I’m not 100% sure this is st.lk buffered into DP. I tested this in training mode and every time I tried to pre-emptively buffer a fireball out of a special move, I got a DP instead. It feels like you have to do the QCF after the move is active.
It won’t be less useful. There just won’t be much reason to parry anything unless it gets you a punish. Right now, I’ll parry anything I can and get vtrigger with 80% health left. Gotten it twice in several matches.
And yea…it’s awesome against anything with slow startup that’s safe on block. If you can see it coming and react by pressing two buttons, you should be able to get a punish off of it.
Didn’t play as much as needed since i was taking turns with my friends but i did got to play around over 150 games. Overall Ryu was pretty decent but very plain outside of V-trigger. Not to mention that the game is design around him, no hard knockdown cause the guaranteed charge guard break notice how they remove shinkuu hard knockdown in the vega build, V-reversal something against Cr.Mk Denjin, of course all the anti fireball game options. Also his combos are limited and his range isn’t that good. Looking ahead into the future once people figure out mixing up quick/back recovery and the fact that you have to be careful of anti fireball options making his charge fireball setups risky and mostly useless.
Although do like some his normals like st.lk also you can combo after meaty F+Mp and some other things which are cool. Definitely needs hitbox improvements on some of his normals, other specials like air tastu bit more useful, bit more combo potential and/or new moves to make him bit less plain, Denjin guard break bit too short and i want to be bit more useful other than CA damage. Would like to post more changes that would like to see but it will take a while to breakdown each one. Hopefully all the characters in the beta aren’t on their max potential and in the future they could be expanded upon although doesn’t look like that way cause how they change Nash.
Once people know the game well enough, if you’re trying to poke Ryu, watch your fingers/toes because they’re going to get shoryu’d off.
I know for a fact shoryu comes out right after the parry because I did plenty of them this weekend.
Yeah, dunno what you guys are talking about, Ryu’s parry is good. They can’t make it like 3s or everyone would pick him, but if you get predicable (which, like 75% of players will at some point) Ryu can punish the crap out of what? 50%-75% of your buttons depending on character? Diago is going to murder with Ryu.
At 34:55, the second hit of the Matador Blitz target combo (claw off s.MP -> s.HK -> MT) whiffs on a crouch blocking M. Bison.
At 35:42, Vega’s Bloody Rain CA is shown to be a little different from Bloody High Claw. When he misses with the knee launcher and bounces off the wall, he always positions himself to be above his opponent before the cinematic opening animation begins. The C-Gauge gets spent on the ground, so earlier when we thought Vega was doing FBA xx CA, that wasn’t the case.
At 7:35, some commentator notes on ASE. Apparently, LP ASE (the low angled one) is kind of a low crush. MP ASE is the safest, I guess. HP ASE has a little more startup, but is a decent AA.
At 9:51, Matador Blitz’s s.HK whiffs on a crouch blocking Necalli.
At 12:26, I noticed a weird, quirky detail. During a throw escape from the opponent, Vega’s claw hand switches during the animation. I noticed this earlier in that previous video I dissected when I saw an opponent cross over Vega and the opponent throw teched, but it looks even more strange here.
At 12:29, an AA s.HP.
At 12:33, a late s.V-Trigger gets stuffed by Ryu’s Hadoken.
At 13:24, when Vega throw techs, his claw hand doesn’t switch during the animation.
At 14:56, the commentator mistakes the MT in the Matador Flash target combo (claw on s.HP -> s.HP -> MT) for ASE. He does this throughout the video. Just so you know, that second s.HP probably only cancels into MT.
At 15:29, a new round victory pose is shown. “My beauty is unshakable.”
May have already been talked about earlier, but here is what i’ve been doing to keep ryu’s oki/pressure game consistent to not get neutered by the backwards quick rise
On their wakeup, from a successful jump in, or from a hit confirm: instead of just going for the most optimized damage (unless it’s for the kill or stun) I confirm into sweep with as few buttons before hand as possible.
Example: On their wakeup if I hit a meaty cr.lk into st.lp and combo into sweep I can dash forward asap for a meaty cr.lk to beat quick rise while still being able to react to backwards quick-rise by walking forward a bit to continue the pressure and possibly reset them in the same situation.
If they’re close the corner I go cr.lk cr.lp chain and confirm into hp.srk, cr.lp has less push-back so I can pressure more easily if they block, st.mp won’t whiff after the cr.lp whereas st.mp will whiff after a st.lp on block. Cr.lk cr.lp into hp srk also does more damage/stun and if they land in the corner or close then you can rinse and repeat.
Same goes for successful jump-ins, I just go immediately into st.lp and then cr.hk for the hit confirm since it knocks them down close enough for me to cover both quick rise options and on block it leaves me close enough to do whatever be it throw, shimmy, frame trap w/e if they block.
If I confirm from a st.mp in the neutral I just go right to sweep, i pressure to just dash forward and hit another st.mp if i’m gonna meaty since st.lp can whiff after cr.lk if they back-rise. Distance-wise after they’ve been knocked down it’s not always practical to be able to react to how they wakeup with the cr.lk st.lp hit confirm into sweep sequence since st.lp can whiff easily if that makes sense
Was only able to pull it off successfully in decent connections since it’s on reaction to their rising animation, but so far it has been working for me unless there is something i’m missing. An honest version of ryu’s vortex if you will… Thoughts?
At 1:55, shown with repeated ASEs (“Slice you!”), it seems you can no longer whiff special moves to build meter. A shame, as ASE would be better at that than LK ST from SFIV.
At 2:11, GID. “Aha!”
At 3:14, Vega’s character select quote is clearly heard. “I’ll show you the epitome of beauty.”
At 3:57, claw on c.MP cancels into s.V-Trigger!
At 4:53, claw on c.LP, c.LP, c.MP xx s.V-Trigger is shown. A powerful hit confirm from a light normal.
This is great news. I thought claw on c.MP lost all of it’s cancelability.
The Ken could probably have reversal but it could be risky. V.Reversal maybe? You could still do that with charge though, since roll roll roll gives you time. Roll being safe on block is what makes it so dangerous.
God damn Vega looks like a monster. I want to play!
At 12:06, j.HK, Matador Blitz xx EX FBA, Claw Attack was shown.
At 12:27, s.V-Trigger trades with Ken’s Hadoken.
At 12:33, Vega performs a c.LP xx LK CT ad infinitum blockstring. I got a little hype for this, as my personal favorite SFIV strategy of cr.MP xx LP RCF ad infinitum is back, only with c.LP instead. Sure, it was a little risky with a 6 frame gap in between both moves, but you can stop anytime to bait them. Actually, it’s more effective here because the first part of the LK CT connects, making the gap only appear after the LK CT, unlike in SFIV. Here, since only Critical Arts can KO with chip, it chips Ken down to enough where a well placed c.LP KO’d him.
At 13:06, an AA HP ASE is shown.
At 13:27, a wakeup CH c.LP, c.LP, c.MP xx s.V-Trigger, CA combo is shown. Vega’s braid goes a little crazy at the end of the CA.
At 7:31, an AA HP ASE stuffs one of R. Mika’s jumping normals.
At 9:46, s.MK links into claw on c.LP.
At 10:06, it seems Vega hits with a cross-up j.LK then CHs with a s.MK, claw on c.LP.
At 10:29, j.V-Trigger is shown to do a very low amount of chip damage.
At 11:37, a CH j.HK, Matador Blitz xx EX FBA combo is shown against a cornered R. Mika. However, R. Mika is launched too high for the follow-up Claw Attack or Izuna Drop.
At 5:05, a CH Matador Blitz xx EX FBA combo is shown on a cornered Necalli. However, once again, Necalli is launched too high for a follow-up.
At 5:58, an s.HK, claw on c.MP link is shown.
At 11:37, Vega’s taunt is partly shown. “Where should I start cu-”
At 14:15, a CH claw off s.MP xx EX FBA is attempted. However, the EX FBA whiffs on the crouching M. Bison.
At 14:34, trade (c.MK?), claw on c.MP is shown. Nice, like in SFIV.
Overall, I like SFV’s Vega. However, there are four annoying issues present.
1.) S.HK whiffs on crouchers. This is especially annoying in the Matador Blitz target combo. Plus, although s.HK is a Crush Counter and a nice combo starter (we’ve seen claw on c.MP linking after it), I’ll hesitate using it in footsies outside of anti-airing for fear of it whiffing on crouchers.
2.) EX FBA’s knee launcher should either be angled a bit lower or have it’s hitbox expanded downwards. It whiffs against some crouchers at near point blank range.
3.) EX FBA launches too high in the corner for a follow-up to be possible. It’s SFV, and after fixing similar issues in USFIV with Vega’s Super Combo, how are we having these old issues again?
4.) S.V-Trigger whiffs on crouchers.