Didnât Honda get the ability to crush jab fireballs with his LP Headbutt in HDR? Either way he still lost that matchup, but ST was a heavily matchup-driven game anyway. I canât see a fake fireball becoming OP; even in HDR where it was cancelable it opened up a few gimmicks (crMK xx Fake and go for a throw), but nothing really dominating. In Alpha 2 itâs decent but doesnât do any wonders for his game.
Bingo. His current toolset has me a little worried that he wonât be able to zone too well aside from maybe V-Trigger. Ryuâs supposed to be the âjack of all trades master of noneâ type of character, but theyâre moving him in the âclose-rangeâ category. Ken already fills that job description, let Ryu do his job at being a character that gives you a taste of different play styles.
In a game where fireballs were at their most powerful. The fake fireball was one of the most stupid buffs in the game, and the only thing that I can remember off the top of my head being just as dumb was the fake walldive. What Honda received did absolutely nothing to make him have a better match up against Ryu in HDR, in fact the match up feels even worse then it does in Vanilla ST.
Reasons as to why the fake fireball in ST was so powerful was because players reacted not to the fireball, but to the startup animation of the hands which completely negated how one would punish Ryuâs projectile zoning.
A2 Fake fireball was rarely ever used and hence where my problem lies with this option because you either have it become so powerful (ST) or you get something like in A2 where itâs nearly irrelevant.
This I 100% agree with. I will seriously lose my sh*t if Ryu becomes this character that has to rush down. In a game like SF3 where Ryu Had to be this way due to how Powerful Parry in SF3. However to purposely make it so that he has to be someone that is forced to being close? Their is no excuse for that âifâ of course SF:V Ryu proves to be walking down this path.
We may be completely worried for nothing which I would be more then happy to be accept, however seeing the multiple ways characters can get around a fireball, then I believe we have valid concerns for Ryuâs playstyle.
Iâm all for more options to make Ryuâs fireballs better. I understand that they want to make this game approachable and the common scrub will look at an old ST O. Sagat vs Ryu match and just think âtheyâre just mindlessly throwing fireballs!!â but seriously, so much of the cast already has V skills that directly beat fireballs, so itâd be nice to see better frame data on them or something. That being said, Iâm really pleased with the way Ryu is shaping up. That MP link is so crunchy I fucking love it.
First combo I tried was j.HK, cr.lk, st.lp, cr.mp xx hadouken xx shinkuu.
Tried all sorts of other things as well. Crouching short didnât seem to link into anything much except standing jab (tried standing short and it didnât count as a combo). Standing jab is kinda hard to get due to the ass range. Short short or jab jab anything is most likely out of the question.
Got kicked out after awhile though. Will try to get back in to test other stuff.
EDIT:
According to Saka from Japan, f.Hp>c.Hp xx V Trigger > s.Mp xx Hp Shoryu xx Super works.
footage of that from a HK crush counter. so tasty. I wonder if youâd be in range to do c.HP>LK Tatsu, CA after the MP as well. might do a bit more damage. :3
his low forward (and basically all of them that i can think of) are like that in 3s. they do not hit out to the limit of his actual foot, they hit considerably shorter.
if only Desk didnât do weird unoptimized stuff like adding LP before c.HP or using a bunch of light attacks⌠like what? but I guess thatâs what he always did in SFIV videos tooâŚ
I do appreciate him showing that the crush counter state lets you throw folks though! even grapplers without great buttons/links will have something to tack on.
when I am finally able to test, Iâll record some combo stuff for yâall. I still have a bunch of ideas I want to test~
I got in for a bit last night for about 10-15 minutes before getting kicked. All I wanted to do was test out combos and find out damage values and damage scaling. I got kicked when I started checking out damage values so I never got started doing the math about how scaling works in this game. Iâll list everything I remember if you guys want to know. For now, this is how much his critical art does
Another thing to note is that strider combo leaves you with v-trigger and the only untechable knockdown ryu has. If a truly inescapable meaty fireball setup exists, that THE setup to get it from, meaning ryu could theoricatically 100% kill you.
Edit: nvm, doing the denjin completely depletes your v-bar
At the very least you can hk tatsu after super and if you land the next mixup (throw/overhead/low) itâs stun into death .
Denjin fireballs in v trigger should make his fireball game at least temporarily more potent. They have seemingly very quick start up and recovery. There doesnât seem to be as many projectile invincible special moves in this game as there was in iv either.
Only i got in for 5 min. Few thing i noticed when playing ryu.
Fully Charged fireball does 700 stun, donât quote me on this though, i thought it was some kind of error 20002 lol its bit hard to believe but thats what i saw in the attack data.
Jump M punch cancel into tastu works
Damage from normals seems pretty much the same as sf4, cr.mk does 50 though.