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Ultra Street Fighter IV


JLM

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That's awesome. I searched the Edge website for "evo" but didn't find much news of fightings. For shame, Nate. :P

I was away at the weekend and have been working through the archives all week. I will finish AE tonight.

Sadly Tyagi has this morning become the second person (that I've seen - I've stayed out of the thread most of the week, but dipped back in yesterday and it seemed safe) to give away the winner. Hmph.

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also ryu is a good man to learn how to do fadc combos. Both uppercut fadc ultra and things like confirming a cr.mk x fireball into an FADC sweep or other stuff.

I landed an uppercut FADC -> Ultra against JLM last night. I'm a god.

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Ryu doesn't have any 1 frame links. He does have that 0.5 frame link from overhead into cr.lp, though.

If I ever try to give anyone Ryu advice, ignore me.

I think the overhead -> cr.lp is corner only, and possibly even character specific? Also it only works during a waning crescent moon.

f.HP into cr.HP and cr.MP into cr.MK are both totes legit one framers though, yeah.

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There is a lot of chat in the comments that it might be Go Hibiki, which would be awesome :) Though I doubt it as Dan has a costume alt of his dad anyway.

Apparently the new character is SF related but hasn't been in a fighting game before, hmm, therefore it must be Dudley's butler from SFIII, just becuase he has an awesome name 'Ortho K. Gotch'

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Yes, GGs Joeplus and Camel. I was pretty chuffed with the ultra 2 sweep punishes. I am terrible for letting Ryu players get away with sweeps all the time and kick myself for it. You'll get away with much lighter punishes than that against the majority of XBL players, but even those who don't know just how punishable it is will usually sweep you right back for it and knock you down. It's a very risky move to throw out so be careful.

Other Ryu 101 stuff:

Anti-airs:

- Try to use fierce uppercut for anti-airs as it does a good chunk of damage, though personally if the opponent is right on top of me and I'm doing it late I'll use the medium one to avoid trading.

- Use jab DP anti-air if the opponent is really high up or neutral jumping as you get a meterless juggle into ultra.

- As Haggmond says, cr. fierce is also a very solid anti-air.

- If the opponent is a little bit further away then standing roundhouse is very good. This is particularly useful if the opponent is empty jumping to try and make you whiff an uppercut as it reaches a bit further and is much less of a commitment than a DP.

Waking up:

- If you're doing a wake up DP or a DP after blocking a low blockstun move, I'd recommend using medium punch. It has good invincibility so you're likely to win rather than trade, plus yyou can FADC it which you can't do with the fierce one.

- EX DP has lots and lots of invincibility, so if you're really screwed or desperately want out of a situation then it's a good last resort. If a character is standing next to you on your last pixel and you think they might try to chip you out then your EX DP may well have more invincibility than their move and keep you alive. Or if someone is trying to lock you down/chip you out with an ultra that stays on screen for ages like Seth's Ultra 2 if can get you out of there. Use this very very sparingly but it's useful to know.

- Use backdash sparingly as Ryu's really isn't very good.

- Aside from that, try to block on wake up where possible. Every single person playing this game knows to bait Ryu's uppercut on wake up, so be smart about your use of it. It's a good option, you have to let people know you're willing to do it, but be aware that even bad players who appear to be giving no thought to what they're doing will still occasionally try to bait it.

Combos:

- Try and get cr. lk - > cr - > jab - > cr. fierce xx special move down, and also just cr. jab - > cr. fierce xx special. The cr. lk is to open people up by going low (e.g. empty jump low) and the jab - > fierce/ jab - > jab - > fierce is to get used to hit confirming. Ryu's crouching jab is excellent ant you'll be landing a lot of stray hits with it, so learning how to turn these into damage is very useful. Cr. jab into cr. fierce is really not a very difficult link; you don't need to plink it and a little time in training mode is all it'll take. It's also particularly handy that he cr. fierce stands the opponent up so it doesn't matter if they're crouching.

- If you're too far out for cr. fierce to connect then you can do cr. jab - > cr. MP. The downside of this is that you need to adjust your combo if the opponent is crouching. EX fireball is a solid ender in this situation as it knocks down, and EX tatsu hits crouchers as well.

- If you get a jump in over a fireball then jumping fierce/roundhouse - > cr. fierce - > tatsu is fine. If you're a little bit further out replace the cr. fierce with cr. MK. If you're further out still, go for the classic SF2 combo and replace the cr. fierce with a sweep.

- If you're feeling fancy/want more damage then jumping fierce - > cr. mp - > cr. fierce xx special move is a nice beefy combo that isn't nearly as difficult as you'd think, though it is spacing dependent because the cr. fierce will whiff if you're too far out.

- Linking standing jab or cr. jab into sweep is useful to be able to do because you get a hard knockdown, plus I personally find it to be one of the most satisfying combos in the game. However, it is significantly more difficult to do consistently than cr. jab - > cr, fierce and the sweep is hugely punishable if you miss it. Be careful with that one.

- Punishes:

If you get a big glaring punish opportunity like a blocked ultra or similarly laggy move, you can do a lot worse than solar plexus strike - > fierce uppercut for an easy yet nicely damaging punish.

If you have less time, go for crouching fierce xx special move (as Haggar says, usually tatsu for the knockdown and positioning).

If you have less time still, cr. jab xx special move is also better than nothing. Once you've practised it, go for cr. jab - > cr. fierce xx special move.

If you're not sure how much time you have (e.g. they've done a jab shoryuken) then sweeping them on the way down is fine. You get a hard knockdown and it's better than nothing.

Lastly, if you're confident that a blocked move that leaves the opponent next to you is punishable but you're not sure how much time you have, just go with a dragon punch. Examples of this are blocked EX green hand from Gief and blocked EX machine gun blow from Dudley. They're both very unsafe, you can get a big max damage punish, but it takes a bit of practise to know when you're meant to start inputting your punish and if you mis-time it and they mash out an ultra then you're in trouble. If you have a good feel for the timing then go for damage, but if you're in any doubt at all just punish with a shoryuken. It's very fast, it does decent damage and it means you'll at least stop them getting away unscathed.

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Also practise uppercut FADC and fireball FADC. Ryu is indeed a great character to learn FADC combos (as well as almost every other useful skill in the game) so it's worth trying to get some of these down when using him.

When doing fireball FADC, remember that the forward bit of your fireball input also counts as the first forward input from the dash, if that makes sense.

So you don't have to go QCF - > MK+MP (hold) - > forward X 2 but instead only need to do QCF - > MK+MP (hold) - > forward. Try to learn it this way because if you're trying to do the full dash input after the fireball motion you give yourself much less time to try and hit your next movw.

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Ryu always says no when offered ice and lemon with his water.

Oh, and re: those Ryu vs 'Sim matches we had, the single biggest bit of advice I'd have is to [Paul Rudd] Do less [/Paul Rudd]. By that I mean, you were at your most effective when you [ultradavid] picked a spot on screen [/ultradavid] and then reacted to my approach.

There'd be an exchange where I'd jump in and eat the knee, jump in and eat it again, then you'd teleport or do two standing fierces in a row and I'd hit you out of the teleport/make my way in. If you have a solid spot on screen and you're confidently batting me away then the onus is on me to change up my approach, so don't feel obliged to switch it up because you may end up making things easier for me.

Also you should treat your standing fierce like a fireball. In the last few games I was getting in by empty jumping over a couple of those because 'Sim takes an age to recover. Try and stay inside standing fierce range and hit me when I fireball as you were doing, but if I'm further out than that then don't throw it out too often and instead try to match my fireballs and also gain a bit of ground with slides and the like, and if I'm closer then use faster and less laggy pokes like standing MK.

Oh, and use Yoga Sniper more often. For example, I'm quite likely to block for a second after you land an anti-air knee, so if you jump back fierce as I land then you may hit me overhead. It can be very very unsafe don't go to it all the time, but it's something I should have to be worried about when approaching. As well as navigating the limbs/fireballs I should also be worried about blocking and taking little bits of extra damage I could really do without. Once Yoga Sniper is established you can use cr. jab and cr. HP from long distance so I have to mix up my blocking between high and low. If you watch Arturo Sanchez/TS Sabin play the Ryu match up (and you should because it is about as beautiful as Streetfighter gets) he's an absolute master of this.

But yeah, the main thing is to not feel like you have to force the issue when what you're doing is working just fine. It should be me getting flustered and frustrated in that match up, so don't give me a free way in if I haven't earned it.

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So when's the next reasonably big, commentated sf4 tourney coming up? I've got all of Netflix to choose from but I really want to watch two cartoon men hit each other while two other men go OOOOOOHHHH!!!

In other news, I am greatly enjoying zangief, mainly because of ultra 2. If it hits, MASSIVE DAMAGE! If it misses, GIANT RUSSIAN BALLERINA! win win!

Ryu's favourite carpentry tool is the plane.

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So when's the next reasonably big, commentated sf4 tourney coming up? I've got all of Netflix to choose from but I really want to watch two cartoon men hit each other while two other men go OOOOOOHHHH!!!

In other news, I am greatly enjoying zangief, mainly because of ultra 2. If it hits, MASSIVE DAMAGE! If it misses, GIANT RUSSIAN BALLERINA! win win!

The next U.S. major is GVN Summer Jam 7 on the 17th of August. Spooky will be running the stream. After that I don't know what else is happening until Shadaloo Showdown in October. The tournament scene cools off a little bit after Evo because it's their big end of season event.

If you just want a quick fix then Wednesday Night Fights/The Runback are the SoCal weekly events that have a number of quality players in regular attendance. I don't know the line up for Yesterday's but I'd imagine there were one or two notable guests who stuck around for a bit after Evo. http://www.twitch.tv/leveluplive

The East Coast equivalent is Next Level Battle Circuit, again with top players in regular attendance. Sanford, Dieminion, Aquasilk, ChrisG and Ray Ray are there most weeks. It also has the added bonus of Rush Hour (Chris Hu and Aquasilk) and their unique brand of absurd commentary. That can be watched at http://www.twitch.tv/teamspooky

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If I could venture an opinion about Street Fighter III also - as to why it has less tournament presence these days, and I could be totally wrong considering there are many people here who know more about it than me...

... but I think it's about execution. SFIII is a very technical game, not just in terms of strategy, but just the execution on the stick/pad. Stuff like the parries and red parries. You see tournament play and you see people playing in arcades in Akiba, and they're like wizards of some kind of black art. It's great to watch. Conversely though, if you want to try and get into that scene, focusing on parries as an example, some people can do parries and some people can't. It's just that simple. Given, you can get better through practice, but if you don't have the reflexes for it, you'll never really improve to a particularly good level.

Street Fighter IV might have lost the parries, but in general, the moveset is easier to do. Given, there's the whole FADC thing, and characters like Gen, but you can get pretty good at SFIV without really mastering all that depending on which character you choose. You compare how you play to how tournament play looks, and there's parity there. Conversely the way SFIII is played at advanced level (or even Marvel vs Capcom 2) and how I (and the people I know play) look very different.

It's like why some people turn up for football matches wearing a team kit. There's the joke that they've never given up the fantasy that their star player will get injured and the manager will pick them from the stands to take the winning penalty. Fighting game tournaments are no different.

On a really good day on SFIV, I can pretend I'm up there with the best. Of course, I know that's not true, but in that moment it doesn't matter. I can never have such lofty moments in SFIII.

And I fucking love SFIII too. It does bother me it wasn't at Evo.

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