Tuesday, November 18, 2014
Ryu
Alright! It's JDE here again! It's been a while since I did my last progression blog. I'm also able to record videos & broadcast a bit. I plan on doing it so that people can see what it takes & how they can progress as a player as "I" learn & play the game.
Here's a quick paragraph of what's been going on here. So in between the times of TFC which I went 0-2, but just wanted to participate & show my support for the game, I was still hung up on the character that I wanted to use. For a while, I thought Ken was my guy, but it turns out that he wasn't. He had the rushdown that I was looking for, but his spacing didn't feel right to me. So I went back & did some more research over my favorite characters in the game & ended up liking Ryu's overall gameplay better. His spacing with the fireball & his offense was what I was looking for. The ONLY thing that I dislike about him in his slow walkspeed. So much like Kasumi in DOA, I main one of the main characters in the game, but as long as it's one of my favorite characters in the game, I'm going to have fun with the game regardless.
It also turns out that despite how much I studied & learned this game, I went about studying my character (Ryu) wrong. I understood what to use, but not "when" really to use it. This alert came when I played my boys, BFK (Jackson), Gill Hustle (Greg), Brightgamer (Joesph), LuCky Lo0pz (Allan Paris), & Hoodless (Mark Macklin). Shout outs to them!
So without further due, I went back to study on Ryu as a character. Ryu is a character who has a very good fireball game to control space, great keepout game, great anti-air game with the medium Dragon Punch (DP aka Shoryuken; SRK), but can also get great damage on offense. Here's what I come to release:
Cr. MK (Low forward) & Cr.HK (Low roundhouse) are his strongest whiff punishers. Cr.HK is a hard knockdown with oki potential. In order to use these tools, he has to be within character range. Otherwise, he's whiffing them. With Cr.MK, a fireball can be used as a follow up.
For his overhead, I have been using his collarbone breaker (Stand F+MP). It's 2 hits that can be combo linked on counter.
For anti-airing, there are quiet a few things that he can use. The main anti-airs that he uses are his Medium SRK & his Light SRK FADC into Ultra 1 (Ultra Fireball; Metsu Hadoken). The other anti-airs that he has are Cr HP (Low fierce) in close jumping distance (3 or 4 steps away), standing HP, standing HK, both can be used in a very far jumping distance on his opponents.
My next venture will be his air-to-airs. For combos, since I've been focusing on his main aspects, I haven't been putting to much emphasis on them. I just been keeping it simple.
SPS (Solar Plexis Strike) Heavy SRK
SPS Light SRK FADC xxUltra 1xx
CrMP CrHP xxHeavy SRKxx
Cr.MP Cr.MK xxHeavy Fireballxx
Cr.MP Cr.MK xxFireballxx FADC Cr.HK
Jump HK crHP xxTatsu (all depending on where I am on the stage)
Light SRK FADC xxUltra1xx
That's it for now. I will have more of my progress & breakdown soon. Stick around. Here is my YouTube channel with my videos playing him:
https://www.youtube.com/channel/UChAnPxvkgcENfTn4a7FPxMQ
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