Man, im disliking ryu a lot :/
I think its time to say bye to busa and hi to momiji and rachel XD
I think its time to say bye to busa and hi to momiji and rachel XD
Man, im disliking ryu a lot :/
I think its time to say bye to busa and hi to momiji and rachel XD
so is there no force tech game for busa or am I just a dumb ass
can you give some examples?There is, you can get forch techs off his bound moves. 3 p+k forch techs and lets you teleport behind them at the same time.
9K, 2H+K, 3H+K, 2P+K, and even the late frames of WR H+K all force tech. The timing has to be done much later than before, however, due to the new force-tech rules.so is there no force tech game for busa or am I just a dumb ass
All of that is stuff he had in vanilla.He has an effective mixup for starting the stun game with 2K since most expect (for good reason) a midpunch, 4K is still an excellent crush into a quick juggle to gain space, and he's still dangerous from range.
Against those people you can usually do whatever you want. Ryu has tons of options for that including 4H+K which itself then guarantees a CB (not to mention that 3K can actually be used for more mid K stuns, strange enough). What he needs is stuff that still works even when factoring in slow escaping. For that reason, I still find 3P the preferable choice for the stun that lasts until CB.44P should only be used when it's guaranteed (basically after 4H+K) and against people who don't slow escape.
I'll have to play with them more, I guess.His new forward roll cancels are also insanely good for opening people up and making them whiff punishes.
214P has always been an insane sit-down stun and gave you the frames to guarantee pretty much anything. The only issues was the knockback preventing certain close-range follow-ups.Also it looks like 4h+k may be guaranteed after 214p now? at least the cpu can't hold it even with stagger escape set to fastest. 214p, 4h+k, 6p = threshold if 4h+k is guaranteed at least.
All of that is stuff he had in vanilla.
I find that going for a level 2 stun and then throwing out the Izuna is the most effective way to use him. People fear CB a bit too much so once they're stunned once or twice they will hold mid kick to avoid the sitdown into it. Also people are extremely mid punch hold happy so I avoid 3p in string but still like to use it to open people up.Against those people you can usually do whatever you want. Ryu has tons of options for that including 4H+K which itself then guarantees a CB (not to mention that 3K can actually be used for more mid K stuns, strange enough). What he needs is stuff that still works even when factoring in slow escaping. For that reason, I still find 3P the preferable choice for the stun that lasts until CB.
The rolls just mess with people and effectively stop you from being throw punishable. They're not anything magical but they should be used. As for the rest I think it just takes some time. I only play against strong players so if I don't get crafty and play solid I just get blown up. Fighting against Rikuto, Lopedo, SweetRevenge, and others like them doesn't allow for much messing around so I figure out what's garbage and not pretty quick. He's still my go-to guy for serious fights.I'll have to play with them more, I guess.
But basically I'm finding his new stuff horribly silly when compared to his old stuff (save 33T and general Izuna buffs). I'm very much struggling to see what you've found that makes you feel Ryu is actually stronger now than in vanilla.
3PPP is technically better now, but due to everyone predicting those mid Ps I usually start an offense with 6K anyway, and so the first two Ps in that string function as they did before, and then I'm already to the CB mix-up.
Same. If you talk to some people who regularly play me, they will attest to this quite adamantly.I find that going for a level 2 stun and then throwing out the Izuna is the most effective way to use him.
Those are all great players and I suppose that does make sense. I'll keep working with him...The rolls just mess with people and effectively stop you from being throw punishable. They're not anything magical but they should be used. As for the rest I think it just takes some time. I only play against strong players so if I don't get crafty and play solid I just get blown up. Fighting against Rikuto, Lopedo, SweetRevenge, and others like them doesn't allow for much messing around so I figure out what's garbage and not pretty quick. He's still my go-to guy for serious fights.
The hit connects but honestly the "relaunch" is so small you can't follow it up with anything (at least on midweights).Can anyone confirm a 66k relaunch after 666p?
That is something I noticed. 6KP always seems to cause bounce now. Probably won't if 6K ends a threshold, but interesting nonetheless.
- 6KP -> Airgrab (even with 6K hitting!)
you can teleport off that move when you hit them while grounded?There is, you can get forch techs off his bound moves. 3 p+k forch techs and lets you teleport behind them at the same time.
yes strict timing tho...but you can connect with it you can get a guaranteed 3pp,pp(thresh hold option)you can teleport off that move when you hit them while grounded?