You Must Defeat Sheng Long...(Ryu Changelog Thread)

(I wish that Mission Mode had gotten display that showed the amount of damage that was done, but I suppose being able to toggle menus without having to hit Start now is something.)

Thanks for posting that ZeroX03. Hmmm…it would seem that Baku Hadoken does take a full second to come out. While that’s not long in other games, that’s kinda an eternity in Marvel, especially against teleporters. I wonder if it will be usable at all outside of assists or something to pester incoming characters.

Anyway, this reminds me: dialupsucky, did you want to make the Ryu thread for Ultimate? You and a lot of other people have played him more than me and more competently, so it seems like you (or Rayray) should; I also probably won’t be getting the game first day (or before that, like a lot of people have…) at this point. I just know that, for a while at least, I’ll probably have more free time than anyone else and that I’m still interested in Ryu since Hado Kakusei’s drain doesn’t sound nearly bad as how I was initially thinking it was; so either I’ll do it for Ryu or do it for Chris, the latter of whom I actually play a lot more, but I don’t really think I should do it for both.

Regardless, whoever makes it should probably use the model that Karst provided given how detailed it is–there should probably be an extra section just for Hado Kakusei, though, unlike most other characters. If nothing is said, I’ll try to put a new one up tonight or tomorrow morning.

I dunno about making a new thread myself shrug… I guess…I could… maybe… Anyway few random notes after playing for a few mins…

Powered up mode is basically a ghetto x factor that only lasts maybe 5 seconds. Doesn’t seem that great honestly to me, especially since you lose health. Yea you can build a full bar during it so you can still finish with your super. But at the end of the day from what im seeing right now you don’t do THAT much more damage considering that well you do have to use a another super even if you are able to build another one. What kinda kills it is of course the fact that remember the game has a hit buffer thing so you can’t really get to crazy with it, since guy will just tech anyway shrug… But if it means anything the sorta loops from the first game with x factor do work. Thrust kick over and over again, or ground chain loops shrug…

Ryus wave dash is… well… kinda disapointing… 1. doesn’t look like you can do the tiger knee wave dash trick anymore to make your specials have no recovery. 2. the idea of now that you can wave dash making thrust kick combos easier, is half theory kinda cuz… well I guess it should have been obvious but the powerd up command is downX2 + 2 buttons… So its very easy to accidently get the powered up mode now while wave dashing. =/ They should have made that a diff command. Anyway it is possible of course to now double wave dash and hit mediums vs chacters you werent able to before. But you have to do it pretty awkardly and again now you have the fear of accidently going into powered up mode and wasting a super. =/

Doesnt look like you can do those easy level 1 x factor instant kills with it ethier. I was hoping you could do dp, powerd up mode, jump combo land to combo instant kill. But super fireball seems to out prioritize the command everytime. Lame…

New dp is… ummm… yea… Not sure the point of this right now. Not that great at first glance…

Big bang hadoken… Yea… Next…

Rapid fireball hadoken seems to be best ender now for combos before super fireball, looks like there is probably some combo videoish combos possible with it to in the air… Combo yadda yadda, rapid fireball, link combo. But havnt had time to fiddle with “fun”/“cool” stuff…

You can combo after shin super hurricane kick juggle. Also hit box is surprisingly small horizontally but quite strong vertically. Hits almost full screen. You can juggle after it as well as long as the guy doesnt get thrown to the opposite side of you…

Shin super fireball, you can link after as well, although from first glance not quite as well as I was hopeing.

He seems to do less damage to me off hand…

Oh well thats my 15-20 mins or so of playing. Busy with other stuff but ill try fiddle/find some cool stuff this weekend and make some videos… Over all disappointed right now.

(Very well, I shall respect your decision with regard to the thread for now.)

I see. Outside of the Shin Pocket Fighter Hurricane having a less horizontal range than I thought it would, that sounds expected, unfortunately. I’m not even surprised he does less damage just because of Hado Kakusei, though it lasting such a short time is…disappointing; I don’t know why I didn’t think it would interfere with wave-dashing–that too is…annoying, especially since it’s more difficult to do manually.

That said, since Hado Kakusei is what I’m most interested in when it comes to Ryu, have you noticed any specifics about the changes it causes to him beyond apparently giving him a bit of a power boost? For instance, does he seem to get a speed-boost as well? Or does anything notable seem to change about his specials too? Given how little time you’ve said you’ve played it, I doubt you’ve been able to test much, especially with having to use 3 characters on one team, but…yeah.

Even if it ends up being ultimately some of a disappointment, Hado Kakusei seems like it should be…interesting to test out.

It gives a 15% speed boost. Seth uploaded a preview of the guide, here.

http://static.capcom.com/umvc3/manuals/04ZD_Ryu.pdf

(I see. I guess it’s alright if Dr. Cossack does it.)

Hmm…I have to download that and look it offline due to my computer screwing up, but thanks. I wonder if its boosts with can compound with X-Factor and, if they can, if those boosts would additive or multiplicative. Also something else that’s rather related to Arthur, but we’ll see I suppose…

Ryu’s damage is amazing in Denjin mode. Looks like Shinshoryu is becoming obsolete.

EDIT: Oh man, you build meter during it. Extending ground combos with this move is INSANE.

dialupsucky like builds back an entire meter with his ground string after using Denjin mode to extend it.

sick. denjin is exactly what i expected. i love his description…“I think my feeling on this can be summed up with… meh…? Pretty disapointed doesnt seem to be many cool things you can do.” :xeye: lol must be a sengoku basara x player. haha

I like Ryu and I like his changes but I’m having a lot of issues with his 2 new Hadokens. Mainly my issues is that it’s a common motion that uses the Special button. I’ve had several moments when the fact that it’s mapped to the launcher button shoots me in the foot because it will activate instead of the launcher when I’m in the middle of the combo. Call me a Noob if you want (I am) but it doesn’t make it any less frustrating. The moves themselves feel more like nerfs than buffs after all the times they’ve messed me up.

Also, I like Super Saiyan (Denjin) Mode, I really do, but my only issue with it is that it’s WAY too short. It’s hard to actually do anything since by the time you get into a decent combo to take advantage of the destructive new supers it’s gone. It also doesn’t help his assists that much (at least not his Hadoken anyway other than being slightly faster) and I can’t seem to aim a Kamehamehadoken with it active. It should at least last as long as Berserker Charge or Devil Trigger. It costs a meter as is and it feels like a waste outside of using it for DHC since it’s so short. It’s biggest use is the upgrade it gives to the Hurricane Super.