Trigger if he could charge his powered up fireballs and then dash cancel and release the fireball at a later time maintaining the charged properties. Not sure if he should be able to keep the guard break properties off of charge cancelling. It seems like giving him guaranteed guard breaks off of knockdowns or footsies would seem OP.

Capcom why u do dis

http://i.imgur.com/XTVC2o4.png

http://i.imgur.com/sp5BjQF.png

That’s probably the most useless shoto normal and one of the worst in the entire SFIV game.

I thought they intended to give every normal a purpose. The best use I can think of is trading with crossups, not in your favor.

I like the idea of giving donkey kick because the move looks awesome, is very different and kinda iconic. It fits the whole “powerhouse ryu” thing.

Though it does need a revamp to find room among Ryu’s toolset. I’m thinking making it a combo tool that does a lot of stun or keeps the opponent close so you can set up fireball shenaningans (as opposed to tatsu sending them flying, though this doesn’t make much sense when you think of the move). Or maybe it could be the only move to do a bit of stun on block. Or even making it a safe chip tool and giving it a lot of pushback on block/hit so that you can space people out to cr.mk/f.hp range (cr.mk xx fireball seems mad unsafe).

Anyway I’m hoping for a small twist to Ryu, though I feel that’s highly unlikely.