Ryu Thread

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  • bookahbookah Joined: Posts: 29
    blitzfu wrote: »
    Anyone know how Kurahashi gets reversal Shoryuken to come out the correct way after being reset by Hawk's RH throw? I've tried the crossup Shoryuken command (f,df,d,db), I've done the regular Shoryu command, I can't even get a Shoryu never mind an autocorrect one.





    Also, anyone have any idea how that Vega vid translation is coming along? (See previous posts.)



    You hit coins at the same time as punch, just like philcito does.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    You're obviously not Kurahashi. :D

  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    It looks like the first frame after you get crossed-up still yield a move to the opposite side. I believe there's no way to prevent it from happening.
  • philcitophilcito The Berserker Shoto Joined: Posts: 1,178
    bookah wrote: »
    You hit coins at the same time as punch, just like philcito does.

    ryuvskentributetrailer.gif

    "You hit coins at the same time as punch, just like philcito does". Bookah
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  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    lol mike, your funny as always.
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  • eltroubleeltrouble Joined: Posts: 5,714
    Papercut working on that Water Bottle conspiracy theories at X-ME3.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    edited May 2013
    It looks like the first frame after you get crossed-up still yield a move to the opposite side. I believe there's no way to prevent it from happening.

    Have you ever been able to get the Shoryuken to come out at all? Has anyone?

    Maybe someone can write a lua script or something to test it out. I'd do it myself, but IDK how to write a lua script.

    Post edited by blitzfu on
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    edited May 2013
    blitzfu wrote: »
    It looks like the first frame after you get crossed-up still yield a move to the opposite side. I believe there's no way to prevent it from happening.
    Have you ever been able to get the Shoryuken to come out at all? Has anyone?

    Maybe someone can write a lua script or something to test it out. I'd do it myself, but IDK how to write a lua script.
    I've obtained SRKs with →↓↘ that have and have not "auto-corrected", and SRKs with →(↘)↓↙(←) which have also went either side. I suspect there's a frame window such that, no matter what command is used, the moves will (try to) hit the wrong way after you get crossed up. It might be a single frame, but it is guaranteed to exist, else that second situation (→(↘)↓↙(←)) would never occur.

    Not sure if I was clear enough...

    Edit: you can also throw the opponent to the other side you move your stick too: it happens a lot against Dictator after a misplaced fierce psycho crusher.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Alright cool, thanks. I know about throws going the opposite way in some crossup situations, and I also know that autocorrect Shoryus are not always guaranteed. But Hawk's RH throw is the only crossup situation that I cannot get a reversal Shoryu to come out, not even once. It's obviously my timing, probably doing it too early.
  • UnessentialUnessential Joined: Posts: 1,168
    I've ALWAYS inputted the "regular" SRK motion. I do it early (finish before the crossup) and press the punch/kick (cammy!) button (after the crossup) late to ensure it comes out on the right side.

    the motion is stored in the memory to activate, and then the button pushes activate the direction depending on where the character is.
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  • -TheBastard--TheBastard- FAB u LOSE! Joined: Posts: 1,276
    Shouryuken a.k.a. Dragon Punch: (→↓↘ + P)

    Detailed Input: (→ [0~6f] ↓ [0~6f] ↘ [0~10/9/7f] Jab/Strong/Fierce)
    so i guess u have like 6 frames to press a delayed jab button?
    but yeah, seems nearly everyone included myself tries to execute it the quickest possible, so we end up dping the wrong side
    <blitzfu> cool, and bastard is a loser, screen shot that
    <Pasky> he's always trolling, he has a macro button that troll
    <Kyouya>LoL Bastard, best post evah! But you forgot the tiger uppercut!!
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  • DNGR S PAPERCUTDNGR S PAPERCUT Joined: Posts: 1,608
    blitzfu wrote: »
    It looks like the first frame after you get crossed-up still yield a move to the opposite side. I believe there's no way to prevent it from happening.

    Have you ever been able to get the Shoryuken to come out at all? Has anyone?

    Maybe someone can write a lua script or something to test it out. I'd do it myself, but IDK how to write a lua script.

    You just do it. There is no secret way to do it. I was playing shotosallday, and he did it on his second try. I asked him how, he said, you just uppercut, no special command. Just do it.
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
    Ah shit..    
    ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬ஜ۩۞۩ஜ▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬▬
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    edited May 2013
    I'm surprised no one has posted this yet.

    Kurahashi vs. Sashishi vs. Sasori
    Part 1
    Part 2

    3 of the best Ryu players in the world battle it out. Over 40 mins of awesomeness.

    If you look closely, at 01:07 of Part 2, Sasori walks up and throws Sashishi out of his Shoryuken! I know it's technically possible, and I've seen DPs get thrown by reversal throws on wakeup or after blockstun, but I never thought I'd actually see someone do a walkup throw on a DP for real.



    Post edited by blitzfu on
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    blitzfu wrote: »
    If you look closely, at 01:07 of Part 2, Sasori walks up and throws Sashishi out of his Shoryuken! I know it's technically possible, and I've seen DPs get thrown by reversal throws on wakeup or after blockstun, but I never thought I'd actually see someone do a walkup throw on a DP for real.
    It is very rare for Ryu to do that. Ken gets away with it a bit more, due to his walking speed. But Hawk and Gief do it all the time. I've eaten that against B2SPD at least 30 times - and we don't practice much. IMHO, it shouldn't happen, but that's in the game, and Ryu vs Hawk and Gief look fair to me. Well, Ryu vs Ryu is fair, too! :P

  • eltroubleeltrouble Joined: Posts: 5,714
    I mean, that would require that you're out of range to get hit by shoryuken on the invincibility frames, but you're at the perfect range and timing to throw him when you're in range of his throw box. It's a freakish accident, and no way you can replicate that reliably.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    Nice Chun x Ryu matches. Highlights are Tojo (Jab/blue Chun) and Kawamata (Jab/black Ryu).

    BTW, sick combo around 20 minutes.
  • jamiejame911jamiejame911 Ever learning Joined: Posts: 424
    So for a general DP when you are walking forward, is it necessary to drop the stick into neutral, then go into the DP motion for the best chance of doing it within the frame time? The motion says forward is 0-6 frames, but you can be holding forward for longer and just go into down/down-forward then punch for the dp, but I get this less often then dropping into neutral. After years I still can't get the damn move to come out 8 out of 10 times. It is too hard for average people to do. Glad it was changed in HDR.
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  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    edited June 2013
    So for a general DP when you are walking forward, is it necessary to drop the stick into neutral, then go into the DP motion for the best chance of doing it within the frame time? The motion says forward is 0-6 frames, but you can be holding forward for longer and just go into down/down-forward then punch for the dp, but I get this less often then dropping into neutral. After years I still can't get the damn move to come out 8 out of 10 times. It is too hard for average people to do. Glad it was changed in HDR.
    If the enemy is on top of you, it is important to keep close RH and fierce in mind. The stuff about DPs is you often don't have time, or you need to walk up before doing it. Valle is known for his zoning mixed with walking up and doing a DP just before the enemy lands from a jump in, for instance. It has a chance of failure, though, even if you input it perfectly.

    You don't have to leave it in neutral: you have to not input the first direction needed for the motion in question. So, for a DP, you increase your chances by staying at least 6 frames in any direction but → (in P1 side) before performing the motion. However, 270° commands take any main direction, so it can be tricky. For example, let's assume you are P1, you are near the P2 corner, and the enemy is cornered. You want to steer the SPD to the P2 corner, to do a throw loop. But in order to do so, you need to end the 270° motion in either ↗, →, or ↘, which is hard if you leave crouch-block (↙), since you'd need to leave that direction directly into neutral, not leaving neither ← or ↓ micro-switches activated alone before that. If you manage to do so, then you can do, e.g., →(↘)↓(↙)←(↖)↑↗+P (directions in parenthesis are not needed) and steer the throw correctly. However, it is safer to do ←(↙)↓(↘)→(↗)↑, which yields the less appropriate steering, giving the enemy more chances of escaping the loop.

    As for HDR, it is possible that Sirlin himself does not know how exactly it works in ST and how it has changed in HDR. We surely don't know how it works in HDR. Pasky has elucidated the behavior in ST not too long ago, at least to western audiences. The Japanese knew how it worked in Hyper SF2 AE, which is similar to ST, so they probably knew that it wasn't really random, but it does have an issue, which shows when you try walking DPs, but also when doing ticks into 270° command throws.
  • UnessentialUnessential Joined: Posts: 1,168
    I always walk forward DP thinking the frame timer works backwards to see if a move is available to execute (and times from the release from the first direction)
    ...

    Maybe ive been failing a lot more DPs than i should because of this... Gotta test this for myself and then change how i execute DPs...
    <quitjockinmystyle> everybody i wil approve what is cheating moves or not.
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    Because very few ST players check SRK anymore. mostly it's the local facebook group and NHC.
    PM me here or on facebook if you need a stick mod or repair. Same with arcade boards and superguns.
  • x64x64 Fuck your SRK Joined: Posts: 3,187
    Forgive me if this has been brought up, but does Ryu's j.MP have some sort of weird property that lets you recover from a jump faster than normal? I've always wondered why Ryu's j.MP wiff into throw works so well and how hard it is to counter.
    ST/HDR/USF2: Honda/Rog/O.Hawk | USF4: Bison | SFV: Ryu :(
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  • eltroubleeltrouble Joined: Posts: 5,714
    Forgive me if this has been brought up, but does Ryu's j.MP have some sort of weird property that lets you recover from a jump faster than normal? I've always wondered why Ryu's j.MP wiff into throw works so well and how hard it is to counter.

    Nope. Recovery is the same. It's just a surprise tactic that catches some players off-guard, since the majority of players tend to expect to block a jump attack whenever they see their opponents take to the skies.

    It's very easy to counter. Simply anti-air him from the ground, or if it's too late for that, just throw him as he lands. You typically don't want to do a jump anti-air, since his j.strong juggles have very good air-to-air priority.
  • x64x64 Fuck your SRK Joined: Posts: 3,187
    It's weird, it seems incredibly hard to land j.MP on a grounded opponent (or incredibly rare, I never see it anyway) so I usually see it coming, but I never seem to get the counter throw or I get thrown during my counter anti-air.
    ST/HDR/USF2: Honda/Rog/O.Hawk | USF4: Bison | SFV: Ryu :(
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  • eltroubleeltrouble Joined: Posts: 5,714
    It's weird, it seems incredibly hard to land j.MP on a grounded opponent (or incredibly rare, I never see it anyway) so I usually see it coming, but I never seem to get the counter throw or I get thrown during my counter anti-air.

    It's not really used for an air-to-ground attack. Ryu has better options for that. The only notable exception is whenever Ryu safe-jumps a knocked down Gief, because a properly timed j.strong will beat his reversal lariat clean, and can also hit a crouching Gief.

    Your anti-air is supposed to happen well before he lands. Ryu's j.mp pretty much loses to every standard anti-air in the game except for jumping ones, so it sounds like it's primarily a timing issue on your end.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    eltrouble wrote: »
    The only notable exception is whenever Ryu safe-jumps a knocked down Gief, because a properly timed j.strong will beat his reversal lariat clean, and can also hit a crouching Gief.
    This is actually not correct. Aerial strong punch misses a crouching Zangief too, which creates an option: it stuffs lariats better than the safest, textbook option, which would be jumping jab, but if he sees it coming, he will crouch and press strong or fierce punches for the stomach grab, which leaves him dangerously close to you after you escape it.

    The knocked down Gief options are:
    • jab punch: it demands correct timing and positioning, but beats anything Zangief has if done properly. It needs to be timed as a safe jump, or you risk eating sac-throws; and from the proper range, or you eat a lariat.
    • strong punch: it whiffs crouching Gief, but it can hit lariats clean and easy, even for a 2-hit combo if you time it right. It also has longer blockstun and it is its nature that it hits late, thus making it easier to combo after it. However, it can be countered, guaranteed, by crouching and throwing.
    • fierce punch: will stuff anti-air crounching punches and also leave him vulnerable for a sweep (2-hit combo, high stun*). If he lariats, it will whiff and Ryu can sweep the lariat, so you can often commit to the sweep for some sort of option select. You can also get close to him, then jump away with fierce punch to punish baited SPDs.
    • Tatsu: knocks him down, but it's pretty dangerous and you have to guess if he will stand or crouch. The advantages if that if it connects, then he will be caught into a longer blockstun animation and there's almost no risk of getting grabbed.
    • cross-up RH: this will give you the round if it connects and you time the combo right (cr.strong, cr.forward xx hadouken). But if he gets the reversal lariat, you will be very lucky to even escape with just one SPD worth of lost vitality.

    *at least compared to Ryu's options, which have been nerfed in terms of stun damage when compared to most other characters. Most the stun comes from the sweep.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    I know what stud is talking about, cuz I use the whiffed jump Strong into throw tactic, not a lot, but it has its uses, mostly against Ken/Ryu players and Hawk/Honda matches. It's a useful tactic against Honda players that like to jump a lot, like mad possum, cuz it's a great anti air. But if I jump at Honda and he stays on the ground, I will sometimes switch to Roundhouse, but sometimes I will time the jump Strong late, not so late that he blocks it, but just late enough that it still whiffs, and then the throw follows. It works really well against Hawk too for some reason.

    My advice to you stud is, the same as eltrouble, to treat this tactic like all other whiffed jump attack into throw tactics. Either anti air them fast (which is difficult), or throw them as soon as they land. I treat every jumpin as if it's going to be empty, and I time a Fierce to throw them as soon as they land. That way if it's not empty, I block. No risk, and some reward with this counter tactic, depending if you get the throw or not. It works sometimes and sometimes it doesn't work, but at least it's somewhat of a counter.
  • x64x64 Fuck your SRK Joined: Posts: 3,187
    Yeah, you definitely use it well. I notice a lot of good Ryu's attempting it lately so I got curious.
    ST/HDR/USF2: Honda/Rog/O.Hawk | USF4: Bison | SFV: Ryu :(
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  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    Yeah, you definitely use it well. I notice a lot of good Ryu's attempting it lately so I got curious.

    Yeah, I noticed it too. But too many Ryu players overuse it and get predictable with it. Which makes people better at countering it, so I try not to use it too much. Just like you sometimes do an empty jump with Hawk into Super Typhoon, it works best as an unpredictable, surprise attack LOL.
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    First time I see this sort of thing happen*. Impressive.

    *spoiler
  • eltroubleeltrouble Joined: Posts: 5,714
    Can you give me a time stamp as to what you're talking about?
  • dialupsuckydialupsucky FINAL SHOWDOWN Joined: Posts: 2,709 ✭✭✭✭✭ OG
    edited November 2013
    Posted a couple videos recently on my channel. Heres one of them Heres another ryu one from back in the day that I forget if I ever posted here or not..


    read the description of video if you are confused as to what is going on
  • FuddFudd High Level Parking Joined: Posts: 1,215
    I'm pretty sure OSBR is referring to 0:00 to 9:20. An O. Ryu acing a whole team of seven players.
    "See, Super Turbo is a real man's game... But Street Fighter 4's like Chuck-E-Cheese, baby. Y'know what I'm saying? Where a kid can be a kid. I'm a grown-ass man, so clearly I'm not old enough to go in the ball pit." -Steve Harrison (Translation: dat Fo' make you soft)
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  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    edited March 2014
    Question regarding Ryu's j. fierce vs j. RH.
    I don't think there is frame data for that but from my experience and also watching tons of videos, I believe j. fierce either has a longer hit stun or it has some magical properties that allow it to connect better than j. RH.

    For example, j fierce, s. fierce xx fb is easier to connect than j rh, s. fierce xx fb.

    Also look at this match, I'm sure that if he used j. rh it won't connect with cr. rh. Thoughts?

    youtube
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
  • oldschool_BRoldschool_BR Projectile spammer Joined: Posts: 2,442
    It's easier because you don't have to move fingers/hands around. Same reason why jumping jab into standing jab into jab shoryuken is much easier than, say, jumping fierce into standing jab into fierce shoryuken (guaranteed on fat characters).
  • eltroubleeltrouble Joined: Posts: 5,714
    What? Not that difficult to move fingers between fierce and roundhouse.
  • Born2SPDBorn2SPD SPD Fanatic Joined: Posts: 276
    it's something related to the frame data or the hitboxes guys, both moves do the same hit/block stun.
    I keep reading stuff about ST revival, about bringing this game back to life...
    Its nice to see big tourneys happening and old top players giving this game a chance again...
    But what we really need is new players... And having a strong scene obviously helps...
    But in my opinion what will really bring new players to our community is good tutorials/character guides so they can learn easily and have something to start... So, actually good players, stop being selfish and write stuff about the chars you know! The wiki is lacking so much basic content... Stop being lazy and do something about it.
  • blitzfublitzfu Cosmic Power Joined: Posts: 3,072
    There's no difference (not in the frame data or the hitboxes), it's your mind playing tricks on you.
  • eltroubleeltrouble Joined: Posts: 5,714
    I suspect it's either a mind trick, or there's a difference in how/when Ryu lands from certain jump attacks.

    i.e. Ken's safe jump setup on Claw after a knee bash. It works with j.jab but not with j.short.
  • papasipapasi N Ken is the truth Joined: Posts: 1,568
    edited March 2014
    Both me and ogbr think it's because of j fierce higher hitbox.

    If the opponent messes up, you have an opening with a huge windows to punish, you can do j RH pretty late.

    But if the windows of opportunity is short, you need perfect timing for j.rh.
    You either hit it too early and you got the j. rh but cannot connect after you land.
    Or if you press j.rh too late and the opponent can block.

    But for j. fierce even if you hit it slightly earlier, the first active hitbox won't connect, while it will still connect on the way down.
    Thus j fierce is easier to combo jumpins

    it's some magical pixel calculation the designer did there.
    eltrouble "I doubt that ST will be on the main stream ever again."
    OhNuki: Real men play ST!!
    James Chen: there is something special about playing ST on a cab. It just feels so goooooood.
    Super Turbo Hitbox & safe jump guide http://www.strevival.com/hitbox/
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