Hydrodesolation
Smash Rookie
- Joined
- Nov 9, 2015
- Messages
- 4
Question - Do you know how many frames of landing lag True Shoryuken has compared to Up-B Shoryuken?
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I've been in contact with Trela for a bit. He told me he was stealing the 20SF tag haha (Though not mine to begin with, heard it from somewhere). I haven't talked much tech with Trela in a bit but I know he watches my videos and probably is looking to incorporate some .Did you get in contact with Trela before Genesis? I noticed he took up a black gi for many games, which I hadn't seen before then, and I felt like he got a lot more technical. Especially so in the 2GGT tourney where he sported the 20SF tag and attempted a reverse nair->bair
Comparatively? Afraid not. I tested frames for input shory landing lag to be 11 frames. I'd imagine regular shory would be about 20-25 frames.Question - Do you know how many frames of landing lag True Shoryuken has compared to Up-B Shoryuken?
Sorry for replying so late!Watching your crazy rising focus attacks have converted me to lunacy. How long did it take for you to get used to having A set to jump? Do you use A jump on other characters as well?
What would you recommend a novice Ryu to take into the lab? I have my true shoryu confirms in muscle memory as well as up tilt chains, but what is the next step?
Big fan by the way, looking forward to more content from you!
It is guaranteed on I believe all. You need to trump the opponent as soon as they grab the ledge for maximum frame advantage. If you trump an opponent who's been on the ledge for over a second already then it won't even be close to guaranteed.Is trump > bair guaranteed on any characters or am I just ****ing up the buffering
oooo haven't done testing for that myself but since FA1 does more damage, I would assume more shield stun? It's an interesting questionAnother question (hope you don't mind) - What has more shieldstun - Focus Attack Level 1 or Level 2?
Sorry it was so late lolThanks for the reply!
> got a reply at 6:23 AmIt is guaranteed on I believe all. You need to trump the opponent as soon as they grab the ledge for maximum frame advantage. If you trump an opponent who's been on the ledge for over a second already then it won't even be close to guaranteed.
It's very.....in depth. First and foremost it comes down to character. If someone has a frame 3 move or faster, they'll be able to challenge you and escape. However, I mean attack in this sense. In my experience only frame 2 air dodges can escape not frame 3 (there's 18 frame 2 air dodges).Does weak up tilt hit confirm sh nair?
I can't seem to get it on time and when I do it's mostly because my opponent didn't react fast enough
Is it character specific or am I just too slow?
I'm not sure if I'd prefer Uair jab lock in any situation over Nair. I've landed it like once accidentally. I guess it may have some application because I think it locks much longer than nair but I'm not sure when it stops. I wouldn't worry about it now. Nair and Hadoken locks will treat you just fine> got a reply at 6:23 Am
*_*
On topic though, do we have any specific setups for getting the first hit of uair jab lock on platforms? I've gotten it from time to time and finally been able to react to it with a meaningful confirm.
Probably gonna try to full hop focus if I can react to it next time but it's too awkward for me to setup in the lab so I only think it works in theory
It is pretty essential to have nair chains in your arsenal. Catching someone in the air and carrying them offstage to dair is too good to passup. Landing or Rising Hard Fair to another Fair or Uair is an essential bread and butter for goof damage at early percents. I'd argue for many essentials from focus attack but really just have a good understanding of the move as well as FADC.This is a pretty noobish question, but outside of Shoryu inputs and shoryu confirms, what do you think are the essential things that every Ryu player should have drilled into muscle memory? He's got so many combos, but what's the bread and butter stuff?
Also when do I start the input for shaku-hover? I can never get it down (I'm either too high in the air or I land just as the shaku comes out).
Shory and true shory stale the same way. Staling on shory really doesn't matter too much anyway since they die almost just as early. But if it matters to you, then stick to the grab and aerial punishes oos or some fast tilt combos. Hope it helps!Glad to see you offering tips to up and coming Ryu players! This character is criminally underplayed even though I feel ryu is certainly a contender for one of the top 3 characters in the game.
I started messing with ryu a bit and I'm definitely a very defensive ryu. I've been using up-b OOS a lot even a low percents as it seems insanely good OOS but my question is should I steer clear of using up-b OOS to keep my shoryu fresh?? And if I'm using normal shoryu a lot does that also stale my true shoryu??
Glad to hear it doesnt stale too bad if I do use it defensively. At this rate I may just become a Ryu main.Shory and true shory stale the same way. Staling on shory really doesn't matter too much anyway since they die almost just as early. But if it matters to you, then stick to the grab and aerial punishes oos or some fast tilt combos. Hope it helps!
Make sure you know who you're doing it on. Someone like Wii Fit Trainer will be able to escape in time since she falls to the ground so fast. The fastest way to get the the ground would be footstool -> Fastfall -> Nair -> Fastfall again but I haven't practiced this much as usually only footstool -> fastball -> nair is needed and doing the other way risks a dair to come out. It should be optimal and more consistent though through my testing from months ago. Hope this helpsHow do you consistently do nair>footstool> jablock? I can do the nair>footstool easily enough, especially after a fair ~0%, but I either miss my jablock nair, or I'm too late. Any way to get it more consistent?
I would say it's very situational and character dependent. Someone like mewtwo can only be locked at super low percent and then me being ballsy as I am would aim for a nair chain combo which would be a little difficult at such a low percent when jump could get him out of the combo....someone like DK it makes more sense since he has an up b frame 3 so I can't true combo to nair from utilt until about 60%. Lower than that and I create a 50/50 of whether he spams up b out of it and I bait that or whether I go for the nair chain and get hit.Hey Hooded, I've been going through your replays and want to know about your thoughts on the weak u-tilt strings. At least in this recent WBB#20, I've noticed you try to go for the infinite or at least super long string of just weak u-tilts, but it didn't ever net more than 12%. It seems like more players I play against too know how to smash DI or react correctly against it so that I can't get more damage than that either, so I've been switching into something more like double weak u-tilt into strong u-tilt just to make sure I get that 12% from the strong (into shoryuken after strong u-tilt if they're close enough to get hit by it).
I do the strong u-tilt for damage, though I bet you'd say nair string combos are better after weak u-tilt if you don't intend to go for an infinite u-tilt string. Am I just taking the easy way out and not learning a better follow up? Is it actually possible to infinite characters like Mewtwo or DK? I'm wondering if I hold myself back by not swinging for the fences in these situations, but the easy 12% is nothing to scoff at either. What do you think?
slow the fall? Try using C-stick with the dair. Using buttons will make you fast fall at the same time if you're not careful. Besides that, the speed you fall is the speed you fall but I think what I said above is your problem .Is there a way to slow Ryu's fall on the Down Air? I figure it would be holding Left stick up, but it doesn't seem to work well when I try it. Thanks in advance
I really like FH Rising FA haha. You need to get it very quickly or frame perfectly. You can consistently do it frame perfectly by setting your trigger to jump so you can jump and hold down b at the same time. If not, just be VERY quickHey Hooded, in a recent match of yours (I think it was the recent set against Blue), I saw you do like a reverse rising FA which you pretty much immediately cancelled to land a bair. Seemed like a nice mixup of the standard RAR bair.
I haven't been able to replicate it in training however. After the dash cancel I'm always too close to the ground to perform a bair. Can you elaborate?
I'm afraid I have no played Street Fighter. I think it most definitely would be very helpful for bringing to Ryu though I don't think you need to make yourself understand SF fundamentals first to play him. I'm still getting a handle on his pokes and whiff punishes which are common in SF play. Up to you reallyHi Hood. Do you have experience with Ryu in Street Fighter? If yes, does that experience with the character/Street Fighter in general really help playing him in Smash 4?
Smash is the only fighting franchise I've played. I'm considering getting SF 5 to gain a better understanding of Ryu and fighting game fundamentals; from there, I want to find what principles carry over to Smash 4.
Trela just took a long break, think I saw he might be entering a tournament this weekend. No idea if he still intends to use Ryu. 9B has switched to Bayo, and he is getting far better and more consistent results than he ever did with Ryu.I heard trela and 9b quit ryu. Is that true? I hear trela is on cloud and 9b, bayonetta
Sorry for the delayed reply. As far as pressing an advantage Ryu is definitely the man arguably having the best punish game behind Bayonetta. Pushing advantages offstage for him I'd say takes some getting used to since it's not so cut and dry as falcon's bait air dodge method but something to still be explored.What should I be labbing to get started and improve with Ryu? (Other than input specials, SRK has been a struggle but I know it's just something I need to sit in a match and hard drill.)
I am pretty interested in this character, as I feel like I as a player play better when responding to my opponent's pace, and I feel I have a decent understanding of footsies. I want to play to those strengths and body people. I also value non linear game play and being able to press my advantage, especially offstage. Would Ryu be a good fit for me?
Sorry for the delayed response. Ryu's bad MUs as of now are diddy kong and villager and only by a 55/45 margin or better.In your opinion, which are Ryu's bad matchups and why?
First off, input tatsu only influences damage which in turn influences knockback so the only time I'd use it recovering is if there was a slight chance someone would jump off and get hit the other way but the normal version wouldn't kill.....and that's an extremely rare situation I will probably never find myself in.Hi Hooded, I'm watching a lot of yours and Trela's videos recently (and it's becoming better than porn ) and I noticed that you guys almost never do input shoryuken or input tatsumaki as a recover. I never do it too, but I am just a low player afraid of misclick and die, but do you feel there are situations where the optimal choice to recover is a true shoryuken due super armor? Or messing with gravity is always too risky to try it? By the way, did input tatsu has better frame of sideB or it's just a matter of damage?