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View Full Version : SSF2T: Ryu's jumping MP - what comes after?


LET
05-31-2005, 11:50 AM
Playing around with Ryu's forward (or backward) jumping MP, I was trying to see what options I had after a landed MP.

I'm wondering what is generally the best to use after:


a) a landed two-hit MP

b) a landed one hit MP (e.g the first hit whiffs)

c) a landed two-hit followed up by anothr one hit MP



A two-hit landed followed by another MP deals a fair amount of damage, more than a throw or single Fierce, Roundhouse in the air. I tried juggling with other attacks like air hurricanes etc. but couldn't really link anything off it other than a super.

NOTE: A two-hit MP followed by another (one hit) MP can still be juggled by two hits of Ryu's super. I've found that I land the MP quite alot, esp near the end of heated matches and it makes an easy finish if you have a Super stocked as it dishes 50% damage if everything connects. Even though I can only land two hits of the super, it is a guaranteed way to land it seeing as it can be a predictable attack at times if not combo'd into.


I'm no expert on Super Turbo, or even SF2 in fact, so I'd really appreciate if people could post what they follow a jumping MP with, or if there's a generally accepted 'best' move to use.

:karate:

MeeNaXi
05-31-2005, 12:49 PM
i don't play much with ryu but some very good players i have seen do the jump+mp+mp followed by a super, it's impossible to block as your falling and if timed right is a killer combo...it also looks completely ace :wow:

LET
05-31-2005, 01:02 PM
I've seen you on live before, you use dee-jay? I added you to friends when I first started playing on my friends account. I've gotten better since then, don't use turbo ken anymore really. I'm moving soon so I'll add you to my new account soon if that's cool cos low lag/domestic ST matches are getting rarer and rarer. The jump MP, MP, super is easy enough to do, and it's relatively simple to land/set up that first MP (esp. against Guile!!) so if we do play I may start basing my game around that. Apologies if I've evr dropped btw, I didn't realise at first that it affected win/loss, I was just looking for games quicker.

savalas
05-31-2005, 02:13 PM
Yea, right. :rolleyes:

Save the juggling for mortal kombat.

MeeNaXi
05-31-2005, 11:35 PM
I've seen you on live before, you use dee-jay? Apologies if I've evr dropped btw, I didn't realise at first that it affected win/loss, I was just looking for games quicker.

lol i can't use deejay, only play with him the odd time... see my av to see who i play with most times.

it's not the win / loss that annoys people, it's just considered shameful, you're there to play if you're losing take it on the chin, don't drop half way through the battle!

Anyway hook me up, i'm on most weekdays at 9pm to 10.30pm and weekend at random times, i look forward to seeing those mp super combo's!

ShinjiGohan
05-31-2005, 11:48 PM
I normally try for b), and try repeat it 2 more times followed up by a super (IIRC, 3 j.mp juggles for one hit each does 40% damage, follow that with a 2 hit super with Ryu and you got some nice damage)

Okazaki III
06-01-2005, 02:37 AM
I think you can do Jump + MP (2-hit) -> Jump + MP (1-Hit) combo into the hurricane kick -> Super on landing.

LET
06-01-2005, 05:38 AM
I think you can do Jump + MP (2-hit) -> Jump + MP (1-Hit) combo into the hurricane kick -> Super on landing.


Yes you can, but the hurricane won't connect it'll just build super. Seeing as the hurricane charges faster than fireballs or dragons, you could surprise people with that if you don't have a full bar. I'm gonna go see just how full the bar has to be to have a super stocked by the time you land.