Ryu Q&A: Ask simple questions here!

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  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    ^ that's beautiful dude. Its not a shoryuken so isnt relevant to my question but it IS beautiful.

    Hope your health issue sorts itself out. Get well soon. And fuck, dont worry about answering my question when youre not well dude, please. There's no rush.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • DannkkDannkk Joined: Posts: 1,761
    Thanks DP, I appreciate it. Answer that question, though. You need to be more specific, because the furthest Ryu travels on a mp dp, is the last few active frames....all the way at the top of the screen. I think I know what you're getting at though, because that's how Rog's safe jump vs. Ryu works(back throw, forward dash, j.hp). On the 3rd frame, Ryu hasn't moved forward far enough to hit him, and by the time he does, he's not invincible anymore and gets stuffed. I'd guess you're asking for the furthest invincible frame, which would be the fifth.
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
    My Mods - http://s138.photobucket.com/albums/q250/Dannkk/Dual%20Mods/
  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    This possibly applies to any character, but what is the best way to deal with Vega(Claw)'s super? Do you need to back dash at the last moment to avoid it? Are there other ways to avoid it? Can you hit him out of it? I hate that thing...it owns me for free :(
  • A2ZOMGA2ZOMG Joined: Posts: 126
    Late reply. Thanks for helping Theli.
    On the srk wiki, the number 45 is immediately followed by "(total duration)". This means that the entire move takes 45 frames. I'm sure this is listed this way as the move itself doesn't have any active frames. Only the hado it spawns does.

    As the fireball spawns on the 13th frame and inflicts 8+22 hit stun you can calculate -2 frame advantage. (45 - 13 - 30 = 2)

    (Incidentaly,, I have a couple theories as to why it is split to show 8+22.. Most likely it has to do with the 8 frames being the freeze frames of the hado. Projectiles only cause freeze frames on the target. The attacker is free to do other things. So we can surmise that 8 is how many frames the target is frozen before the actual 22 hit stun of the hado takes effect. This is normally irrelevant unless you can cancel your own freeze frames, which is actually possible using the armor cancel glitch/technique.)

    Also on the SRK wiki is listed the note: "15~16f cancellable" This cancellability applies to FADC as well. As Ryu takes 21 frames from when he starts an FADC to start an attack, the most frame advantage you can get at pointblank range is... (13 + 30) - (15 + 21) = +7.

    I'm actually wondering where you heard the +6-7 number. It seems accurate. But I've never actually seen it mentioned anywhere.
    Effing eventhubs mindgamed me. I'm a noob. I'ma gonna rely on SRK for my frame data from now on.

    Being the dumbass I was, I assumed that Ryu had a 16 frame forward dash and that 22 frames of hitstun minus the difference from FADCing led to about a 6-7 frame advantage depending on spacing. It made sense anyway, since I knew the link into U2 was extremely tight, not to mention I realized linking into normals (ie sweep) from fireball FADC actually required skill at point blank range.

    I know, crazy story. But thanks for clearing everything up.
  • TheliTheli Joined: Posts: 1,586
    Ryu's forward dash is 18 frames. But then there are oddities when dashing out of an FADC that lose a frame and add 4 to reach 21.

    Yeah. I barely visit event hubs for anything really. It's rarely worth it for me.

    Also, U2 is 1+7 frames. So that's an 8 frame Ultra. To FADC into it from a hado requires the hado to travel a frame or two so you can get more frame advantage.

    “That which can be destroyed by the truth should be.”

  • stanzzastanzza Joined: Posts: 112
    Ryu's forward dash is 18 frames. But then there are oddities when dashing out of an FADC that lose a frame and add 4 to reach 21.

    Yeah. I barely visit event hubs for anything really. It's rarely worth it for me.

    Also, U2 is 1+7 frames. So that's an 8 frame Ultra. To FADC into it from a hado requires the hado to travel a frame or two so you can get more frame advantage.

    Hi Theli, what does a 1+7 in frame data mean? What does Ryu do in the 1 and the 7?

    1 frame to start the ultra, hit on 8th frame?
    Also for fb it says 12+1 and 1+1+1 for super. What does Ryu do during these frame breakdown?

    Thanks
  • TheliTheli Joined: Posts: 1,586
    1+7 = One frame for startup and flash/animation, and next 6 as regular start-up and active on 8th. Yeah.

    Fireballs spawn a frame before they are hit.

    12+1 = 11 frame startup with hado spawning on 12th frame and hitting on 13th. (You can get hit on the 12th frame, it will not be counter-hit, and the hado would still spawn.)

    1+1+1 = 1 frame startup and flash/animation, next frame hado will spawn, and last frame hado will hit. Ryu can get hit or thrown on frame 2 and the hado would still spawn and be active on frame 3.

    “That which can be destroyed by the truth should be.”

  • stanzzastanzza Joined: Posts: 112
    Oh, now I see.

    Thanks a lot
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    Hi Theli, what does a 1+7 in frame data mean? What does Ryu do in the 1 and the 7?

    1 frame to start the ultra, hit on 8th frame?
    Also for fb it says 12+1 and 1+1+1 for super. What does Ryu do during these frame breakdown?

    Thanks

    you dont know this already, lord....?

    wowzers.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • PewPewPewPew Joined: Posts: 93
    I just found something glitchy in training mode, dont know if you guys know yet.
    Ryu vs El Fuerte in corner only
    If Ryu hadouken FADC and hold the direction, he will go THROUGH fuerte and be on other side, can also do jab xx stuff after as well.
    Only works if you cancel light attacks into the hadouken, medium attack cancels will put Ryu too far to cross up.
    I know it works on fuerte, doesnt work on Ken, too lazy to try all characters.
  • ScaR3-8_5ScaR3-8_5 REKKAS Joined: Posts: 12
    can u daigo os with a cross up med kick?
  • DannkkDannkk Joined: Posts: 1,761
    It's fuerte only. Can do it off of close mp xx fadc(no fireball), also. It also works midscreen if you do a deep j.hp, then cl.mp xx fadc. It's mostly useless though, because it only works on hit. So, it's not good for any kind of mixup. Although...i just thought of one possible use...I'll edit if it works(might be able to extend some combos with it midscreen).
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
    My Mods - http://s138.photobucket.com/albums/q250/Dannkk/Dual%20Mods/
  • cylencer22cylencer22 Joined: Posts: 17
    cross up defense

    whats the best way to shoryuken a cross up attempt. auto correct isn't very consistent
  • TheliTheli Joined: Posts: 1,586
    Crosscut is also recommended.

    :f::df::d::db: + p

    Time the :d::db: input just after they've gone over to the other side.

    Some jump-ins are much harder to counter than others. So you'll have to rely on your own experience on what you're capable of doing.

    “That which can be destroyed by the truth should be.”

  • donaldducktmdonaldducktm A Higher Donald Duck! Joined: Posts: 2,030
    How do you punish Bison's scissors on block? When I SRK, sometimes it works, sometimes it doesn't.
    donaldducktm: what are some good "setups" to ask a girl to prom?
    Originally posted by RandomNigga
    Call sent ground, triangle dash behind her. If she turns around to confront you and not get crossed-up, leave her be; the pussy is on lock. If she gets hit by drones and passes out, rape her; all the fun of prom with no expense. If she takes three from sent in the face and is still conscious, claim her; she's a keeper.

    What should you expect from shrooming?
    Originally posted by chair_home
    You'll grow to about twice your regular size, but strangely, your overalls and plumber's hat will grow to fit you too. If you pick up any flowers, you'll be able to throw fireballs, but watch out for turtles and potatoes with feet, touching them will revert you to your original size.
    *cough*.
  • DannkkDannkk Joined: Posts: 1,761
    It depends on what verion he uses. Lk version is always safe. For the others, you can reversal srk or combo, depending on how deep it hits. I think all versions can be safe if spaced correctly, though.
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
    My Mods - http://s138.photobucket.com/albums/q250/Dannkk/Dual%20Mods/
  • TheliTheli Joined: Posts: 1,586
    lk scissor kicks can be a very safe pressure tool. Other versions can be punishable on block.

    If you are at the right distance, then the scissor kicks will only connect on you once. It is possible to focus attack through the one hit. But this tends to be a gimmick due to the many ways to beat an anticipatory focus.

    Sometimes it's possible to throw out a move that will beat bison the next time he scissor kicks. I've had luck with c.lp, c.mp, and s.mp. (And even s.mk.) If he gets way too predictable, then these can help get him off. If he stays random, then the other moves he attempts (c.lk, s.mk, s.hk, s.hp, headstomp, charge focus at distance, etc.) will probably counter-hit most of your bad guesses.

    Jumping back can sometimes be effective for obvious reasons. But, again, if you're too predictable you'll just eat something bad. (Well timed bison s.hk or EX headstomp for example.)

    Being in the corner against a good bison is a guessing game with the odds pretty heavily in his favor. You just have to recognize that, take your time and block, make good guesses (but don't try to guess every time), and work out strategies to avoid being put into that situation as much as possible.

    “That which can be destroyed by the truth should be.”

  • donaldducktmdonaldducktm A Higher Donald Duck! Joined: Posts: 2,030
    Thanks for the quick responses and advices SRKers. If I have anymore questions, I know where to post.
    donaldducktm: what are some good "setups" to ask a girl to prom?
    Originally posted by RandomNigga
    Call sent ground, triangle dash behind her. If she turns around to confront you and not get crossed-up, leave her be; the pussy is on lock. If she gets hit by drones and passes out, rape her; all the fun of prom with no expense. If she takes three from sent in the face and is still conscious, claim her; she's a keeper.

    What should you expect from shrooming?
    Originally posted by chair_home
    You'll grow to about twice your regular size, but strangely, your overalls and plumber's hat will grow to fit you too. If you pick up any flowers, you'll be able to throw fireballs, but watch out for turtles and potatoes with feet, touching them will revert you to your original size.
    *cough*.
  • Rockman85Rockman85 Joined: Posts: 391
    ok I got one. I played this amazing deejay the other night. I beat him once and that is it and i could not figure out what to do.

    He out zoned me and out footsied me. Hard to aa his jumpins ( might be because of online). cant aa his cross up (maybe online). I was forced to block his air slash or else I would get hit but when i blocked it pushed me away from him. Slide is really anoying. sobait kicks focus breaks and are safe, lower body invicibility. I can't jump in because of up kicks. Tried os c.lp to sweep and he would back dash too far away. Sometimes it worked. os tatsu then he would blocked. I clueless

    What do I do?
    PC AE ID: opticknads
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    why do members of the Ryu section cry as soon as you so much as question there information...? Is there some frame date to back this up, and hitboxes..? (Im thinking the tear ducts in the face go active about 2 frames after reading a slightly disparaging remark... can someone confirm this...?)
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • DoctorWho3kDoctorWho3k Got the tools of survival Joined: Posts: 315
    Is a meaty jab os safe against dp?
    AKA Remy, if you see me on live and want to play just shoot me an invite.
    Mains
    Marvel:Nova,Frank,Wesker (attempting vergil, zero) SF4:Gief, Bison MK: Jax SCV:Pyrrah SFXT: Bison,HUUUUGO
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    Theli; your inbox is full. (Didnt know where to put this)
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • bguilebguile Joined: Posts: 254
    Is a meaty jab os safe against dp?

    not sure which OS you are doing but i doubt there is any meaty normal OS that is safe against a DP. DP hits in 3 frames, so all normals will be hit.

    jumping attack OS EX DP is also unsafe.

    empty jump EX DP (not an OS) is safe against all regular DP because it has longer invincibility.
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    for any meaty OS to be safe against a DP the move would have to have less than 2 recovery frames (the move would need to go from active to ended in less than the DPs 3 frame start-up).

    The only way around this would be to distance yourself from Ryu and use a move with an exceptional hitbox that Ryu's DP will not hit during its invincibility (much like how you can beat DP with a distant C.MP). For instance, you could do meaty distanced C.MP that the DP cannot beat and OS a forward dash. That would create 3 potential situations, 1) C.Mp hits cause opponent either jumped or SRKd, 2) C.MP is blocked, 3) opponent backdashes, you forward dash, leaving you at neutral frames.

    not suggesting you do the above, just saying its the only way to OS and beat a DP with a normal.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • bguilebguile Joined: Posts: 254
    ...For instance, you could do meaty distanced C.MP that the DP cannot beat and OS a forward dash. That would create 3 potential situations, 1) C.Mp hits cause opponent either jumped or SRKd...

    Does that really work? I have never tested this. You can do a far distant cr.MP and stuff DP? Does that work on all version (except EX)?

    I didnt know this...I'll have to test this shit out :).
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    Does that really work? I have never tested this. You can do a far distant cr.MP and stuff DP? Does that work on all version (except EX)?

    I didnt know this...I'll have to test this shit out :).

    yeah, should do. I dont actually use it though. I know for certain it worked in Vanilla and im 90% certain I tested it in super as well. With Ryu it only works with C.Mp but other characters have different moves that work too (I think a perfectly spaced C.LP from Boxer can stuff DP too).

    The OS I just posted might not work though... was theorising. You can definately stuff DPs with certain normals at the right distance though. The horizontal priority of a SRk is not that great. If you can make a normal collide with the SRK AFTER invincibility has warn off and at max distance, you can beat it. Whether there is a practical application of this Ive no clue... kinda doubt it though.

    oh, and yeah, it should work on all versions (though again that was tested in Vanilla)... the spacing will be different though, I think, as the SRKs travel distant horizontal distances.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • Rockman85Rockman85 Joined: Posts: 391
    anyone going to answer my question?
    PC AE ID: opticknads
  • Rockman85Rockman85 Joined: Posts: 391
    anyone going to answer my question? I took a beating from a dee jay
    PC AE ID: opticknads
  • TheliTheli Joined: Posts: 1,586
    Would if I could, megaman. But only advice I'd give would probably sound crappy and I doubt you'd want to hear it. But hey, let's give it a shot...
    He out zoned me and out footsied me. Hard to aa his jumpins ( might be because of online). cant aa his cross up (maybe online). I was forced to block his air slash or else I would get hit but when i blocked it pushed me away from him. Slide is really anoying. sobait kicks focus breaks and are safe, lower body invicibility. I can't jump in because of up kicks. Tried os c.lp to sweep and he would back dash too far away. Sometimes it worked. os tatsu then he would blocked. I clueless

    It just sounds like you're missing some subtleties in his attack patterns. You get hit by something when trying to counter it and then the natural reaction is to just stop trying to counter it. That is sometimes the right answer. But it also sometimes prevents you from trying new things that might work.

    You of course shouldn't jump at him when he has charge (and especially not with meter.) But that doesn't mean that you should stop attempting or let up if he's lost it.

    You can try to do the c.lp ~~ hado OS if sweep will not work. It may be worth practicing.

    Analyze your own play. Do you tend to try some particular action after you get caught by something of his? Or maybe just when you try to block? Is your desperation to get out of the pressure making you do a small set of things that he is able to prepare for or guess reliably?

    Some match-ups require that you get the lead early and then make them come to you. That way getting in to do damage is less a pressing issue. Getting them to move can be what you need to create opportunities to keep whittling them down in a less predictable fashion. That's sometimes a major element with many of the more defensive characters.

    I guess the most important thing I'd like to get across is to stop trying to look for a single clear solution of a gameplan or even perfect and immediate counters. Focus on the little stuff and make just a part of the match more troublesome for them and simpler for you. And then build on that. You may not have a clear enough understanding of the situation to properly deal with a certain style of player. It may take a lot of effort to get there, so take it a small step at a time.

    “That which can be destroyed by the truth should be.”

  • ShervinShervin 09'er Joined: Posts: 1,994
    Which DP is the best for AA? Every time I do it it freakin trades
    "The only easy day was yesterday."

    __

    I've been told I'm entertaining in Battlefield and my roommate and I often get in fist fights over Nba 2k, watch here:
  • TheliTheli Joined: Posts: 1,586
    EX is best. But to answer your question, use mp.

    Two things you can do to help it not trade. Make sure that you're holding down when you complete the dp motion. And try to press the button as late as you can.

    You can also abuse the shortcut and never press the full forward direction at all. Just do df, d, df.

    “That which can be destroyed by the truth should be.”

  • stanzzastanzza Joined: Posts: 112
    ok I got one. I played this amazing deejay the other night. I beat him once and that is it and i could not figure out what to do.

    He out zoned me and out footsied me. Hard to aa his jumpins ( might be because of online). cant aa his cross up (maybe online). I was forced to block his air slash or else I would get hit but when i blocked it pushed me away from him. Slide is really anoying. sobait kicks focus breaks and are safe, lower body invicibility. I can't jump in because of up kicks. Tried os c.lp to sweep and he would back dash too far away. Sometimes it worked. os tatsu then he would blocked. I clueless

    What do I do?

    I'll try to give some tips:

    1. Your fireball totally beat his air slasher, since he have to charge. No reason why you should fear his air slasher. It's not sonic boom, which have reduced charge time and fly faster. Ex-air slasher is inferior in speed to ex-sonic boom.

    2. There are only 4 ways he can get pass your fb.

    i) U1
    ii) rolling sobat
    iii) Slide
    iv) Jump

    You only have to take note of his slide distance and ex-rolling sobat distance. Make sure you throw fb outside these 2 distance, or throw them in a unpredictable way which when thrown near, he would be forced to block it (can't slide) or when thrown far, you be able to block the 2nd hit of ex-sobat kick and U1. You can punish a blocked ex-sobat kick if you are near enough. I don't remember for sure, but I think only 1st hit of Sobat breaks armor. If it's the case, then you can fadc the 2nd hit to punish. It's been long time since I play a dee jay. Normal Sobat goes through fb also I think, but don't bother about those. The range render it pretty useless as dee jay have to throw them in anticipation. Miss = heavy punish and strike = only limit damage scored. All you need to worry about is really the slide (which happen to be about the same range with jump attack), the ex-sobat (which happen to be about the same range as U1) if he have it.

    3. All sobat when blocked, can be punished if you are within range.

    4. DO NOT jump in on dee jay when he is grounded, or when he have charge. I'll not get into the details on why this is so. Just don't jump and be cautious using meaty ground attack on him during wake up situation.

    5. Slide, when done on the wrong range can be punished. Even when it's done safe (tip distance), unless he does a invincible reversal, you can cr.mk combo on block to zone him away again.

    The easiest way to beat dee jay is actually to zone + footsie the hell outta him. There's no way dee jay can outzone or out footsie ryu. Try the above. He have no answer to ryu's fb and footsie actually. Just throw plenty of fb and poke him to death. I almost never jump when playing dee jay.

    I was a bit reluctant to post initially, because you mentioned he out footsie and out zone you, which cannot happen if you have good fundamentals. To beat dee jay you must have good fundamental in fb and footsie. Hope this helps you..
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    This was actually prety good... except...
    Normal Sobat goes through fb also I think, but don't bother about those. The range render it pretty useless as dee jay have to throw them in anticipation. Miss = heavy punish and strike = only limit damage scored. All you need to worry about is really the slide (which happen to be about the same range with jump attack), the ex-sobat (which happen to be about the same range as U1) if he have it.

    Pretty certain only EX Sobat goes through FBs.

    Slide and jump ranges are not the same. DJs jump is reaches 2.9, slide is 2.0, that is actually quite a big difference.

    Also... and I know youre aware of this but yuo havent mentioned it. Deejay's jump is totally different to everyone elses. His knee shot means he can alway avoid FBs and can also mess your AAs up badly by faking you.
    4. DO NOT jump in on dee jay when he is grounded, or when he have charge. I'll not get into the details on why this is so. Just don't jump and be cautious using meaty ground attack on him during wake up situation.

    you can jump on Deejay if he doesnt have charge. Just use air hurricane kick to take down his C.FP and S.FP AAs so he feels insecure using them, then you have a mind game you can get damage from. I only use this sometimes, but it certainly is worth considering. UNLESS he has U2, then it simply isnt worth the risk (slide into U2).
    I was a bit reluctant to post initially, because you mentioned he out footsie and out zone you, which cannot happen if you have good fundamentals. To beat dee jay you must have good fundamental in fb and footsie. Hope this helps you.
    .[/QUOTE]

    .... this is like saying "to be good at SF you have to be good at SF". You need decent footsies and fundamentals to be good at SF... full stop.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • bguilebguile Joined: Posts: 254
    pretty good stuff on the dj match up.

    maybe i can add:

    some basics:

    for punishing sobat, i actually like to use lp dp from any range that isnt max distance. it hits in an ugly style when it isnt close - but it still hits. i have trouble punishing lk sobat with other normals because of the timing.

    ex sobat will go through fireball and can be done easily on reaction from a far distance, so i personally think that this move is really good against ryu even better than ex sonic boom.

    his cr.MK is a knock down move that dee jay will try to use to counter your cr.MK. basically he will throw this out just before he thinks you will throw out your cr.MK in the hope that your foot will hit his and you will get knocked down. if he is trying this - use sweep instead of cr.MK.

    slide is easy to punish on block. it is slow with bad recovery.

    never jump at dee jay when at a range where he can anti air with slide. just go into training and figure out this range, only takes a minute.

    you can safe jump all his wakeup options, and he doesnt have any non-punishable escapes. DeeJay is fun to play when you get him with a untech knockdown.

    HP is his other anti-air, it trades a lot and doesnt come out fast. there is an ambiguous spacing that will allow you to take a risk to get in. learn it in training mode.

    so:
    you slowly force deejay into the corner. if he stands in the wrong range, go for a jump in because his anti air HP is slow and will trade or not hit at all a lot of the time. when he gets EX you need to stop FB and spam and wait for better opportunities.

    for guys that like to do rush down dee jay with LK sobat: use lp dp and it will end that shit pretty quick.

    i could write more if this isnt helping you... don't feel bad about getting beat by dee jay. when you first face this match you think it's supposed to be easy for ryu (because of lame tier lists), but if you dont know the ins and outs this match is really tough.
  • Rockman85Rockman85 Joined: Posts: 391
    Thanks everyone i dont play the game much but ill try to remember.

    Btw I know ryu can outzone him but its not as big as you would think. his normals and slide cover a lot of spacing.

    i didnt know s.hp came out slowly but i did notice it was way easier to jump in on him in the corner. sweep instead of c.mk, i learned the hard way. lp dp against sobat kicks is something new to me. that helps a lot.

    His jump arc is strange and his jump in angles down. Very deceiving.

    dee jay is not as free as some of you would like to think.

    Thanks for the help. I hope I play that guy again someday.
    PC AE ID: opticknads
  • stanzzastanzza Joined: Posts: 112
    Just do whatever that works for you against that guy.
  • meko1495meko1495 Joined: Posts: 23
    wats the option select daigo does when hes getting jump on wake up.because when he does it a backdash always come out and i know its a os because the commentators say it.
    SSF4 Main=Bison Sec=Balrog
    I'm a Mic PlAyEr
  • stanzzastanzza Joined: Posts: 112
    OS into a backdash when jumped on during wake up? Is there a link to the video?

    OS into dashes are general OS that can be done by all charc, but I don't know any practical use on jump in during wake up especially for ryu. There are so many creative ways of using OS though and maybe we could all learn from the video. So far OS into dashes are more used by grapple charc offensively.

    One OS into dashes when using ryu I can share, is that after a successful air-air attack, you can do a cr.lk then OS into {forward dash/cr.lp}. If the cr.lk land, then dash would not come out and cr.lp come out. If the opponent backdash/jump, then you will forward dash to pressure him again.

    The general principle for OS dash is about the same as jump in OS. When the cr.lk land, the extra frame cause the dash not to come out and cr.lp will come out instead, but when it whiff, the cr.lk end fast enough for the dash to come out.

    I have some doubts about commentator saying option select as I sometimes feel they over complicated over what the players were doing during live games. Saw a video some time back that commentator was saying that Daigo was throwing a fireball OS into super and dp depending on whether the opponent blocked it. That was no OS. I remembering the commentator retracting his comments and clarified he made a mistake afterward.

    Just a side talk... For some match up, OS maybe essential (a must know fundamental technique which are situation specific, in order to have a chance to win as ryu for those match up) but I don't feel that it is dominating the general play. Don't really understood why there's so much focus on OS though. A lot of things may look like players are using OS but it well may not be. IMHO OS messes up with your own rhythm and timing so it's probably only useful during setup play such as wake up situation. Can't really use it in the heat of engagement.

    Also, certain strict timing OS is not really practical and possible during online play. Like Ryu's OS jump in on Dictator into tatsu/lp dp to beat his ex-headstomp/devil reverse/psycho crusher. So it's almost impossible to beat a good dictator online IMO. Non strict timing OS like jump in OS into tatsu against Claw's backdash and backflips works well though.

    It can be said, that it's extremely hard to beat charc like Claw, Dictator, Dhalsim etc without using OS. Then again, it's not like OS are game winning tools. From ryu's perspective, so far it is mainly used to prevent charc with good escape tools from doing cheap escapes. There are some offensive uses of it though. Like OS into ultra... which can change games.

    I know for other charc like Zangief OS are like the essence of their game... OS itself are game winning tools for them. Not for ryu, he still gotta work very hard despite using OS.
  • pietonpieton Joined: Posts: 515
    When opponent cross me up or he does a deep jump in , do you think its a good idea to block high, hit lk+lp, then go into a crouching position.

    I am asking this since I ve notice I often get grab instantly when I miss my cross up mk by an air or mistimed a safe jump.
    Is it a good habit to incorporate this lk+lp just in case ?
  • stanzzastanzza Joined: Posts: 112
    IMO, I won't recommend it. You'll get hit easily spamming that. I have tried this concept before.

    It should be easy to reaction throw/tech if the person miss his deep jump in. Que to look out for, is to prepared for a block when he jumped. If the block didn't occur, stand tech immediately when he reach ground. You get a tech or throw.

    Same concept applies when you jump in. If u think u gg to miss, you might wanna tech immediately on landing.
  • bguilebguile Joined: Posts: 254
    When opponent cross me up or he does a deep jump in , do you think its a good idea to block high, hit lk+lp, then go into a crouching position.

    I am asking this since I ve notice I often get grab instantly when I miss my cross up mk by an air or mistimed a safe jump.
    Is it a good habit to incorporate this lk+lp just in case ?

    this is generally the best way to block. you want to time the standing lk+lp so that if the opponent attacks while in the air you will be in hit stun when you press it. if they dont attack (empty jump), you will tech their throw or throw them during their startup of a normal when they hit the ground [for the theory fighters - yes there are counters to this - which is why the word generally :)]

    this is very important against akuma with people who know how to use vortex strats. against some characters, it might not be the best idea -> ie, sakura can be tricky....

    daigo, does this style really well.

    online this type of blocking is very hard though because of lag and it might hurt you more than it helps depending on the connection.
  • DarthPaul1982DarthPaul1982 2 4 Ricky, 2 4 Daigo Joined: Posts: 861
    When opponent cross me up or he does a deep jump in , do you think its a good idea to block high, hit lk+lp, then go into a crouching position.

    I am asking this since I ve notice I often get grab instantly when I miss my cross up mk by an air or mistimed a safe jump.
    Is it a good habit to incorporate this lk+lp just in case ?

    Yes Pieton, this is the right things to do. Its basically an OS tech that works like this...

    1) Theyre jumping on you
    2) You wait till the last moment whilst blocking and then tech
    3) IF they attacked in the air you will be blocking
    4) If they dont attack in the air you tech. Your tech will beat all normals, meaning Bison will have to use a special. Unless Bison was walking forward prior to jumping and then crosses you up, he wont have charge for any special. the only thing he could then hit you with would be a very risky, guess U2.

    so yeah. Last minute tech is good. Just dont make it obvious in certain matches otherwise you will eat a reversal.

    EDIT : make sure of the spacing too. You dont want him to jump to a point out of range and make your throw whiff. Thats gonna = pain.
    "A healthy disrespect for your fellow man is what made srk strong to begin with I think. But it's easy to take it too far." -- Theli; uber tech-god of the Ryu section.
  • pietonpieton Joined: Posts: 515
    Thx for your answers,

    Quick question about DP strengh. After blocking a move that is -3 , are there exception for not using HP DP ?

    When I am trying to to Reversal between an unsafe block string I am correct to always use MP DP ?

    I was wondering also how much of a gap in blokstring allow for someone to backdash, and how much for a jump ?

    Thx
  • stanzzastanzza Joined: Posts: 112
    There are no exception so far for not using hp (and using other version of dp) after blocking a -3 frame move.

    There are many exception and consideration on whether to use DP at all though.

    Regarding gap in block string, 1 frame gap is all it needs in theory I think. In practical, it's an entirely different story.

    Maybe you could be a little more specific in what you like to know?

    EDITED:
    There is one exception: If you blocked a -3 frame move on the ground and still is just beside your opponent in spacing, you might want to use a lp dp which allows you to do a deep safe jump or empty jump on quick wake up.
  • pietonpieton Joined: Posts: 515
    Thx, you did answer my questions perfectly. I got into a bad habit to punish moves with MP DP, I am trying
    to change that. I will usually use DP to punish move that are like -5 or less since you need close to perfect timing
    for other normals.
  • GanishkaGanishka Joined: Posts: 321
    Tried to find here soime stuff about using U2 in general. I know that the only real way to fully combo U2 is off a regular hadouken which is pretty hard to do, but I don't really think it's THAT hard. I mean I've done myself numerous times an cr.mk to EX hadou FADC into U1 which is in my opinion waaaay harder to execute and hit confirm.
    So is it that unpopular? I mean I absolutley go nutts about it's bad ass animation and sound, it feels sooo damn amazing, I just wanna use it cuz of the way it looks lol.
    Thats not very practical, but to be fair I think hit conferming it off of mp link into mp canceled into Hadou FADC into U2 should be fairly good. And not to mention the damage output is waaay higher then U1.
    So the quistion is - are there any really good players that constantly use U2 in their game. I would like to see some vids of those if there are any ofc ):
    When the air burns, only death breaths deep. (c)
  • pietonpieton Joined: Posts: 515
    I think c.mk xx Ex Fireball xx Ultra 1 is actually pretty easy compare to landing U2.
  • karambakaramba Joined: Posts: 497
    hi guys, I face a lot of high level blanka and Abel and for some reason I have problem dealing with the rushdown blankas. Those using mixup like - hop electicity or hop lk+electicity combo or hop grab or hop then up ball. What normal can I use to beat out of the air the hop motion ? Is it reliable ?! Note that they usually do the hop that cross me up.

    What is the best option when dealing with the standing foward mk of abel ? I usually get caught when I try to back dash after I block, is that normal ? What normal of ryu can beat the standing lk of abel and what normal can beat the standing front mk of abel ?

    Can I punish the sweep of balrog if I predict it with a quick focus attack dash in ? If so can I do a combo or just srk ?

    thanks guy,
    karambajulien
    Who's the scrub now !!??
  • DannkkDannkk Joined: Posts: 1,761
    Tried to find here soime stuff about using U2 in general. I know that the only real way to fully combo U2 is off a regular hadouken which is pretty hard to do, but I don't really think it's THAT hard. I mean I've done myself numerous times an cr.mk to EX hadou FADC into U1 which is in my opinion waaaay harder to execute and hit confirm.
    So is it that unpopular? I mean I absolutley go nutts about it's bad ass animation and sound, it feels sooo damn amazing, I just wanna use it cuz of the way it looks lol.
    Thats not very practical, but to be fair I think hit conferming it off of mp link into mp canceled into Hadou FADC into U2 should be fairly good. And not to mention the damage output is waaay higher then U1.
    So the quistion is - are there any really good players that constantly use U2 in their game. I would like to see some vids of those if there are any ofc ):

    It's not used because there is no reliable way to combo into the full animation. There are some ground combos that will lead to full u2, but they are very spacing/character specific. The fireball has to hit very late in order for it to combo. Late enough that if your c.mk is blocked, they can do all kinds of things to punish the fireball. Have you ever played someone that would ultra or focus after c.mk and punish you? That can be done from the spacing where fireball xx fadc, U2 would work. You won't ever see a good player using it, unless he is much better than his opponent and he is trolling.
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
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  • DannkkDannkk Joined: Posts: 1,761
    hi guys, I face a lot of high level blanka and Abel and for some reason I have problem dealing with the rushdown blankas. Those using mixup like - hop electicity or hop lk+electicity combo or hop grab or hop then up ball. What normal can I use to beat out of the air the hop motion ? Is it reliable ?! Note that they usually do the hop that cross me up.

    C.lp will hit him out of the hop reliably. It will autocorrect if he hops behind you.
    Bombing for peace is like f%@&;ing for virginity. - bumper sticker
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