Tuesday, October 26, 2010

My Thoughts on Ryu's Latest News of Arcade Edition's Buffs and Nerfs

【通常技】
遠中パンチが必殺技キャンセル可能になりました。
しゃがみ中パンチよりもリーチが長くダメージが高いので、
コンボのなかでしゃがみ中パンチを使っていたところを
遠中Pに変えてみるのも効果的でしょう。
近中キックのダメージが上がりました。3F発生の技では、
なかなかの性能ではないでしょうか。
近強キックがヒットした時の有利フレームが増えました。
目押しで、近強キック→昇龍拳なんてこともコンボに可能です。
その他、攻撃判定の拡大やダメージ、硬直の見直しなど、
色々細かく強化調整が入っています。
しゃがみ中キックの攻撃判定持続が減りました。
ただこれにより全体フレームも減りましたので、一概に弱体化とは言えないでしょう。
【特殊技】
特殊技の鳩尾砕きのダメージが下がりました。
2ヒット技でダメージも下がった事から、
鳩尾砕き始動のコンボはやや火力不足になるかもしれません。 

【必殺技】
空中竜巻旋風脚の斜めジャンプ時の軌道にブレーキがかかるようになりました。
これにより安易な逃げ空中竜巻旋風脚が出来なくなりましたが、
飛び込みからの空中竜巻旋風脚もやや裏表が見極めづらくなったかもしれません。
EX竜巻旋風脚によくスカヒット現象が起きていたので対処をいれました。
以前よりとりこぼしが減ったと思います。
【総評】
弱化点があり強化点もあり出来る事も増え、
あまり強さの立ち位置は変わっていない感じとなっています。
ですが、前作から違いはでていますので、色々と新しい部分を研究し、
発掘していけるキャラクターではないでしょうか。
Ok, i am going to re-translate this
- ............................  = translation
( ...........................)  = my comment


[Normals]

-Far St.mp is now special cancelable.

-Comparing to cr.mp it reaches longer plus it deals more damage. We can subsitute cr.mp with st.mp during combos might make a change?

( This is actually a pretty interesting buff. First, though it didn't mention if it's possible to do a sweep like you do after a cr.mp, you can sweep after a cr.mp frame trap which most likely will be a counter hit which gives you extra frame to do so. Second, you can do links which you couldn't do before (e.g cr.mp > cr.lp > st.mp > special move). And it's also a move to give you an extra hit confirm. For example, when you want to land a super with an extra hit confirm, the only combo you can do is cr.mp > cr.mk > super which is not easy to link the cr.mk after the cr.mp. However, instead of using cr.mk, st.mp can also do the same job which is way easier to link. Lastly, there are certain characters that have weird hit xbox when in crouching mode. Vega, Claw is an example. If you are not doing your cr.mpx2 link at 0 distance, the 2nd hit never hits. But in the future you can use cr.mp > st.mp which happens to hit Vega at a decent range even when he's crouching. )


-close st.mk damage increased. A 3frame normal

( People been saying that st.mk is useless, but it's actually a very good normal. It allows you to move closer to your opponent. For example, against Viper you can never land a full 2 hits srk if you do the following combos (cr.mp > cr.hp > fierce srk, cr.lpx2 > cr.hp > fierce srk). Just a single hit srk doesn't do much damage. You can do better damage ending your combo with hurricane kick rather than srk. BUTTTTTT!!! you can subsitute the cr.hp into st.mk into fierce srk, THEEEEENNN you can get both hits and full damage of srk. ( i am sure a lot of ppl did not know this, tell me you learned something in the comment below / my facebook page so i know i am writing useful stuff here :D )


-close st.hk gives you frame advantage on hit and block and it's special cancelable. ( i assume you can cancel after the first hit of the kick like Sagat's st.hk now )

( This is also a decent buff. Can use it as a meaty and best to use it as a frame trap. For example, cr.lp > (not a combo) > st.hk > cancel 1st hit > hadoken. In this case, whether or not you succesfully did a frame trap after the cr.lp, the safe poke string gives you frame + plus safe on block )


-cr.mk's active frame decreased
( hmmm, i think what it means by this = the leg doesn't stick out as long, definitely a nerf, but can't comment on it until i actual tested it out. Sorry guys~ )

[Special Normal Moves]

-F.hp damage is now decreased

-All 2 hits normal damage is decreased
( AHHHH....so i assume the overhead dmg is also decreased...and WTF is this?! Close St.hk dmg increased, but 2 hits normals dmg decreased ?_?. Anyways, so i assume cr.mp > cr.hp > srk can do the same or better damage than f.hp > cr.hp > srk now?)

[Special Moves]

-Jump arc nerfed on his Air Hurricane Kick. It's more difficult to run away with this, but crossups with it will be more ambiguous. ( Yes, copy and pasted from eventhubs )

-Ex Air hurricane kick gives you full hits

( This is the ONLY nerf i concerned the most. HOW THE F! are you suppose to fight against Guile, Zangief, Rose, Nemo's Chun Li, etc...when you are in the corner! GG Capcom.
   Ohhh, Full EX AIR TATSU..o wow! When do we actually use this $%#%#*^&*%...well i actually use it against Zangief cause it beats AA Lariat clean. I guess if i do this when Zangief is in the corner i can link into Ultra?)

[Overall]

-There is both buffs and nerfs. At distance that Ryu wasn't so strong might improve now ( i assume they're referring about st.mp ). Since there are difference between the last series, research and test out his new stuff to see if you can make him a stronger character.

11 comments:

  1. Ryu has to get out of the corner like everyone else now. That's a reasonable nerf IMO.

    Even if the corner escape with hurricane kick is punishable, I think it's too unfair against characters that rely on a corner game.

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  2. I do agree IF i am not a Ryu player. I mean Ken still has his tatsu escape....Akuma has teleport...but they only take away Ryu's?!

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  3. Those buffs seem almost like CAPCOM is encouraging Ryu players to use an aggressive up close fighting style. I really do like the standing MP cancel ability, as well as the close standing MK damage. Air tatsu nerf is just evil. Hopefully the new air tatsu isn't as bad as it sounds on paper.

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  4. Meh..i tried the Air tatsu at the location test in Japan. It was BAD! You just fly straight up, float, land, eat a big fat combo!

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  5. Are you serious? Aerial tatsu is stationary?

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  6. r u going to japan to test out the SSF4 arcade edition? if so, would be appreciated if you blogged about the changes after. especially the cr.MK. i use that every time when i do the footsie cr.MK to Hadouken

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  7. @simon sorry i won't be going to Japan anytime again soon i think. I do work in Canada now. However i still keep in contacts with my friends in Japan including top players. I will try to get information from them ^^

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  8. sounds good air.
    can't wait for the info.
    Ask if they would film it so we can see the difference, I would love to see it with my own eyes.

    sorry for asking too much.

    thanks Air.

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  9. I think the air tatsu nerf is already late, he doesn't need that runaway tool to win, watching daigo play against mago and sako on godsgarden was getting ridiculous, pretty much walking back the entire time, some low forward, some hadoukens, and when he was in the corner he would just fly away to the other side.
    from what I heard akuma's air tatsu was nerfed too, he can runaway with teleport but its way riskier then the air tatsu.

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  10. o.O how do you punish zangief's AA lariat with EX air tatsu? like do you do it towards the end of your jump on gief's wake up or what?

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