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The cpu is too stupid to relies that Ryu can punish wake up kicks easily. XDThe Ongyoin is the foundation of Ryu's fighting style. Most of Ryu's best moves come from it. In the beginning, use it to hit hard and fast. 6K, 6P, 8K, etc. If you're fast enough (and successful in your reads), your opponent will begin to flip out when they see you enter ongyoin, immediately going into either a defensive (circle-strafe) or offensive (rush you to knock you out of ongyoin) behavior. This time, go a bit slower. Wait for them to make their move and react accordingly. The Shoho initiates with a crush move, and the 6P+K is an exceptional intercept.
Also, if you're fighting an idiot, they'll continue to try and use wake-up kicks to get you. Simply use 7P at the right moment (this will automatically put you in ongyoin), then time 8K, 8P, 8T, or even 6P+K accordingly. Similarly, switch quickly between 6P, 6K, 8K, 8T, etc. from ongyoin when your opponent is near a wall. Keep the pressure constant, without allowing them the time or predictability to escape your assault. This is one of the areas Ryu excels at best, imo.
Contrary to PvP, Ryu is godly against the CPUs. He has all the right tools to exploit their idiotically simplistic yet cheap AI.The cpu is too stupid to relies that Ryu can punish wake up kicks easily. XD
@Jun: Pretty sure it's stance-dependent. I believe your opponent has to be open and you have to be closed. Might be both open, though, now that I think about it, since you can get it at the start of the round.
That is pretty cool. I never thought of that. Thanks for the advice, sounds like a great way to keep some pressure up.Here's something interesting...
Hey, you can go with 41236 T, 236P , 4K.K , 33 WS 4KK for 115 damage in hi counter (so 3 more than regular Izuna throw), it works well after the regular Izuna throw launcher and advanced low and mid punch holds as well.awww, I guess the best option is still to finish the throw unless we can wall-splat
Man sometimes when Im trying to execute it will respond instend and that shit is so frustrating....smh..bitch ass controls.Oh i see, thanks for clearing that up
Also, not sure if this has been posted before but you can apparently combo into shoho izuna from the izuna throw
although I'm not sure whether qcfP wallsplats or not, doesn't work on heavy characters either so it's usefulness might be limited.
3H+K can be shut down by nearly every decently fast move in the game. You can simply jab somebody out of it on reaction; especially if they use it in-string (4PK for instance). Obviously you should have some more damaging options to interrupt, so use what you want. It's not a fast move. You can also free step it (not sidestep) but the timing is trickier and should be practiced. 236P is slow and only crushes highs typically (though this game is mad inconsistent with crushes in general) so a fast true mid will stop it. It'd be more helpful if you mentioned your character but anything truly specific would be better served being asked in that character forum.
Yeah, whenever I get one of those scripted wall-strikes (like the car or power boxes in scramble), it's always hard for me to orient myself when the camera is busy showing fuck-all instead of my actual character.I love knocking my opponent into a dangerzone (Hot Zone stage) & execute Hayabusa's • & then his but unfortunately it's quite tricky to pull off.