[UM] Normal Ryo
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Mostly unchanged, however there's a few things to note.
+P armpit attack seems slower to come out now.
qcfx2+P owpunch seems (emphasis on seems) to do less damage on counter.
Otherwise, it seems like all of his stuff are intact.
+P armpit attack seems slower to come out now.
qcfx2+P owpunch seems (emphasis on seems) to do less damage on counter.
Otherwise, it seems like all of his stuff are intact.
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More changes found according to FightClub...
Close C has reduced range. Jump D -> C may now become far C instead of close C, but far C comes out faster now.
+P has reduced range.
Far B is slower now.
d+B -> d+C is still valid.
A version of armpit attack has less recovery now. Also, there's an additional followup, +K.
So he now has a combo of close C/D -> A version armpit attack -> +D. Note that his +D still goes over crouchers. This combo can also start with jump D or low B.
It also seems like his low D is faster now too.
Close C has reduced range. Jump D -> C may now become far C instead of close C, but far C comes out faster now.
+P has reduced range.
Far B is slower now.
d+B -> d+C is still valid.
A version of armpit attack has less recovery now. Also, there's an additional followup, +K.
So he now has a combo of close C/D -> A version armpit attack -> +D. Note that his +D still goes over crouchers. This combo can also start with jump D or low B.
It also seems like his low D is faster now too.
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I was thinking along the lines of 2k2, where his far B was slower and had less range, but you could cancel the CD into a f+A, then just +A anyone who tries to retaliate.PenPen wrote:Yeah it still has range, but it feels a little bit slower than before for some reason.
CD attack can't cancel into f+A. Don't think that any CD attacks can cancel into command moves...
Well, good that the far B was nerfed. I was guilty of abusing it myself (that thing was a real Goro killer), but fighting those EX Ryo zoners was an absolute nightmare back in 98.
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AE: Try centering the stick for a split second and doing the motion afterwards?
And apparently, armpit attack into +K does work, but it has to be the C version armpit attack (qcb+P). The C version is now noticeably slower, but it has hueg autoguard frames that will mess up the opponent. The +K followup actually allows for both B and D versions so feel free to choose one to your fitting.
But either way, you're gonna get punished if he's blocked.
And apparently, armpit attack into +K does work, but it has to be the C version armpit attack (qcb+P). The C version is now noticeably slower, but it has hueg autoguard frames that will mess up the opponent. The +K followup actually allows for both B and D versions so feel free to choose one to your fitting.
But either way, you're gonna get punished if he's blocked.
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Yeah everytime I try that, I do a point blank HSKK that gets blocked, and I get comboed AND laughed at for being a scrub.PenPen wrote:AE: Try centering the stick for a split second and doing the motion afterwards?
I was a hoping ol' skool '98 players would have some short cut for it, but apparently not =\
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I find the HSKK command seems to overlap a little with his +P. I have to wait a little after hitting with a close C/D before motioning it, or I'll get +A instead. I tried it with Robert, Yuri and Takuma, and nobody else had that problem, so it definitely can't be bad motioning on my part.AcidicEnema wrote:Yeah everytime I try that, I do a point blank HSKK that gets blocked, and I get comboed AND laughed at for being a scrub.PenPen wrote:AE: Try centering the stick for a split second and doing the motion afterwards?
I was a hoping ol' skool '98 players would have some short cut for it, but apparently not =\
Speaking of which, Robert and Yuri can now combo into their A HSKK from hard attacks. Takuma can combo into SDM version.
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