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Rolling Start
06-06-2002, 10:56 PM
I tinkered around with Ryo a bit today, and i've found he's a much more capable character than i first thought. Sure, he's slower than the other shoto's, but his unique moves and increased strength make him a force to be reckoned with! I can't remember any great combos or anything, so can someone post them?

Anyways, here's how i found myself using his special moves/supers. Oh yeah, and I use exclusively S-Groove.

Specials:

QCF + P: Decent enough for a fireball, although the fact that he stands rather than kind of squats like the other shotos leaves him a bit open.

DP + P: OK, i just have to ask: is there ANY use for this move?

LOL, just kidding, holy crap is this a damn good move! Anti-air/poke/sneeze etc. Much better than in CvS, this move has SO MUCH priority! I have a hunch that it is even better than A/R/K/I/S's uppercuts, am i right?

F, B, F + P: I only really used this to punish rolls, and occasionally out of a dodge. Can you combo into this?

DB, F + K: Never really used this. I'm assuming it travels over low fireballs? I never really have time to charge with Ryo anyways...

RDP + P: As with Haomaroh and Eagle's attacks like this, i never really found much use for this. In fact, i find it worse than the other characters "diving" attacks, cause it's a lot higher and slower. Why not just jump and use...

QCF + P (air): I like this move, but overuse can obviously lead to getting smacked. Its strength/weakness is that it doesn't really affect Ryo's jump arc, so if they block it, you're right in their face. But if they can blow through it, with a super or something, then you're more hooped than say, todo, who drops straight down.

HCB + P: Good damage, but i never really found a good use outside of combos. I would generally dodge >> dodge attack punch >> comboed into this. Great damage, but i could never do the jumping followup for some reason. All i ever got to hit was an air fireball once, and that was luck.

Supers:

Dashing Super: Didn't use this much, but only cause I kept getting the motion reversed *sweat*. Uh...how is it? I'm assuming you can combo into it, and that the lv3 has invincibility.

Fireball Super: Awesome, if only for the fact that it's harder to get around than other super fireballs. However, it's lower hits mean that another super fireball will blast through it and still hit you for a couple hit. Good to abuse at low life fullscreen though in S-Groove. Good for stopping ground-based rushdown, I suppose.

BIG Punch Super: I love this move, but I have to admit, I'm a sucker for Lv.3 only, one hit BIG moves like this and Haomaroh's. Sigh, i wish it were unblockable. Anyways, basically no matter what, the big punch WILL be coming out, but obivoulsy there's a lot of startup. I only really use this when I see an OBVIOUS dashing special/super from full screen, or at the start of an opponents jump. But all this is hard to time, and either of his supers is safer with regards to pre/post punishment.


Anyways, I know that there's other Ryo users here: help a beginner? How do you suggest using him? I played him as a kind of strange rushdown, with lots of running-in jab DPs, super-jump air fireballs from far away, and attempted Zanretsuken/Kyokugen-ryuu Ren Bu Ken connections.

Redcoldfire
06-06-2002, 11:38 PM
hahahah i'm a ryo player... but i really dont know how to explain him either... god i love his small jump... it's great i've been using ryo for at least 3 months ... and i still can really explain him he is indeed an odd shoto... the main thing i do i lure people in to ryo cuz i think he is best off as a close range person and annoying people to death with fireballs..... but thats my opinion hahahah if you got any more things on RYO i'd love to hear it..... anything you find well check ya later oh yea.. and about that HBC+P. i combo off of c. mk ....nice damage.... (jump follow up) you are using a super jump right.... cuz i used to have the same problem.... i was like.... ha..i'm dumb..........

Rolling Start
06-07-2002, 08:16 AM
Hmm, how ARE you supposed to jump cancel? Is it super jump, or normal jump? Can you just hold up until it happens? Or, if it IS super jump, can you rapidly do down up down up until it hits?

Oh yeah, and about the lv3 punch: since i use S-Groove, and didn't have a chance to try yesterday, if i start charging IMMEDIATELY after i hit the guy with the punch, will i be able to charge up another lv3 in time? Probably not, hey? In that case, can anyone tell me Ryo's easiest/most damaging combo with a lv1 super?

Oh yeah, and i never really looked to see: just how much damage does the lv3 punch do? Is it pretty high damage wise?

Mr-K
06-07-2002, 09:03 AM
lv1 combo .. hmm .. how about J.Hk, C.MK, Lv1 super fireball.

As for that multiple hand move, easy combo is J.HK, C.MK, fast hands.

And that jump kick one that many people can't seem to get .. it's a super jump.

Rolling Start
06-07-2002, 09:32 AM
Jump kick one? You mean the cancelling for the HCB + P move right? WHat is the most damaging followup? Is it simply jumping fierce punch? Or is there something better?

And multiple hand one, you mean FBF+P right? So that CAN combo? Interesting...

Does the lv1 super fireball do more damage than the lv1 super rush?

CompassSaviour
06-07-2002, 11:40 AM
Originally posted by Rolling Start
QCF + P (air): I like this move, but overuse can obviously lead to getting smacked. Its strength/weakness is that it doesn't really affect Ryo's jump arc, so if they block it, you're right in their face. But if they can blow through it, with a super or something, then you're more hooped than say, todo, who drops straight down.I was messing around with a-groove combos before (making stylish ones, rather than damaging ones) and I tried performing a combo like this.

DP jab XX into a.jab fireball, a.fierce fireball, \/, DB F+FK, whatever........

Here's the thing, no matter what side you are on, the fireballs make you travel right.

EG: You are on left side of the screen,, when you do the fireballs, you get moved forward, BUT, on the right side of the screen, you get pushed back. Weird.

Can anyone explain this? or is it just a timing thing, that just so coincidentally happens to me on different sides.

Rolling Start
06-07-2002, 03:15 PM
Used Ryo again today, i have the super jump cancelling down, which is nice. Oh yeah, and I love doing the lv3 punch right at the start of people's customs and punching them out of it, lol.

I don't hate that jumping chop as much anymore. It looks like he's just doing a regular jump at the start, and then he drops pretty fast. Still basically useless unless your opponenet is going nuts with fireballs.

What is his best air-to-air?

As i asked earlier, is there a better followup to HCB + P than jumping fierce?

SSF2T
06-07-2002, 03:35 PM
No... the best follow up, that does the most damage is either the Fierce, or RoundHouse. You can do an air fireball, but that does less damage, on the other hand. It will knock the opponent down.

Anyways, the best way to combo into ZanRestuKen(F, B, F+P), do:
j.HK, s.LP, ZRK+HP.

You can do a MP, or c.MK, but at the corner, you'll miss, because you will be pushed to far off.

And comboing into a super, it's best to do a s.HP, HaohShouKoahKen(F, HCF+P)

You can do a j.H? then s.HP, but sometime it might not combo as it may be too slow. But as long as the s.HP hits, the DeathBlow will connect. There is no way to avoid it, unless you have counter movement. Or counter attack early.

Since you are in S-Groove. Once you are in desperate mode. You can run up and do that combo. It's ment to do guard break damage. It'll keep them stuck, and piss off others... :D

And like I tell everyone "WATCH YOUR OPPONENT'S MOVES."

Anyways, if your opponent ever tries to combo into a fireball, you can pull off the rushing super, if it's lv.2 or 3. Now, samething goes for the Tenchi HaohKen(QCFx2+P). You can also use the Ryuko Ranbu if you opponent jumps at you lv.2 or 3 only.

ben
06-07-2002, 03:45 PM
I use ryo in A, and I know gunter has some kickass CCs for him, but this is my general strategy:
get them in the corner and go j mk, cr mk, hcb fp, <activate CC>, fp zanretsuken x 2, mp zanretsuken, ryuku ranbu

you can do this combo anywhere else, but I find it easiest in the corner.

- hien shippu kyaku (charge db, f k) doesn't go over regular fireballs, as far as I know it goes over ground ones like power waves and reppukens - not too sure about low tiger shots. I like throwing out random wk ones - you don't go very far and land immediately, you can get a free cr roundhouse if you position yourself right. also comboable off cr mk, but I'd rather do hcb p if I hit the cr mk.

- his rush super is easily buffered: cr jab, qcf short, hcb punch. at level 2 or 3 you can do 2 cr jabs.

hope this helps.

Rolling Start
06-07-2002, 04:41 PM
Sweet, thanks for the tips guys!

I always found it weird that Ryo has never really been swept up with the rest of the shotos in popularity. I mean, before the game came out, everyone was up in arms about him not having his Tiger Stance, yet there are almost no posts or vids featuring him. He's a good character damn it! IMO, he has most of the potential/tricks that the shoto's have, minus a couple, but plus a few new ones of his own!

DAMN, the zanretsuken has some good vaccuum property! Sucks in EVERYTHING! Anyone who's trying to be cute with their jump-ins, or even using a dashing move at the wrong range, will soon learn not to try that shit against Ryo. Pretty good priority as well, i've nabbed people out of supers a couple times IIRC.

YMDSLTSAC
06-07-2002, 09:29 PM
I agree Rolling Start. Ryo rounds out my KOF allstars team(Terry, Kyo and Ryo) and he holds his own.

I play him as pseudo rushdown Ryu. Lots of standing forwards, running jabs and and running standing strongs..

I like to bait people with his air fireball and then when they are convinced I'm going to throw another one and roll under men when I jump I just land (from a low jump) and throw.

"Kore ga Kyokugen-ryuu da!"

FLipFloP
06-08-2002, 12:12 AM
Something that you should try to figure out, is that darned Air Fireball of his, It makes him fly back up. You think you could do that cross-up Air Fireball like Akumas? Or use it in your rush down?

IMO, i like him in A-Groove, hes very deadly. With great midscreens and corner combos.

Rolling Start
06-08-2002, 12:15 AM
He also works very well as a high ratio character. His simple combos do LOTS of damage, especially ones that involve HCB+P. Why is he not played more? Can someone maybe post some problems that he has? Specifically, ones that the shotos don't have?

jreinert13
06-08-2002, 04:13 AM
I just can't believe you asked if there was any use for his Dragon....his Dragon is sick, it has the biggest hitbox for a special in the history of fighting games.

Kyori
06-08-2002, 08:24 AM
I was just playing around with Ryo combos right now and how I could improve j.fk c.mp hcb + fp... and of course, one thing came to mind--- A-Groove.

So here it is, boys and girls. Ryo's Corner combo that was created like.. 2 minutes ago. :D

j.fk, c.mp, hcb + fp Activate CC - Zan Retsu Ken x3 - Ryuko Ranbu

Total damage - 9335

# of hits - 59

Have fun. :D

Rolling Start
06-08-2002, 10:20 AM
Originally posted by jreinert13
I just can't believe you asked if there was any use for his Dragon....his Dragon is sick, it has the biggest hitbox for a special in the history of fighting games.

Uh, read right below that bro! This move is fuckin DOPE! You're right, the hitbox is huge, even larger than ryu/kens IMO. However, even though the priority is less, i have to disagree about it having the biggest hitbox; the Zanretsuken takes the prize for that! SO HUGE, it sucks them in from so far away! I guess that isn't technically a hitbox, but still...

kyosuke87
06-08-2002, 04:05 PM
A-groove Ryo:

J.Roundhouse-->L.Foward-->HCB+Fierce-->ACTIVATE CC-->DP+Fierce-->QCF+Fierce-->F,B,F,+P X2-->QCF, HCB+P.

C-groove Ryo:

J.Roundhouse-->L.Fierce-->QCF, HCB+Strong-->QCF, HCB+Jab. Easy but damaging combo.

Redcoldfire
06-08-2002, 11:45 PM
i was kinda wondering..... but how do you guys pressure with Ryo...i find his small jump to be very abuseable into getting inside a defender's defense .... i dont know what you people think... what do you you people use to pressure i'm out check ya people later:p :p :p :p ( oh yea....i'm curoius.... who do you people pair Ryo up with... and what ratio is he to you

Gunter
07-29-2002, 08:37 AM
Originally posted by Kyori
I was just playing around with Ryo combos right now and how I could improve j.fk c.mp hcb + fp... and of course, one thing came to mind--- A-Groove.

So here it is, boys and girls. Ryo's Corner combo that was created like.. 2 minutes ago. :D

j.fk, c.mp, hcb + fp Activate CC - Zan Retsu Ken x3 - Ryuko Ranbu

Total damage - 9335

# of hits - 59

Have fun. :D

Actually, that was created like... over half a year ago...

The Realyst
12-24-2002, 12:14 AM
I searched all 5 pages and have yet to see a thread about Ryo, so I thought I'd start one. How would you say Ryo should be used? I assume at a distance because of his fireballs and the short range of his regular attacks.

SilverGear
12-24-2002, 12:40 AM
From what I've seen Ryo is usually played in "Turtle" mode. Which can be rather annoying (It just bores me to tears.) .

But keep in mind all the Ryo's I've seen in action were played outside of A-Groove. So take that as you will.

Gunter
12-24-2002, 02:06 AM
http://shoryuken.com/forums/showthread.php?threadid=599

jchensor
12-24-2002, 04:26 PM
Ryo is God in any Groove that has Low Jump. So, sadly, despite good A-Groove Combos and damaging C-Groove Combos, his best Groove, IMO, is K-Groove (doesn't need Level 1's, doesn't need Rolls, and having random 35% extra damage or a Level 3 Super is HUGE).

Low Jump Roundhouse is toooooooo good. It's an Overhead. Do it on your way up, and you'll hit SOOOOOOO many people Crouching. And then they think you're vulnerable. Nope. Ryo will land before the enemy recovers. They think you'll be in Low Jump delay. Nope. Kill your delay with a Jab DP. That, with the HUUUUUUGE hit box that was mentioned earlier, will eat up just about any counter they try, including Supers. ^_^

Once they catch on, this is where the fun REALLY begins. If they start Blocking after your Overhead, land with HCB + Fierce to cancel the delay and to do Block Damage. NOW they think you're vulnerable. Nope. Do a Jab DP and counter whatever they try.

Wanna have fun? Try, instead, a RDP + Jab when you land for a second Overhead in a row. Now, after that, you'll have a delay, right? Not really. Jab DP anything they try (you do have a delay, but very short, and the enemy has to be TOTALLY ready to Counter instantly).

Have a Super Charged up? Land after that REALLY annoying Low Jump Roundhouse with a Level 3 Fireball Super at point blank range. If they get hit, good. If they Block, well... after they block that, SURELY you have delay, right? Nope. Jab DP to beat their Counter Attack.

But how do you get close enough to start this game? Use turtle-fest Jumping Backwards Air Fireball games. The purpose of this is to get the enemy close enough so you can do an anti-air Jab DP or to catch them with a Sonic Boom + Kick. Or even a Sweep. Anything to knock them down. Once you do that, you can begin your Overhead games. Heck, since his Jump is so quick with such a high priority Jumping Roundhouse, you can even land a normal Jumping Roundhouse from a Jump or Super Jump and go right into the Overhead Roundhouse game from there (Jump Kick, land and immediately do a Low Jump Roundhouse).

Ryo is a monster when used this way (credit Clockw0rk for this style of Ryo playing, by the way). And in K-Groove, with 35% extra damage, each of those Jump Kicks HURT. You'll be shocked to see how many people get hit by this Low Jumping Roundhouse Overhead. And even if they stand up, you'll still land before they recover. And once the enemy learns you have almost no delay after so many moves, Ryo becomes a mind-game bastard.

His biggest problem?

Can't get passed Sagat's Standing and Crouching Fierce. He gets EATEN UP by Sagat (unless someone wants to enlighten me, here... ^_^). He can never get CLOSE to Sagat to try any of his tricks. So he immediately becomes a non-viable character. Remove Sagat, and Ryo easily becomes top tier.

- James

RockCho
12-25-2002, 04:46 AM
Wow... good stuff james.... almost makes me want to play street fighter competitively again.

o__O

nakedjackson
12-29-2002, 04:42 PM
yeah, good stuff james, lets keep this going!

nakedjackson
01-06-2003, 03:41 PM
OMFG, JAB DP IS SOOOO FUN!

anyhow, thanks again james for the good stuff. However, in some cases, when i small jump with early rh, the opp still counters, so i don't know if the no-recovery-smalljump-roundhouse is no recovery all the time, but i could be wrong. Also, for more jab dp fun, i use cr.jab, cr.mk, fireball as my b&b. If you use jab fireball, even if the fireball combos and hits, the opp will recover faster than you will, but its not such bad news, as it is excellent bait for another jab dp. This could be done with MP fireballs as well.

As far as starting your low jumping roundhouse games, another good way is to start the match off doing some basic ground combos like cr.jab, cr.short, jab fireball (opp will try to counter), jab DP. After doing 2 or 3 of these, blocked or unblocked, your opp. will get used to it. Thats when you start doing cr.jab, cr.short, quick smalljump roundhouse, start smalljump roundhouse games. It works pretty well most of the time. Just remember to mix it up.

jchensor
01-06-2003, 05:49 PM
Originally posted by nakedjackson
OMFG, JAB DP IS SOOOO FUN!

anyhow, thanks again james for the good stuff. However, in some cases, when i small jump with early rh, the opp still counters, so i don't know if the no-recovery-smalljump-roundhouse is no recovery all the time, but i could be wrong.

That just all really depends on HOW early you do the kick. Don't do it the instant you leave the floor. If you do, yes, they will recover before you. But you can definitely do it BEFORE you reach the top of your Jump. That's the important thing. You don't need to do it on your way down. Do it, like, RIGHT before you reach the top of your Jump, and you should be good.

- James

Alphastorm
01-06-2003, 09:02 PM
My fav combo in C groove is: jump fierce, low fwd, lvl2 rush super, fbf+p.

Does anyone have any good links for ryo?

Mummy-B
01-06-2003, 09:16 PM
Just to let you all know, any kind of jump + lk owns everything. It has some of the sickest priority I have ever seen. I've seen it take out Chun's jumping short.

RagingStormX
01-07-2003, 01:03 PM
His uppercut is too good.

Alphastorm
01-07-2003, 01:20 PM
Originally posted by RagingStormX
His uppercut is too good.

Umm yeah that was stated many times already.

Now does anyone know what are ryo's links?

nakedjackson
01-08-2003, 03:01 PM
Mummy-B, what would be the use of using j.lk, besides good priority and good range, i think that i'd rather use low jump rh for damage. As far as his links go:

Cr.lp, Cr. LK

Cr.LP, Cr.MP

Cr.lp, Cr. MK

Those are the ones that i use the most.

One good combo i like to use is Cr. MK-> FK Charge Kick kyaaku move. (charge db, f+K). THis is good after you block a long string of something and you see an opening. The cr. MK has deceptive range, and following it up with the charge kick is easy and a free knockdown.

Does anyone use his fast hands move (f, b, f, +p) in high level play?

01-08-2003, 03:31 PM
Jchen, in short hop ryo is good?

Playing in P-groove will reduce ryo's 35% boost in damage, it'll get rid of his random super when raged so i ask, could he still be used in p?

~prays for a positive answer..

Alphastorm
01-08-2003, 03:54 PM
offcouse. Same reason kyo is good in P groove. Parry then do their most damaging combo.

FMJaguar
01-08-2003, 04:02 PM
Originally posted by mixup
Playing in P-groove will reduce ryo's 35% boost in damage, it'll get rid of his random super when raged so i ask, could he still be used in p?


Anyone not played in K groove loses 35% and random free super.

Alphastorm
01-08-2003, 04:15 PM
I prefer C, A, and P. Storing up a super and unleashing it unexpectedly is far better than trying to land a random super while chasing him/her down before the timer runs out.

FMJaguar
01-08-2003, 06:12 PM
Originally posted by Alphastorm
I prefer C, A, and P. Storing up a super and unleashing it unexpectedly is far better than trying to land a random super while chasing him/her down before the timer runs out.

If you keep a super in any groove much longer than the K timer it's just wasting time you could use to build the meter back. K just tells the opponent what they should know anyway. If they go to run away they are going to give you that damage via throws / guard breaking etc.., so it's not like K is at a disadvantage there.

Alphastorm
01-08-2003, 08:04 PM
I'm just saying players are more cautious when you are raged or powered up.

Also, if you are in C, you can choose to keep the power up and not use supers.

FMJaguar
01-08-2003, 10:05 PM
I'm just saying players are more cautious when you are raged or powered up.

What i'm saying is that if the bar makes them run away, most likely they've accepted that they are taking damage, you don't need to land supers if you land 2 or 3 throws anyway. GB or Throw or super, K has the cards, of course a player can misuse that, but given the option, i'd take having the initiative over giving it away.

Originally posted by Alphastorm
Also, if you are in C, you can choose to keep the power up and not use supers.

5% at *max*, and it doesn't apply to the super. So the best you can do is normals->special, lets say it does 2500 dmg, you get 5% = +125 < +2 jabs for your best clean combo. Also consider that using your super gives K-groove a super, so most rounds they will have 1 more super/powerup than you at +35% to +5%.

Alphastorm
01-08-2003, 10:16 PM
Originally posted by FMJaguar


What i'm saying is that if the bar makes them run away, most likely they've accepted that they are taking damage, you don't need to land supers if you land 2 or 3 throws anyway. GB or Throw or super, K has the cards, of course a player can misuse that, but given the option, i'd take having the initiative over giving it away.


Being cautious does not gaurantee they will land throws or guard breaks on you. I understand that to balance that, they gave K-groove the most damaging lvl 3 super in the game. But you'd still have to land it. In C, I can always save my super until I know it's enough to kill a k-groove player.

Anyway, we are way off topic. It's all your fault Mixup! :)

Mummy-B
01-08-2003, 11:22 PM
Originally posted by mixup
Jchen, in short hop ryo is good?

Playing in P-groove will reduce ryo's 35% boost in damage, it'll get rid of his random super when raged so i ask, could he still be used in p?

~prays for a positive answer..

Ryo is much better in K Groove.

I use K Groove now after going to Okinawa, Just Defending is way easier after getting used to Parrying.

pain
01-09-2003, 12:16 AM
Is it just me, or does small jump strong land more often/easier than small jump RH? I usually mix them up, but I prefer strong even though it does less damage. Are there any good setups for landing HCB+P? I don't really use the move very much.

Mummy-B
01-09-2003, 01:11 AM
Originally posted by nakedjackson
Mummy-B, what would be the use of using j.lk, besides good priority and good range, i think that i'd rather use low jump rh for damage.

For damage of course the fierce is better, but if you want to outprioritize someone, especially in the air you should use j.lk. Like Chun Li or Bison, espeically. Blanka too even.

jchensor
01-09-2003, 03:52 PM
mixup:

I don't see why P-Groove Ryo would be hampered much. Short Jump Roundhosue would still work, so he could still do "his thing" with that.

The overall advantages of K-Groove are lost, of course, but if you prefer P, there's nothing wrong with that. The strats I listed would still work, but using the Fireball Super when you land from a Low Jump would be more wasteful, that's all.

- James

nakedjackson
01-09-2003, 04:05 PM
Wow, the Ryo users are coming out of the woodwork!

Pain: the HCB +P move is a somewhat difficult move to combo in, but i find myself using it a hell of a lot. When comboed, it is ryos most damaging combo AND ALWAYS FOLLOW HCB+P UP WITH SJ. HP!!!!.

The most practical way to combo it in is Cr.MK->HCB, sj. HP. I usually do this as follows: f, df, d+Mk, db, b+HP. While it is somewhat hard to pull off in high level play, pulling it out of your ass at random times while often catch your opp. off guard, due to the deceptive range of the MK. If you are very close to your opponent, For more damage, you can do cr.HP->HCB HP.

I find the most use for this combo when my opp. is dizzy. It is Ryo's most potent choice for when your opp. is in stun (which happens surprisingly often if you are annoying with your jab dps, small jump roundhouses, and Medium kicks) However, when opp is in stun, i recommend this variation: Jump in HK, cr. MK->HCB P, sj. HP. The damage is ludicrous. I also find it somewhat effective when youre opp. is down, to run up to him and right when he gets up, do the MK->HCB combo. It works surprisingly well sometimes.

And When you do the combo in the corner, you and your opponent will land around the same time, so immediately doing jab DP when you land jands almost 90% of the time, until your opp. figgers it out.

And Ryo's best groove is K! There is no Argument!

Has anyone found practical uses, combos for f,b,f +P?

Also, what is the deal with the pre fight intro when Ryo and Ryu are about to fight and they both backflip out of the same spot in the air?

Alphastorm
01-09-2003, 04:38 PM
I think ryo has the best crossup in the game. It's deceptive and can often catch your opponent blocking the wrong direction. I think he is one of the few characters that can crossup high and still land and continue to combo. If it hits, go straight into his bnb combo.

As for the FBF+P, I use it mainly as anti air or anti roll. And like I said before, I combo it after the lvl2 rush super.

Is it possible to land a low fwd after JDing ground or air moves? If you can, then K groove is definately the best groove for ryo.

Mummy-B
01-09-2003, 05:00 PM
Has anyone been able to do that ridiculous timing on the HCB+p, superjump cancel, land and f-b-f+p that MEM did in his combo video? I know it's corner only but I can't get that timing to save my life

nakedjackson
01-09-2003, 06:19 PM
Wow, i dint know you could fbf+P after the sj HP! If you could give me the link to that video, that would be awesome. But if Mummy can't do it, i doubt i can get the timing down.

BTW, People post on this forum entirely too often. This is like the most frequent posting out of all the forums ive ever been to. It keeps making me feel dweeby everytime i post 5 times during the hour.

Alphastorm: What crossup are you talkin bout?

FMJaguar
01-09-2003, 06:40 PM
Is it possible to land a low fwd after JDing ground or air moves? If you can, then K groove is definately the best groove for ryo.

it depends on the move, JD reduces recovery, but if your opponent did say a jab, or a late air move you may not have time to fwd. If you jd a special or fierce/rh you will most likely have time. That is one advantage of P, you could fwd after just about any parry, which means free combo. I think i'm gonna steal your ryo and add it to my kyo, then i just need one more annoying person for the P-groove team!

Mummy-B
01-09-2003, 08:13 PM
Originally posted by nakedjackson
Wow, i dint know you could fbf+P after the sj HP! If you could give me the link to that video, that would be awesome. But if Mummy can't do it, i doubt i can get the timing down.

BTW, People post on this forum entirely too often. This is like the most frequent posting out of all the forums ive ever been to. It keeps making me feel dweeby everytime i post 5 times during the hour.

Alphastorm: What crossup are you talkin bout?

No no, you don't hit them in the air with anything. You just superjump cancel so that they're in a juggle state, you land, then immediately catch them with the f-b-f+p before they hit the ground. It's pretty sick... The video used to be on gamecombos.com but I think they took it off. If you want it just let me know I can send it via AIM or something. The whole combo MEM does is C Groove and involves FOUR levels, he super cancels a Level 2 twice all in a dizzy combo. It's one of the most ridiculous C Groove combos I have ever seen ever, the execution and timing is hardcore

EDIT:

Correction. He does hcb+p, superjump cancel fp, fp DP, then the guy is dizzy, does some more hits, Level 2 combo super, and super cancels into hcb+p... but only two hits connect on that, which I think makes it possible to land the f-b-f+p after empty superjump cancel.

nakedjackson
01-09-2003, 08:31 PM
oooooooooh, i know what you mean know. IF you do HCB+P while your opponent is in the air and in the corner, only the first and last hits hit (2 hits) and it sends your opp much higher into the air than if you connected HCB+P on the ground. Because the opponent went higher after the last hit, he was able to super jump empty and land before opp to land the f,b,f +P. Try it out. It should work. Thanks for the reply mummy.

Alphastorm
01-09-2003, 09:25 PM
Originally posted by nakedjackson

Alphastorm: What crossup are you talkin bout?

I was talking about ryo's fwd kick. His kick is slanted more than the other shotos, making it easier to land the hit and combo after.

Originally posted by FMJaguar


it depends on the move, JD reduces recovery, but if your opponent did say a jab, or a late air move you may not have time to fwd. If you jd a special or fierce/rh you will most likely have time. That is one advantage of P, you could fwd after just about any parry, which means free combo. I think i'm gonna steal your ryo and add it to my kyo, then i just need one more annoying person for the P-groove team!

I just want to jd sagat's low fierce and combo him to death. I might not be in range for the HCB+P thought. I agree it would be easier to land his bnb in P groove. I also like cammy in P, now I need one more for the team.

nakedjackson
01-10-2003, 02:02 AM
what bnb do you use?

Alphastorm
01-10-2003, 09:06 AM
bnb: low fwd, HCB+P, SJ fierce

FMJaguar
01-10-2003, 09:50 AM
Originally posted by Alphastorm

I just want to jd sagat's low fierce and combo him to death. I might not be in range for the HCB+P thought. I agree it would be easier to land his bnb in P groove. I also like cammy in P, now I need one more for the team.

Lets both use P-kyo/ryo/2cammy!!!!!! omg i'm trying it today!

jchensor
01-10-2003, 12:20 PM
Originally posted by Mummy-B


No no, you don't hit them in the air with anything. You just superjump cancel so that they're in a juggle state, you land, then immediately catch them with the f-b-f+p before they hit the ground. It's pretty sick... The video used to be on gamecombos.com but I think they took it off. If you want it just let me know I can send it via AIM or something. The whole combo MEM does is C Groove and involves FOUR levels, he super cancels a Level 2 twice all in a dizzy combo. It's one of the most ridiculous C Groove combos I have ever seen ever, the execution and timing is hardcore

EDIT:

Correction. He does hcb+p, superjump cancel fp, fp DP, then the guy is dizzy, does some more hits, Level 2 combo super, and super cancels into hcb+p... but only two hits connect on that, which I think makes it possible to land the f-b-f+p after empty superjump cancel.

It's all Level 2 Super Canceling. I dunno if you've been to Majestros' site before (www.sonichurricane.com), but he has an article there that explains the whole Level 2 Juggling "glitch" that allows for extra Juggles. The only way to land the Jumping Fierce into Fierce DP at the end of the HCB + Punch is if you do the HCB + P OUT of a Level 2 Super in C-Groove. And make sure you do the Jumping Fierce after the Super Jump AS LATE AS POSSIBLE right before you land. Also, you have to make sure you "Reversal" timing your DP when you land. You'll only be able to Juggle the enemy in the first animation frame of the Air Reel. So you gotta 1) Do Jumping Fierce as late as possible. 2) Reversal timing the Fierce DP when you land.

Likewise, the only way to land the F, B, F + P is if you, again, cancel a Level 2 into it. This doesn't have anything to do with the above glitch, though. The key is launching them with the end of HCB + Punch when they are high up in the air already. If you catch them off the ground, you can't land in time to catch them with F, B, F + Punch. To do this, you need to cancel the landing from the first Uppercut in his Level 2 Rush Super into the HCB + Punch so that the last hit (that launches) hits the enemy when they are already in the air. That gives you time to Super Jump and land before they hit the ground. When you land, you can catch them with the F, B, F + Punch to Juggle. HOWEVER, because of the Level 2 Super Canceling Extra Juggle thing, you can actually land with a Crouching Strong to Juggle FIRST and Buffer that INTO the F, B, F + P. I've actually done the first version, but never the second (never tried, actually). The hardest part, surprisingly, is timing the HCB + P to cancel his Level 2 Rush Super RIGHT when he lands from the first of two Uppercuts.

- James

Alphastorm
01-10-2003, 12:57 PM
I know that MEM combo is flashy but I wouldn't bother using it. It's too difficult.

If you land a lvl2 rush super, wait for it to end(don't cancel super), you will land before opponent does, then do FBF+Fierce P. That will give you one or two less pixels of dmg but it's much easier.

Mummy-B
01-10-2003, 01:27 PM
Thanks for the clarification jchensor. I was familiar with Majestros' article on that juggle thing, but I didn't realize that was what was happening in that combo. The whole Capcom/SNK juggle states and level 2 crap juggles are beyond my understanding so I just stare and do one of these :eek: whenever I see stuff like that.

Alphastorm, yeah hell no I wouldn't actually try that crap out in a match. If I ever landed it all, someone would have to either pay me or get thier fine ass gf to provide services. Didn't know about the landing and catching them with the f-b-f+p though, thanks for the info.

nakedjackson
01-10-2003, 03:04 PM
i know ryo probably doesnt do this the best, but i was wondering how to get a really good rushdown game going with the invincible dragon. I know his small jump RH is a big part of it, but the question is, how to get them scared and blocking. I try to run up and do cr.jab, cr.lk, Cr.MK or run up standing mk, jumping roundhouse, or cr.jab, cr.mk, fireball. But i just want a good concrete rush strategy, because many of those have pretty big holes in them and if i want to utilize K, then i need to utilize rush.

Alphastorm
01-10-2003, 03:36 PM
You mean blocked strings? They are best in C groove for building meter. Here are some I use:

l.jab, l.short, l.jab, s.fwd

l.short, l.jab, l.fwd, fb or charge kick(get ready to jab dp)

crossup fwd, l.fwd, HCB+Jab(get ready to jab dp). If the low fwd connects, use (HCB+fierce, sj cancel fierce) aka bnb.

nakedjackson
01-10-2003, 06:19 PM
hey alphastorm, did you ever find out if you could jd into low mk?

EDIT: This shit is seriously keeping me awake at night. It torments me. What the fuck is with that stupid pre fight intro where Ryo and Ryu backflip out of the same spot in the air? According to what i learned in physics class and on PBS, no two objects can occupy one point in space at the same time. So why the hell do they backflip out of the air together from the same spot? Did they just finish a mid air makeout session? Did they both try to air throw eachother and realized that neither of them had an air throw? Did Ryu jump in the air at the very second that Ryo did a time flip 20 years later, trapping ryo in our time and making them both fight eachother because ryu found out ryo was ken and ryu's lovechild? Someone please let me know. Please.

Mummy-B
01-10-2003, 10:47 PM
Well, about occupying the same space, I can't help you there.

But the intro is from old school Ryu Ko no Ken (Art of Fighting) 1.