Agreed. Although, I am excited that he may be faster as well. What I really worry about is that they toned something down that we do not know of to compensate for his new flashy tools. I’m going to be pissed if his air-grab range, j.l tatsu, j.s or shinkuu were messed with.
Maybe invisable fireball will OTG? Yea it takes a long time to charge up but maybe you can work around that in strange ways? Like say maybe thrust kick, then instead of the double wave dash in to combo, charge up fireball? Maybe that will be fast enough? Or from videos it looks like you have better recovery when you do the denjin hurricane kick super, so maybe some set up with that then OTG with it?(although talking about this from that video it looked like a super hurricane kick took off almost half the time for that super anyway ha…)… of course again this is all just saying maybe it it could otg shrug…
Speed boost is always welcome. I yet to see it though except in one video where Ryu was wave dashing really fast.
How can invisible Hadouken OTG? It has wall bounce. Unless if it shoots diagonally when used in air… that would be interesting indeed.
[LEFT]Hm, I’m still not as hyped as the majority in here seems to be. I can’t see a practical use for Denjin power-up yet (other than safer DHCs), same with Hadoken spam (:qcf:+ mash:s:). His new stuff sure looks cool but for now I don’t think most of it is practical in a match. With throw combos heavily nerfed in UMvC3, that part of his gameplan (which was a quite important part) doesn’t look that hot either… Keep in mind, though, that this is based on some random footage from an early build. I’m convinced that there’s more to discover and, let’s be honest, :f:+:m: being cancellable is awesome enough :)[/LEFT]
forget everything I wrote, you can build meter while in power-up mode:
so according to the change list posted on event hubs, his denjin mode now powers up his assist. making it have a fundamentally good use.
I think its horrendously stupid that his charge S hadouken does not have added durability as one would think. just when I thought the move might make Ryu a more competent zoner.
I just found out something terrible. When you exchange into ryu after a long combo his normals do 0 damage. i dont understand why its only ryu. i tried exchanging into 20 different characters with the same combo and all of them still did damge. you can start the combo exchange into ryu,Do 0 damage then exchacnge again and the third character does damage. ill post a vid up later when i get a chance too.
Im sorry if this has been found already. its just i been playing ryu since day 1 and i never noticed this. Each hit still gains meter at least
it just depends on what move your doing. But whatever the case its why for shorter combos say doing a fireball to super fireball whatever is more damaging then the hurricane kick to super… But if its a reaaaaaaaaaally long combo then hurricane kick actually does more because it has more of a set amount of damage it has to do. I think I showed this quite a few times in my videos, I have some combos that do 0 damage for almost every hit besides specials. Shrug
On something else…
Since hit stun supposedly decreases earlier in this game(err upcoming one), I wonder how pointfull thrust kick combos will even be, even IF you supposedly can dash faster. Since those combos make the opponent tech much faster. I thought it was only like 4 or 5 hits, and anymore then that and you can no longer double wave dash combo, the chain for it allows them to tech in most situations. Shrug… Does anyone know what the damage is like on the mash hadoken? I wonder if that will do more damage at end of combo, then cliche air combo ender hurricane kick super or whatever. Or maybe you can do multiple hadokens, then link an attack?
yea i know special moves still do damage. i usually do:l:,(2hits),:h: ,Hadouken(does about 10k), Shinku, :s: if i exhange. everything besides the hadouken and shinku do 0 dmg. just took me by surprise that i never noticed.
It’s because minimum damage scaling varies between characters. Ryu’s minimum damage is 0% for normals, 10% for specials, and 35% for supers. Wesker has the same problem; his minimum damage is 0% for normals, 10% for specials, and 40% for supers. Just doing a simple relaunch with two multi-hitting assists can get the combo to the point where Wesker’s j.B does a pathetic 200 damage. According to this chart, Thor’s normals can hit 0 damage as well. Everybody else has at least 10% minimum damage.
In the interest of having the UMvC3 character threads be as awesome as possible, I am posting here to offer up my current Ultimate Dormammu Thread as a base skeleton to anyone who intends to manage a character thread, or something similar, in Ultimate. It is currently stripped of information, and will remain so until about a week before release. I am not attempting to toot my own horn, but rather offer to others what took me quite a bit of work to do, so that those who would rather not spend the time on such things do not have to.
I have received a lot of compliments to-date about the structure, and a few people have requested permission to use its structure for UMvC3, so I thought I would go around and make the offer to others who might not be aware that someone out there has already done the grunt work for them (haha). Because I am posting this in all the character forums, and this is time consuming on its own, I have not taken the time to check for how developed the thread I am posting on current is. Thus, I ask that no one be offended at my suggestion if your character forum is well constituted already - I mean no intrusion upon your methodologies!
Here is a link to the thread blueprint:
You can get an example of what it looks like when filled out here:
You are of course entirely welcome to change whatever you like if you want to incorporate this structure into your own thread. I have all of my posts saved as Word documents on my computer. If you would like these documents instead of having to copy/paste from the main threads, please feel free to PM me your email address, along with the character thread they will be used for, and I will gladly send them.
Highest Regards to All,
I think that Ryu is good in UMvC3, but mostly with hyper bar up, as the power up special is really good, like, Ryu is crazy when it’s powered up. But what happens to the Tatsu hyper in the power up mode?
Tatsu Hyper with proper mashing does slightly more base damage than Ryu’s level 3 during Hado mode.
And you can combo into it after launcher/shoryuken iirc.
Probably the only thing that isn’t making Ryu OP at the moment is his lack of an OTG besides Shinku Hadoken (non-powered mode), although Air X factor is a nice buff for him. But he builds meter and is capable of massive damage during Hado mode and he can make anything safe on block by canceling into it as well as hit confirm from anywhere. As long as he has a partner who doesn’t rely on meter as much, you can basically DHC into Hado mode and profit DHC glitch style (well, they probably removed that glitch if I recall, but I’m talking high damage meter building combos).
I’m looking forward to Chris G dominating tournies with Ryu.
I am probably wrong(Since I suck at MAHVEL) but Ryu and Frank West are going to be reall good friends imo.
I think its possible that Ryu has some invincibility on his Hadoken Super thats not listed in the guide. I teleported right behind him as Vergil and I had all day to punish him. I threw out standing S from point blank range and it went clear through him.
Awesome to see one of my mains get buffed… but in this version im having a problem. When wave dashing from full screen I find myself accidentally triggering denjin mode. I checked in training room and im not using 2 downs…i guess the game is reading it as a buffer. Anyone have an idea of what I can do to be sure I can wave dash as fast as possible without havint to worry about accidentally triggering denjin mode?
The only way to avoid that would be to press foward inbetween wave dashes to avoid denjin mode. So it would be :l: :d::f::l::d: Etc
I thought I’d ask here, since it doesn’t seem to be documented anywhere, but what’s the trick to getting an air :s: after a corner Shinkuu Hadouken? I always see people pull the beam down (after it starts horizontally), and I try that, but I’ve only done it like once in my life. Is it really just THAT tight of a link?
Use :df: to cancel your dash. Easiest way to do this imo is hold :f:, :atk: + :atk: , slide to :df: , slide back to :f: , :atk: + :atk: etc.
New Ultimate Ryu Thread is here