Ryu Thread

CounterhitCounterhit Joined: Posts: 1,351
can some one tell how to combo Ryu's super?
thanks.
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  • CounterhitCounterhit Joined: Posts: 1,351
    Damn, that means hours in training mode again
  • King Of BumsKing Of Bums U like that? Joined: Posts: 157
    I was trying to figure out the combination to do the cr.forward xx super. Btw, do you know if this works on the anniversary collection version of st, do you have to hold start when you do it, or does it not work at all on that version.
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  • jchensorjchensor Salty Chen Joined: Posts: 1,934 admin
    It works on that version. Just do it the way Ketsuban said. Do one fireball motion and, on the second fireball motion, hit Forward while at D or DF and then complete the motion and press punch. You cannot hit Forward on the first Fireball motion, though.

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  • dialupsuckydialupsucky FINAL SHOWDOWN Joined: Posts: 2,832 ✭✭✭✭✭ OG
  • KuprinKuprin MOOGLE RUSH!!! Joined: Posts: 322
    That sounds really, really hard to hit confirm. Is it even hit-confirmable?
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  • King Of BumsKing Of Bums U like that? Joined: Posts: 157
    Ya, I just did that combo today and it works like a charm... If you have a super, this is a fun combo on a crouching opponent (works on Ryu, Ken, Dee Jay, and Cammy)

    (Crossup) j. rh \/ towards st.fierce -> cr.forward ->QCF + fierce *stun* cr.forward xx super... opponent dead.

    This works on most characters, and the cr.forward xx super is described earlier in this thread. I haven't tried this on all Characters, but i know that sim gets stunned to early, and on Zangeif, instead of the cr.forward after the double punch, do cr.strong x2 to QCF fierce.
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  • CounterhitCounterhit Joined: Posts: 1,351
    This is a good combo while the enemy is dizzy,
    up, and then when landing :qcf::hk:(in the air):hp::qcf::hp:
  • DigitalbootyDigitalbooty Cool but Rude Joined: Posts: 981
    RYU! Do's and dont's.

    Put em all in here. hope this isn't a stupid idea. I'm hoping to exchange some character specific knowledge.
    edit: I know the format is pretty dumb, but I just thought it might be an easy way for random people with random knowledge to drop it here.

    VS. BOXER

    DO keep your distance and spam c.mks and c.mps to stuff and punish dashes.
    DO stuff supers with dp.
    DO f.fierce, c.roundhouse xx hadouken to pressure his face.

    DON'T do hadouken's close enough to get rising head butt in face.

    VS. SIM

    DO throw hadoukens, build meter and go over fireballs with HKs and unleash super in face.

    VS Blanka

    DO stuff rolling balls with s.jabs and stuff ground slides with c.shorts
    I'm outi

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  • NoAffinityNoAffinity Saikyooooooo!!!! Joined: Posts: 484 ✭✭✭✭✭ OG
    VS. Boxer

    s.jab stuffs super, from 2/3 to 3/4 screen minimum distance. Can bate with a fireball, if timed right...but can get stuffed by super, as well, if timed wrong.

    VS. Blanka

    Triple (1-hit per) juggle w/ j.strong, if initiated close enough to ground, followed by super juggle.
  • SystemSystem Joined: Posts: 508,676 admin
    anyone know good character specific game plans?

    What's Ryu's best general game plan.

    For example, Guile players throw projectiles and respond to how their opponent reacts.
  • EphidelEphidel Old Man SRK Joined: Posts: 14,988 ✭✭✭✭✭ OG
    Lure with hadokens, measure the distance of that with the opponent to counterattack with a lp shoryuken.

    This helps prevent damaging throws and whatnot, since the lp shoryuken has a quick start-up with better recovery. Try to catch the opponents reaction timing to land a successful super, also try to remain as close as possible if you're going to do so. Then there's the usual combo's and whatnot...

    Really comes down to execution with Ryu.
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  • GoryusGoryus Joined: Posts: 232
    anyone know good character specific game plans?

    What's Ryu's best general game plan.

    For example, Guile players throw projectiles and respond to how their opponent reacts.

    For general game plan stuff, check the Ryu wiki:

    http://www.shoryuken.com/wiki/index.php/Ryu_%28ST%29

    In regards to the specific match-up vs. Guile...

    This is a very interesting match. Ryu has to be careful with his fireballs, because of the omni-present danger of eating a backfist after a boom neutralizes one. Ryu basically has two options:

    1) Back up and pressure with fireballs from a safe distance. Guile has to charge, so he will eventually be forced to jump or block a fireball. It is important not to just throw out FBs mindlessly, because Guile may try to jump one and stick out an early roundhouse/mk to keep ahead of the block damage.

    2) Crazy rushdown. Ryu's mixup game is strong, and it's easy to abuse safe jumps and cross-ups against Guile. This option works well if you can get in, but first requires you to score a knockdown, which requires a bit of luck. You can predict a boom and hurricane kick over it for the throw, but beware of using any strength but short for this sort of thing, unless the Guile player is being very predictable with his boom pattern. Jumping forward over a boom is dangerous, but straight jumping a jab one from mid-screen can buy you a lot of time to play footsies\probe for that knockdown.

    Whichever plan you choose, a big event in the match is when Ryu finally gets his super charged. This makes it very dangerous for Guile to chain out rapid-fire booms when Ryu is at mid-range, because if you predict one and super through it, he loses nearly half his health. With the pressure from the booms lessened, Guile's defence opens up a lot.
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  • Pablo_the_MexPablo_the_Mex Blond Kanye Status Joined: Posts: 8,285
    Is old Ryu good, or do people just stick with new Ryu?

  • UltraDavidUltraDavid commenta..ttorney?? Joined: Posts: 6,053
    Old Ryu is good. He has a faster fireball that he recovers from more quickly and I think there's something fancier about his jumping up roundhouse or whatever. Most people stick with New Ryu, though, partly because of his overhead and juggling but mostly because his super is really good and extremely useful in a lot of matchups.
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  • shoultzulashoultzula whatsyoursismines! Joined: Posts: 4,503
    got some q's

    when old ryu is mentioned, which version on AE is that?

    need a little help with ryu vs claw? even general tips seeing how all my normals are neutralized by vegas and my fireball gets countered by his jump. I'm completely lost except for trying to make him jump and dping his ass or trying to make vega zone into my dp range. trying to out footsie him seems impossible.

    whats the best method to reversal against command tick throws? i was messing around today with constant qcf's and looking for my chance to hit p for an srk. Its weird that you can qcf x 3 + p and get a shoryuken but i'm not sure if this is the exact method to use. Since its taking an odd # input, I can just spam the motions and hit P when I see the tick happen right? Trying to reversal giefs spd when he can change his tick throw timing is tricky and probably would need some funky input trick like that I suppose.

    best way to learn low fwd, super? i've just been doing it really slow so I can build up my speed for the input. I can't input that thing to save my life. Should the timing for it be the same timing as a super by itself? is low fwd super hit confirmable? will any combo that combos into low fwd super always connect? for instance, xup, c.mp, c.mk, super?

    what about short short being hit confirmable as well?

    whats up lp dp hitting twice? double active hitbox? does it leave me safe?

    should I take j+mp, super?

    when i watch the japs play, I hear them piano for reversal. If you fucked up and the lp version didn't come out, your dead right? I know if they're bating it out, your done anyway but the lp version forces them to combo faster. The other 2 srks give them time to plan a big combo.

    how many frames do you get a chance to reversal? how many inputs a frame does the game allow?
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  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    For general game plan stuff, check the Ryu wiki:

    http://www.shoryuken.com/wiki/index.php/Ryu_%28ST%29

    In regards to the specific match-up vs. Guile...

    This is a very interesting match. Ryu has to be careful with his fireballs, because of the omni-present danger of eating a backfist after a boom neutralizes one. Ryu basically has two options:

    1) Back up and pressure with fireballs from a safe distance. Guile has to charge, so he will eventually be forced to jump or block a fireball. It is important not to just throw out FBs mindlessly, because Guile may try to jump one and stick out an early roundhouse/mk to keep ahead of the block damage.

    2) Crazy rushdown. Ryu's mixup game is strong, and it's easy to abuse safe jumps and cross-ups against Guile. This option works well if you can get in, but first requires you to score a knockdown, which requires a bit of luck. You can predict a boom and hurricane kick over it for the throw, but beware of using any strength but short for this sort of thing, unless the Guile player is being very predictable with his boom pattern. Jumping forward over a boom is dangerous, but straight jumping a jab one from mid-screen can buy you a lot of time to play footsies\probe for that knockdown.

    Whichever plan you choose, a big event in the match is when Ryu finally gets his super charged. This makes it very dangerous for Guile to chain out rapid-fire booms when Ryu is at mid-range, because if you predict one and super through it, he loses nearly half his health. With the pressure from the booms lessened, Guile's defence opens up a lot.

    Wow, this was really useful. Could you do something like this for Boxer and Claw? I realize that some ideas vs Boxer were previously mentioned, but if you (or anyone else reading htis) could add your 2 cents in, that would be helpful.
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  • GoryusGoryus Joined: Posts: 232
    Wow, this was really useful. Could you do something like this for Boxer and Claw? I realize that some ideas vs Boxer were previously mentioned, but if you (or anyone else reading htis) could add your 2 cents in, that would be helpful.

    Both of these are pretty tough matches to play.

    vs. Boxer, your optimal distance is just outside of fierce headbutt range. From this range, it seems like he (Boxer) has a lot of options versus the fireball, but none of them are really safe. Keep throwing fireballs, and reacting to how he reacts to them:

    - Jab/strong headbutt: doesn't matter, throw another fireball. He'll be forced to block it, and it will push him back. He can slowly advance when doing this, so if he makes it into fierce headbutt range, step back a step and repeat.
    - Fierce headbutt: walk up sweep xx fp fireball as he lands. He can block the sweep, but he can't headbutt through the FB since he just used his charge.
    - Jump forward: depending on distance, either throw another fireball (which he's forced to block), walk forward sweep xx FB as above, or uppercut.
    - Straight jump ~ float with fierce: wait patiently until the fireball is off the screen, and use with random mp and mk to prevent random dash punches.

    The boxer player may also try to trade st. fierce, high rush punches, and TAPs with fireballs. This is ok, accept the trade and continue making him block FBs inbetween to stay ahead in the damage race. If you score a knockdown (probably off of a burning fireball), Boxer's headbutt is really slow, so it's easy to abuse safe jumps against him. However, do not try to cross him up except with hurricane kicks, as it doesn't work.

    When done correctly, the match should go something like this:



    However, unlike most of Ryu's other matchups, the big turning point here is when Boxer gets super. His super can go through an FB from almost full screen for full damage, which severely cramps Ryu's style and turns the game into a match of footsies. Thankfully, most of Ryu's common pokes will stuff random dashes, but they lose badly to Boxer's cr.mk/st.fp.


    vs Claw...FBs are not safe from close up thanks to his fast jump. His long reach is rough, and many of his pokes stuff yours. I've always had the most success rushing him down and staying on top of him, because he will completely rule the match if you let him run it at his pace.
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  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    So if staying on top of claw is the thing to do, whats a good way to advance in on him?
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

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  • dogberrydogberry l33t OG Sagat tactics Joined: Posts: 358
    low short. What you want is to let the vega player know that he can't completely control the ground game with his pokes and slide. Ryu's low short will snuff the slide and low strong, but you must use it smartly and not just jam on it because Vega can counter this tactic with standing fierce and standing forward(?). Your goal really is to get a knockdown here which either means landing a sweep or uppercutting Vega whenever he jumps. So to win this match you need to know how and when to use low short to stop most of Vega's ground game and you need to be able to DP vega whenever he jumps. Once you get that knockdown, use crossup hurricane kick to stay on top of him, then mix it up with sweeps, throws etc. to keep him on the defense.
  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    l So to win this match you need to know how and when to use low short to stop most of Vega's ground game and you need to be able to DP vega whenever he jumps.

    Ok, so using low short wisely is important. Could you elaborate further on how and when to use low short?
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

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  • dogberrydogberry l33t OG Sagat tactics Joined: Posts: 358
    Good places to tap on low short would be if you're in the max range of vega's slide (so he can't pressure you at max distance and cuz max distance slide is pretty safe when blocked) and just out of his low strong range. As for when you should tap, the best way I could describe it is use it like a parry in 3s. When you KNOW a poke is coming because either vega needs to keep the pressure on you or is looking to knock you down.

    What I try to look for is the vega player adjusting position. This is usually a good time to hit a low short. It's good because even a whiff will cause a block animation in ST (you stop vega from walking back) and sometimes vegas will like to surprise you with a random slide when they are adjusting position since it's safer than a jump.

    What makes this hard for Ryu/Ken is because even though low short can take away some of his ground game, it gets countered by stand fierce and you still have to watch for well-setup jumpins. So being able to DP on reaction to a jump helps, but watch out for stand fierce. Especially when vega is advancing towards you from outside stand fierce range. There he can pick to either stand fierce, jump or slide and you have to guess, so the best thing to do in this case is block.

    It's a hard match but if you learn how to use low short it makes it a bit easier. I hope that helps.
  • TriplejjjTriplejjj Joined: Posts: 260
    That's a nice tip about cr. short versus Vega slide and cr. strong, but what options does Ryu have to stuff st.forward from him on anticipation, outside of srks of course?
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  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    Ok, I realize that this is a super scrubby question, but can someone go into more detail about Ryu's Hadoken/Shoryuken trap game. I mean in theory I understand the basic concept, which has been briefly touched upon here
    Lure with hadokens, measure the distance of that with the opponent to counterattack with a lp shoryuken.

    This helps prevent damaging throws and whatnot, since the lp shoryuken has a quick start-up with better recovery. Try to catch the opponents reaction timing to land a successful super, also try to remain as close as possible if you're going to do so. Then there's the usual combo's and whatnot...

    Really comes down to execution with Ryu.


    and in the Wiki

    =======================================================
    "If a character jumps over a Hadouken from a distance, out of the range of Ryu's Shoryuken, he can still walk forward and force them to land on a cr.hk. They cannot block this when timed correctly, and it will knock them down.
    URL="http://shoryuken.com/wiki/index.php?title=Ryu_%28ST%29&action=edit&section=30"]edit[/URL
    Zoning

    Ryu's ideal positioning against most characters is at the very end of their jump arc - this gives him the maximum amount of time to recover from a Hadouken, while still being in range to hit them with a Shoryuken if they try to jump."
    ======================================================


    But I believe this to be more complex than simply measuring their jump arc. For instance:



    1) How do Jab/Medium/Fierce fireball recovery times factor into timing and distance? Which takes the greatest/shortest recovery?


    2) How do people's jump arcs factor into this? (i.o.w., some people have floaty jump arcs like Chun and Claw, others have lower jump arcs (i.e. Boxer maybe? I'm not sure on this), could someone talk about people's different jump arcs regarding this fireball/DP game?


    3) Taking # 2 into account, could someone talk about the distance where Ryu can walk up after a person jumps over a fireball and sweep them, while also considering the different type of air attacks a person could do to counter such an attempt (e.g. maybe Guile's j. mk, though I dont know if this will actually beat out Ryu's c. RH at the right distance?).



    4) any other advise regarding this FB/DP game would be appreciated
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

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  • BoggleMindsBoggleMinds Joined: Posts: 335
    1) I don't have the exact frame data with me. But jab fireball has least recovery, through to fierce fireball with the most.

    2) Jump arcs do factor into your spacing, but at the same time, having a nice and high jump arc (Chun, for example), is somewhat mitigated by her j+forward kick, which has awesome priority and can stuff or trade with AA's. Same deal with Blanka with his j+short.

    3) Learning your fireball spacing for each matchup is of paramount importance for Ryu. After all, aside from random rushdown/mixup tactics (and footsies), his entire game is based around fireballing at the correct distance(s). You might want to keep strong and fierce fireballs to a minimum against, say, Ken; as you want to keep fairly close. OTOH, minimise jab fireballs and stick to strong and fierce against Honda. Key part of the fireballing game is, obviously, to anticipate a jump-in. Most lower level players will feel a strong urge to jump-in after blocking two fireballs (e.g., jab->fierce, or strong->fierce). That's where the sweep comes in. But better players will be much less predictable than that, and only jump at the optimum (close) distance after correctly anticipating a fireball.

    //EDIT: I forgot to mention there's two sides to Ryu's fireballing game, the corner fireball trap, and the normal fireballing, and you need to master both. Definitely watch Daigo for the corner fireball trapping. Basically just study and copy his hadouken technique. Versus Guile, Deejay, Dictator and a bunch of other mainly charge characters, you can do jab->jab->jab->fierce, wait to see what they do (split second), resume with jab->strong or jab->fierce. There are many variations to this... you can try jab->jab->jab, pause (they might jump), then jab fireball as they land, which resets the trap. Or if they jump, try walking forward and locking them down with sweep->fireball (a technique Daigo uses alot). Another possibility is jab->fierce->jab->fierce (not as good, IMO).

    General tips: Watch Daigo's Ryu. He plays all the major (i.e., common) matchups almost perfectly. He has, probably, the best fireball trap game -- once you're in the corner, chances of survival diminish rapidly. Watch ShootingD's Ryu for more of the uncommon matchups. There are many examples of these guys and other good Ryu players on YouTube. Maybe we can do like a play-by-play breakdown of a few Daigo Ryu matches. It's quite useful to be able to see all the techniques used in practice (and you do miss a lot if you watch a vid just once, and purely for enjoyment at that).
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  • Warrior's DreamsWarrior's Dreams 梅原 > Wong Joined: Posts: 1,292
    That sounds good. Anything and everything you recommend/comment on will be appreciated
    You shouldn't care about the division between ST and HDR, but rather the message you are sending to tournament organizers if you stop supporting the classic style of Street Fighter II.

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  • CapMasterCapMaster OG Pad Player Joined: Posts: 718 ✭✭✭✭✭ OG
    Can someone confirm that O. Ryu's fireballs are faster, and he has a quicker release and recovery then new Ryu?
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  • fatboyfatboy I beat anorexia: 10-0 Joined: Posts: 1,853
    Can someone confirm that O. Ryu's fireballs are faster, and he has a quicker release and recovery then new Ryu?
    In the AE hyper thread there is a big discussion on that (frames & etc). Check it out.
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  • orochizoolanderorochizoolander 2LANDER! Joined: Posts: 15,636
    ^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?
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  • Corner-TrapCorner-Trap Troll Harder Joined: Posts: 2,683
    ^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?

    N.Ryu just basically does better in every match-up than O.Ryu does. So even if O.Ryu has some kind of advantages N.Ryu just has more overall.
  • R-JiveR-Jive adoket Joined: Posts: 220
    ^^^ So in ST i assume n.ryu is better cuz he has overhead n super right? Does o.ryu have any advantages over n.ryu?

    Yea n.ryu also has a stronger mixup game.
  • AirthrowAirthrow Joined: Posts: 4,525
    What's the proper use of J. MP x2?

    I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).
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  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    What's the proper use of J. MP x2?

    I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).

    Were you cancelling the jump MP into the air hurricane? Or were you trying to do them as two separate moves?
  • AirthrowAirthrow Joined: Posts: 4,525
    I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.
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  • CapMasterCapMaster OG Pad Player Joined: Posts: 718 ✭✭✭✭✭ OG
    I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.

    You can cancel into the air hurricane off the first hit of the jump strong.
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  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    IIRC O.Ryu is kind of like O.Ken. Faster fireball recovery, full invinc DP, different normals.
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  • SweetJohnnyVSweetJohnnyV Streets ahead! Joined: Posts: 1,981 mod
    I didn't know it was a cancel? I just saw someone do it at someone's house and assumed it was two moves.

    Yeah, you gotta cancel it. You can only do one attack while you're in the air. Cancelling gets around that.
  • MizukiMizuki ayy lmao Joined: Posts: 3,200
    What's the proper use of J. MP x2?

    I saw someone do j. mp x2 and then short air hurricane, land short hurricane, and it built meter, but I can't seem to get the air hurricane to come out after j. mp... (I know it isn't supposed to hit, just build meter).

    You can also do the mp air juggle into super.
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  • shoultzulashoultzula whatsyoursismines! Joined: Posts: 4,503
    are there any solid reversal timing tricks to counter tick 360 characters?

    My DP input speed is pretty damn fast but I find it quite tricky to do a quick srk input based on variable, multiple tick 360 attempts so I've been trying to cheat the game with dumb shit. If you ask me to whip out an srk as fast as possible, thats not a problem. My problem is visually reacting quick enough to all the variable tick 360 attempts, then inputting my DP asap.

    I want to know what old school vets use to reversal a tick 360.

    I know about the piano but I don't like the fact that mp\fp DP's have horrible recovery. I've tried doing srk, lp, lp, lp to cause the same affect but I'm not sure thats even working properly can anyone confirm that method?

    I've also tried the empty srk inputs repeatedly. Just sitting there when I'm in a tick position and doing the joystick inputs. When I see a break in the timing, I'll try to reversal it like that.

    can a properly timed throw beat 360's based on the proper ranges?
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  • Spirited_AwaySpirited_Away Joined: Posts: 517 ✭✭✭✭✭ OG
    are there any solid reversal timing tricks to counter tick 360 characters?

    Do a shoryuken with three buttons to increase your chances of revesal, piano the punch buttons. Also you can reverse 360's using short hurricane kick and it's alot easier than DP's :).
  • SystemSystem Joined: Posts: 508,676 admin
    'Gief vs Ryu...

    Oh... good grief.
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