His parry is shit though.
No reason to give him shitty normals when he already has the worst v-skill.
Honestly parry is really fucking useless and the reward isn’t worth the risk.
Parry a fireball here and there and that’s it.
It’s much better to just block, since you get the same punish opportunities that you get from parrying.
I hope they remove the parry and give him something useful along development. Parry can just be too strong or too shit, there really is no middleground.
I think Parry is really good, but you have to be in your opponent’s head. I don’t understand nerfing the amount of V meter he gets for using it though. Seems like an unreasonable nerf since Denjin set ups aren’t really that common.
That being said, him having really bad range on his normals is like… Why?
His parry is good in this build, but depending on if they buffed the recovery on a successful parry to offset the V skill nerf, it can be way better or way worse. At the moment, parry is used to dissuade people from throwing fireballs (since it builds V meter and you get better projectiles and mores damage/stun while in VT) and to punish predictable moves that are normally safe on block but unsafe when parried. If they buffed the recovery, then it would be fucking godlike, as no one would ever be able to jump in on you unless they have an air trajectory altering move, or you have old man reactions; you would also be able to punish slow normals with high blockstun but are safe on block, which would be a godsend. If they didn’t give him any recovery buffs while also nerfing his V meter gain, then it honestly won’t be that good since the recovery is so bad that you have to have a great read or good reactions to even make it threatening. It can’t be used like 3S parry, because in that game all you have to do is tap forward/down which doesn’t leave you super punishable, and you can also OS it in that game by tapping the direction slightly before inputting your normal, something AFAIK you can’t do here (OS his parry with something else I mean).
Basically, if they haven’t buffed his normals/fireball and also nerfed his VS without giving it some sort of compensation buff, he will be mediocre. You will still be able to win with him if you have great fundamentals and good reads (simply because he’s Ryu and he’s never the worst) but ypu will have to work way harder than other characters since he has even less gimmicks than even SF4 (thanks to air tatsu nerf). Denjin setups don’t look that good since there are a bajillion ways around projectiles, and even if you do hit someone with a guard break Denjin, the crush animation is super short for some reason so you have to be really close and all you get is like a sweep off of it.
Damn that nash vs necalli gameplay is painful to watch. The ryu gameplay is slightly better. They mention that maybe ryu can special cancel out of parries now, so you’re garanteed to get at least a fierce dp on parrying even jabs.
They also removed hard knockdown from his super. They’re dead set on not making denjin/vtrigger setups a thing.
It’s still there for you close mixups where you can do a cr.mp into EX Hadoken and make them guess if you’ll charge or not, but if you aren’t on top of someone I don’t think they want those setups in the game
Not 100 percent sure about the parries since @TheFreshPrince mentioned being able to punish stuff on parry that is otherwise safe.
Haven’t found any instance on that yet but I don’t experiment much online and training mode is pretty limited right now.
Just felt so far like there’s no frame advantage on parry compared to block, since there’s no freeze on parry like in 3S, you can’t instantly act after a parry and I’ve parried some stuff then tried to counterattack with a light and it got blocked and if it didnt i mostly landed counterhits.
Not sure though like I said. If it gives some frame advantage then good, if not I stay with my point of it being pretty much useless and you only parry for the sake of parrying.
Hope the next beta has a beefed up training mode.
You can punish stuff like Nash jaguar kick and Cammy spin knuckle if you parry them. Like I said, it’s good for making people hesitant to throw out moves you can easily parry, since you’re building meter and they can possibly be punished depending on the move. However, if the meter gain nerf stays, it will be way less useful.
I also heard them saying on the WSO commentary that Ryu’s parry is supposedly special cancelable, so that makes me wonder if you can punish even more with a lp dp.
In the beta version a sucessful parries rolls out it’s entire animation, so you’re actually negative frames on most stuff baring the obvious specials like scissors/jaguar kick or heavy normals.
Like you said they mentioned it’s likely changed in the WSO build so that’s at least 150 damage you can get off parries.
His parry is probably going to be one of the most tweaked elements just because it’s really, really hard to get parries right. Either you build a game around them (3S), build a character around them (they can’t do that to Ryu) or they tend to make them much weaker (IBing in GG for instance is basically a super weak parry while slashbacking was a slightly less weak but stupid hard version which basically also made it super weak).
So expect changes to it in future builds. Frankly I think it was dumb to give it to Ryu of all choices, but that’s how the design team went
Yea it works without a trade as well, just use LP DP at around the apex of their jump or a little lower, and you can combo into fierce super even midscreen. The thing is, since LP DP doesn’t have any invincibility, it will probably end up being a trade anyway but it still works either way so it won’t matter unless you’re about to die.
The most important thing I saw was that back heavy kick hits twice and causes knockdown on early jump frames. In the beta build, it will only hit once on early jump frames and doesn’t knock down at all.