I went to training mode and it seems I could focus throw c.mk xx hadoken at the same exact range than before, but this may be just a perception thing. The ex hadoken buff seem the most signifiant to me, its nice to have c.mk ex hadoken always connect; useful when i hit confirm from pretty far i can finish with c.mk xx ex hadoken, when srk ender is unruliable and c.hk dont leads to safe jump option anymore. I am sad they removed the srk coming when poking with c.mk xx hadoken while walking forward. I know its not that hard to time your hadoken but I think a lot of people understimated the confidence boost it would give to never have it come out. Other than that, the juggle after jump mp seems like an underwhelming change.
All in all Ryu felt very much the same. I dont care to much for the delayed wake up mechanic, it will force Ryu to use their most damaging hit confirm; we lose some safe jump opportunity but the alternative of doing extra damage was already a decent option. It can also created better habits, I know I am guilty of finishing to much combo with a sweep in the past when the extra damage is more revealant.
It was discussed already, I forgot where, but ryu didn’t get a longer ranged cr forward into hadoken true block string. The safety to the move was from the cutting of recovery frames, not added block stun.
W ultra seems to be pretty gdlk if you ask me. Ultra punishing jumps no with raw ultra 2 is great, i’d rather have the meter than the extra damage and the ability to blow up fire ball fights with ultra 1 is a great threat put together. When you can punish either one and have proven that you will, people start giving up the match when they see you have ultra… I think raw w ultra and saving meter for footsies or combo damage may be the new ryu meta… Also, I feel like a bunch of fireball games for other characters have been nerfed to the point that ultra one is particularly dangerous, is it just me?
I haven’t found a good situation for it yet. For 3 bars you can combo into an ex hado fadc into ultra 1 as it is. It prolly will be good for punishes like you though of or maybe it will have better applications if you just use ultra 2.
Delayed wake up is a minor annoyance when you get a knock down and you buffer the Hadouken on wake up. At first I was like What? My fireball missed? but then I remembered this game has delayed wake up which now messes with my typical timing, so I’ll have to correct that in as well. It’s just another thing for all fireball characters to take into account, it may not seem that annoying, but if you’re planning for chip damage to take a round or whatever, you must take this into account or you could completely have it whiff.
once the RFA whiffs after you cancel a c.mk you used to punish a whiffed poke (I guess it doesnt combo even if it doesnt whiffs unless c.mk is a CH), the best use for it is gonna be for frame trapping.
JHK, HK, EX DP FADC U2 does around 620 damage, not bad. The combo misses a lot mid-screen if you replace the j.HK by a FA.
The best exclusive buff Ryu got is the extra frame of block stun of the c.mk, followed by the faster shakunetsu. The most important of all buffs is the DWU, followed by the removal of the corner/1f unblockables. He is on pair with Evil Ryu, imo hes better overall. Players like me are going to be picking one or another depending on the matchup.
Mind telling us what the magic trick is then to make sure you’re always ready for both so you don’t have fireballs passing overhead? I just watched the WNF and skimmed through and saw ChrisG connecting on delayed wake up but that was because he had Sakura & her ability to charge which helped him in contrast to someone like Ryu who simply throws it out on command. Would like to know since I’ve had my share of a few fireballs to fly over already, of course that also has to do with my own personal muscle memory from previous SF4 games.
I don’t know, haven’t tried it yet, but my guess is time it so front of slow hadoken hits front of character on WU and back of the slow hadoken hits back of the character on DWU… If I go home and figure it out I’ll post what I did…
Copy/pasta: The most important of all buffs is the DWU, followed by the removal of the corner/1f unblockables.
1f unblocks still exist brah, the corner one probably do too…
I saw no 1f unblockable working until now, I also didnt saw any true corner unblockable (opponent at point blank from the corner) working so far. Everyone I tried resulted in a fake crossup or a regular crossup jump. Maybe theres something new to be found, something that pushes the opponent out of the corner and does not hit at the first frame, like with E.Ryu’s dive. So far everything I tested didnt worked, if you have a video of a 1f or corner unblockable working against USF4 characters, post the link here to me please.
When arcade edition first came out Ryu’s cr.MK active frames were dropped to 3 (5>3). This was then changed back to 5 for AE2012. Ken also received the same nerf in AE active frames dropped by 2 (4> 2) but Ken did not get his active frames back in AE2012.
Both characters got the hurtbox nerf where it extends past the hitbox. This was not changed for either in AE2012
Well I just found out through some testing and looking at the actual data change file that Ken is now using his cr.MK from Super SFIV. In other words like Akuma, Oni and E.Ryu the hitbox goes past the hurtbox.
I tested Ryu’s in training mode using AE2012 Ryu and USF4. The game files show that nothing was changed for Ryu’s cr.MK other than 1f extra blockstun. It traded every time…hurtbox Nerf from AE is still there
Unblockables are obviously still in the game. Even between Vanilla characters (it’s not supposed to work against them). It’s an engine problem that Capcom doesn’t want to fix.