Ryu Season 2

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  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    Changes are ok, with the nerfs to characters like Guile I think Ryu will be somewhat pulled back into line.

    If you discount simply getting shit back that you already had before. St.mp extra range might be something we can play with.

    I'm interested to know a couple things - can we now target combo from further out from a st.mp ( decent buff) and I assume that the 2 x st.mp - into target combo now connects much more reliably, before you could only go for one st.mp in some situations.

    Other applications could include now just going for st.mp x 2 Hp ( stop if they are crouching) which gives us two mediums and a heavy regardless if they are crouching or standing without having to input a special.

    My gut feeling is that it's a decent change and I'm usually right about this stuff since I already called the S2 buffs as being average.
  • DevilJin 01DevilJin 01 Get some shill in yo system Joined: Posts: 57,840 mod
    And just like that...

    Daigo picks back up Ryu

    Ain't nothin, Capcom's ruthless still producin.  Cut em a check or find yoself toothless.  Keep it shill with no confusin.  Niggas say I'm shill...they ain't hard I can prove it YEEEAH


  • jordyloksjordyloks Joined: Posts: 38
    It's interesting.

    I'm curious as to how good a poke st.strong will be. Maybe good enough to fish for counter-hit st.strong into sweep?
    I feel like ryu's poor options after throw are still his main weakness.
    Capcom said they want his neutral to be weaker to focus on more rushdown, but seeing as how his throws just return him to neutral (where he's mediocre), the opponents can just block him out and take the throw.

    And with the changes to his frame data in s2.0, he doesn't have many frame traps that beat good 3-frame normals like necalli's st.jab (cr/st.jab into st.strong?), and those frame traps don't give him much...

    So he's got slow-ish, stubby normals, so-so frame-traps, and a throw that isn't very threatening...
    Am I missing something here?

    We'll have to see what his new cr.fierce is like. Unless it has bigger range to link off of st.strong/towards.fierce/back.roundhouse from much further out, I don't know what's special or fun about ryu anymore.
  • Arthuro_RayArthuro_Ray Joined: Posts: 226
    edited March 16
    They want Ryu to be more rushdown but don't even bother to change the framedata on st.mp for frametrapping, throw game and v-trigger still pretty weak if they stay the same.



    Glad they buffed Akuma health at least, and thanks god i don't have to spend a bar to auto correct anymore.

  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    edited March 16
    St.mp won't work for the counter hit sweep, it doesn't work as is from some ranges, the problem is the sweep not the st.mp.

    There could be stealth buffs though ( or nerfs).

    Him still having the worse throw in the game sucks a bit. I'd rather they done a Karin, make him toss them to the other side of the screen rather than this awkward range we can't do anything with.
  • TrueSephirothTrueSephiroth Joined: Posts: 1,395 ✭✭✭✭✭ OG
    The only thing that has me smiling is s.lk, that's pretty much it. All the while someone like Necalli still continues flying under the Capcom Radar.
    "Winning isn't everything, it's the only thing." - Vince Lombardi

    Street Fighter II Hyper Fighting - Ryu
  • jordyloksjordyloks Joined: Posts: 38
    What if they made Ryu's overhead pretty fast (like 16 or 18 startup frames, down from 22)?
    Keep the damage and stun at 60/100, keep the frame data at +1/-6, or make it +0/-4 or something, and maybe don't make the animation telegraph itself so much, so it has a "react-able" startup of 12-14 frames, like USF4 Dudley's Dart Shot.

    This gives him a quick, consistent way to dip in on opponents who are happy to down-back all day. Let him pester opponents who want to block him out to get back to neutral. I want to jyobin all over some people. I think this would be fun.

    Landing overhead doesn't give Ryu massive damage or sick oki, but it let's him chip away at defenders.
    People can try to react/guess the high/low mixup, which is hard and opens them up to the throw, or...
    People can press buttons/throw to punish the actual slow 16-18 frame startup, opening them up to Ryu's frametraps.

    I feel like this would still be pretty honest, as it's not that safe on block, not that easy to land (without conditioning the opponent to block), and not that much reward (60ish dmg and neutral-ish frames).
    Thoughts?
  • NG1313NG1313 Joined: Posts: 1,575
    Would be nice :tup: In SF4 Gouken could use his overhead in footsies because his hurtbox shrunk a little while using it, and it was a swift one hit attack that kind of flowed better in footsies than the two hit overheads like Ryu's.

    I'm salty about Cammy getting a buffed cannon spike too though yo, damn............ Feels like never catchin' a break from that character.. At least Akuma is no longer a constant pain in the ass like her, and a character like Laura doesn't have Cammy's v-skill to bypass fireballs even without meter.. :bawling:
    "Forbidden"? Not today! Shoryuken!!!
  • Captain RyuCaptain Ryu Scoot Magee Joined: Posts: 1,508 ✭✭✭✭✭ OG
    edited March 16
    Changes are ok, with the nerfs to characters like Guile I think Ryu will be somewhat pulled back into line.

    If you discount simply getting shit back that you already had before. St.mp extra range might be something we can play with.

    I'm interested to know a couple things - can we now target combo from further out from a st.mp ( decent buff) and I assume that the 2 x st.mp - into target combo now connects much more reliably, before you could only go for one st.mp in some situations.

    Other applications could include now just going for st.mp x 2 Hp ( stop if they are crouching) which gives us two mediums and a heavy regardless if they are crouching or standing without having to input a special.

    My gut feeling is that it's a decent change and I'm usually right about this stuff since I already called the S2 buffs as being average.

    Wasn't st mp range nerfed in the first s2 patch? I thought he was just getting that back as well.
    Post edited by Captain Ryu on
    CFN ScootMagee
  • Arthuro_RayArthuro_Ray Joined: Posts: 226
    It was.
  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    Changes are ok, with the nerfs to characters like Guile I think Ryu will be somewhat pulled back into line.

    If you discount simply getting shit back that you already had before. St.mp extra range might be something we can play with.

    I'm interested to know a couple things - can we now target combo from further out from a st.mp ( decent buff) and I assume that the 2 x st.mp - into target combo now connects much more reliably, before you could only go for one st.mp in some situations.

    Other applications could include now just going for st.mp x 2 Hp ( stop if they are crouching) which gives us two mediums and a heavy regardless if they are crouching or standing without having to input a special.

    My gut feeling is that it's a decent change and I'm usually right about this stuff since I already called the S2 buffs as being average.

    Wasn't st mp range nerfed in the first s2 patch? I thought he was just getting that back as well.

    You know what you're right, I'm an idiot.

    Really depends if they are just straight swapping it back or making it better. Still having extended hit boxes is never a bad thing.
  • Rockman85Rockman85 Joined: Posts: 397
    Getting s.mp range back is big especially since s.mp is Ryu combo start fro Neutral. More chances to land combos especially super.
    Too many times in S2 I have landed s.mp, s.mp ahh damn it wiffed. Now I have to start blocking because I wffed a normal.
    WIth s.lk range increased we can punish moves more often. That results in less abuse of specials which in turn lowers agression which was the problem with RYU in S2.
    Once things got heated he had very little to defend him self.

    I am not sure what this c.hp animation is for. My hope is that it extends it more horizontal so that we can use it as a FB block string.
    Do anyone have a reerence from another street fighter game that capcom would most likely recycle the move from and use it for Ryu in SF5
    PC AE ID: opticknads
  • vandutchvandutch Grand Master Lurker Joined: Posts: 41
    Maybe the new c.FP is going to have horizontal range instead of being an aa as it is faster but redundant with hk and less potential damage do to not being a cc button.
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  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    Not sure, it just says change in animation, if it had its boxes or data changed you'd think it would say that. Not sure what that one is all about really.
  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    vandutch wrote: »
    Maybe the new c.FP is going to have horizontal range instead of being an aa as it is faster but redundant with hk and less potential damage do to not being a cc button.

    i think they maybe will use his animation of close successful hit (the body shot) also for the not-hit version, wich vertically seem to stop at stomach level... maybe faster recovery to do crHP>stMP>stuff ?
    at 0:41
    I designed SFV Ken, your argument is invalid.
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  • vandutchvandutch Grand Master Lurker Joined: Posts: 41
    edited March 17
    Not sure, it just says change in animation, if it had its boxes or data changed you'd think it would say that. Not sure what that one is all about really.

    Who know wtf capcom thinking they want Ryu to fight close so the nerf the hitbox on his moves and don't give him a reliable way to get in, if that was their real intention the would give him a 15 framee sps that was +1 on block to get in and make people just scared shitless , as of now Ryu is just paying a popularity tax and getting nerfed for no good reason.
    Cestus wrote: »
    vandutch wrote: »
    Maybe the new c.FP is going to have horizontal range instead of being an aa as it is faster but redundant with hk and less potential damage do to not being a cc button.

    i think they maybe will use his animation of close successful hit (the body shot) also for the not-hit version, wich vertically seem to stop at stomach level... maybe faster recovery to do crHP>stMP>stuff ?
    at 0:41

    Maybe they make it link into s.lp into s.lk if they let it link into s.mp its goint to rek people with the force stand into tc
    XBL: DaPowerHouse
    PSN: DaPowerHouse_ CFN: DaPowerHouse
  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    vandutch wrote: »
    Cestus wrote: »
    vandutch wrote: »
    Maybe the new c.FP is going to have horizontal range instead of being an aa as it is faster but redundant with hk and less potential damage do to not being a cc button.

    i think they maybe will use his animation of close successful hit (the body shot) also for the not-hit version, wich vertically seem to stop at stomach level... maybe faster recovery to do crHP>stMP>stuff ?
    at 0:41
    if they let it link into s.mp its goint to rek people with the force stand into tc

    a89f26aece3b6b6b2c870320d5b9c18f.gif
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • vandutchvandutch Grand Master Lurker Joined: Posts: 41
    Cestus wrote: »
    vandutch wrote: »
    Cestus wrote: »
    vandutch wrote: »
    Maybe the new c.FP is going to have horizontal range instead of being an aa as it is faster but redundant with hk and less potential damage do to not being a cc button.

    i think they maybe will use his animation of close successful hit (the body shot) also for the not-hit version, wich vertically seem to stop at stomach level... maybe faster recovery to do crHP>stMP>stuff ?
    at 0:41
    if they let it link into s.mp its goint to rek people with the force stand into tc

    a89f26aece3b6b6b2c870320d5b9c18f.gif

    Well played Sir.
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    PSN: DaPowerHouse_ CFN: DaPowerHouse
  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    47661834.jpg
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • Rockman85Rockman85 Joined: Posts: 397


    Got pretty deaad around here. I was looking at the the rankings the other day and I saw a couple of Ryu's in the top 100 the closest being at 44. He got nerfed badly but he may definately not be at the bottom.
    PC AE ID: opticknads
  • BeastEGBeastEG One day, I'll realize I'm bad at FG's Joined: Posts: 405
    Eh, I'm not the best player (hardly a decent one), and obviously there are great players out there who can make him work, but this version of Ryu just isn't even fun to play.

    S1 Ryu was pretty close to perfect IMO. He maybe needed some slight tweaks here or there to round out his super bad match-ups, but at least you could do fun stuff.

    This Ryu just feels like an incomplete character. When you can't even zone Zangief...You know the designers F'd up.
    SFV: Ryu
    VF5FS: Sarah Bryant
    GG Xrd: Ky
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  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    New Ryu crHP animation

    Visually i definitely prefer the previus one, hopefully this one at least offer some kind of improvement combo wise

    At some point it connect in counter too, but nothing flashy happen

    https://gfycat.com/ifr/LimitedWaryAsianwaterbuffalo
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

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  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    It's me or new crHP seem slighty longer forward?

    R5s9IC.gif

    Does'nt previous crHP whiff from that distance?
    I designed SFV Ken, your argument is invalid.
    "@Cestus tightened her ass up" - YagamiFire

    All SFV Colors here!- http://forums.shoryuken.com/discussion/214626/new-colors-for-story-and-battle-alts/p1
  • DeathGunDeathGun Joined: Posts: 699
    edited March 29
    Cestus wrote: »
    It's me or new crHP seem slighty longer forward?

    R5s9IC.gif

    Does'nt previous crHP whiff from that distance?

    same horizontal range, the first active frame hitbox's got moved vertically a bit. It may not hit the tip of some low pokes anymore. I dont see any other effect on that change, its a nerf in my opinion, a minor one.


    j7wc50.jpg
  • JustinAkatsukiJustinAkatsuki Joined: Posts: 214
    So it's really a nerf? Ha why am im not surprised it's capcom after all
  • igogorekigogorek Joined: Posts: 136
    Well, bigger upwards hitbox is a buff for it as an antiair. And I don't think that higher hitbox below will influence practical applicability of the move. Calling that a nerf is an overstretch I think.
  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    edited March 29
    It's pointless is what it is. Only thing I see it useful for in any capacity is close cross ups but with the MP DP AA back you're probably just better going for that.
  • BeastEGBeastEG One day, I'll realize I'm bad at FG's Joined: Posts: 405
    edited March 29
    I'm starting to question the design team on this game. It's one thing to let a couple of things through that need to be addressed, fine. People make mistakes.

    At this point though, it's like the design team legitimately doesn't know anything about 2D fighting game design or anything about their own FG.

    Agree with highland...A useless change.
    SFV: Ryu
    VF5FS: Sarah Bryant
    GG Xrd: Ky
    Overwatch (damn there is a lot to learn): Pharrah, 76, Tracer / Bastion, Dwarf / Ape, Rein, Orisa, Russia / Lucio, Mercy, Zen, Symm
  • igogorekigogorek Joined: Posts: 136
    I agree that it's practically useless. Only maybe for newer players for whom it's easier to antiair with a normal than DP. Just not a nerf. =)
    What is really strange that they desided to spend resources on that. Changing animation is definitely more expensive that just changing a hitbox. And there is not much point.
  • Arthuro_RayArthuro_Ray Joined: Posts: 226
    edited March 29
    I kinda had trouble seeing if cr.hp would connect or not with the older animation during punishes/combos, maybe they thought it will be easier with the new animation, hence the change?


    Having a hitbox upwards is a nice buff, hopefully it's as good as Balrog AA normal, close jump-ins that don't crossup are the hardest to deal with.

  • Arthuro_RayArthuro_Ray Joined: Posts: 226
    Cestus wrote: »
    It's me or new crHP seem slighty longer forward?

    R5s9IC.gif

    Does'nt previous crHP whiff from that distance?

    He walks slight forward, it was always like that for max punish combos.
  • truendymiontruendymion Beer Me! Joined: Posts: 2,262
    Why the fuck did Capcom waste time and money redoing a perfectly good animation? Don't they have new characters to make? Must be nice having that kind of money to throw around...
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  • PajoohPajooh Joined: Posts: 78
    That animation looks wonky as hell, right along with Cammy's air throw. Just undo it and put back the way it was. Useless fucking change and a change for the worse IMO. Bad enough he sucks now you have to make him look retarded.
  • CestusCestus Sorry for my english :D Joined: Posts: 6,543
    edited March 29
    Pajooh wrote: »
    That animation looks wonky as hell, right along with Cammy's air throw. Just undo it and put back the way it was. Useless fucking change and a change for the worse IMO. Bad enough he sucks now you have to make him look retarded.

    Will have liked it if they keept old one as crHP, and gave this new move as back+HP with launch property

    Kinda like this
    148702543057599.gif?1487025440

    Now that will have been cool, imagine MP->bHP-> launch ->stuff

    Will have loved that
    Post edited by Cestus on
    I designed SFV Ken, your argument is invalid.
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  • IzickIzick Joined: Posts: 199
    edited March 29


    Cr.hp a worse Anti Air in V-trigger, smh.
  • NG1313NG1313 Joined: Posts: 1,575
    edited March 30
    That's an odd way to "enhance" something in v-trigger...

    Cr.hp at close range is a better anti-air than shoryuken against Cammy in my opinion, because cr.hp will hit her out of the air (peak height) regardless of whether she delays her airborne attack or not, meanwhile the shoryuken would run of out of active frames if you tried shoryuken in place of cr.hp.

    I thought the combo looked pretty sick with st.mp to cr.hp where he punched 'em in the gut, followed up with a shoryuken to the chin with the same arm, so I will kind of miss that and it was a perfectly fine animation in its own right too.

    If the properties change then maybe we can get some extra damage while in v-trigger on cr.hp, and change the v-trigger animation to the old one... :how_interesting:
    "Forbidden"? Not today! Shoryuken!!!
  • HighlandfireballHighlandfireball Are you ready for a war? Joined: Posts: 9,012
    edited March 30
    Don't use Cr.hp for AA anyway, might aswell axe kick if your going to use a normal because it juggles and has a better hit box from memory.
  • NG1313NG1313 Joined: Posts: 1,575
    The axe kick is two frames slower though.
    "Forbidden"? Not today! Shoryuken!!!
  • BeastEGBeastEG One day, I'll realize I'm bad at FG's Joined: Posts: 405
    Don't forget the potential knockdown Axe Kick gives you as an AA. Since Ryu has crappy offensive options, getting some oki for an AA is about the best thing Ryu has going for him.
    SFV: Ryu
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    GG Xrd: Ky
    Overwatch (damn there is a lot to learn): Pharrah, 76, Tracer / Bastion, Dwarf / Ape, Rein, Orisa, Russia / Lucio, Mercy, Zen, Symm
  • JustinShadeJustinShade Joined: Posts: 6
    Are there any Ryu players playing the beta later tonight 03/30 or 03/31 after 7:30PM CST? I wanted to create a battle lounge and test ideas with character changes against and for Ryu. I've seen people making lobbies of first to 5 or 10 and just trying new ideas. There isn't much to Ryu's changes in the update, but still wanted to reach out.
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