UprisingJC
Well-Known Member
She's a pain to most of the characters in a close range.Alright, here's my current position on Hayabusa's match-ups.
Helena 4-6
So, this shouldn’t come as much of a surprise. Helena is technically a bit slower, but she more than makes up for it with crushes. Her hold 3P, for example, crushes mid and high during certain frames, including my 6P. And at 13 frames (20 damage), it beats out literally every strike I have. My only options are block, hold or SS. So Helena doesn’t really give a damn that she’s a tad bit slower. She has insane delays, great mix-up pressure, oki pressure, some damn tricky safety (as Requiem has illustrated many-a-time) and gets resets for days to maintain momentum. She essentially has the neutral game advantage and the ability to maintain pressure after it begins very, very well. Ryu really is forced into trying to guess out with holds and other means. Trying to initiate an offense from Ryu is tough here due to her crushing highs, crushing mids (BKO duck, etc.), and him having garbage lows. It should also be noted that Helena is heavier than Ryu for some reason. Ryu’s advantages here are in hold damage, throw damage and ranged tools. Helena can be tricky to close in on, but Ryu does have long-range options that she must respect. Ultimately, I don’t feel these make up for how difficult it is for Ryu to begin an offense. Helena controls this match-up and the favor goes to her.
However, she relies heavily on (mid) punches like Leon and Kasumi, doesn't she?
Kasumi 4-6
Kasumi is Kasumi. She doesn’t magically change into a different character when fighting Ryu. So, you’re going to hear most of the predictable stuff here. She’s lightning fast and able to apply pressure from close and medium range. She has excellent mix-ups and some nice juggles and throw damage for how well she can initiate an offense. She’s also quite mobile, and has some very strange properties (such as unholdable attacks) that can be tricky to work around. But, these are offset by lower per-strike damage and a good deal of unsafety. Ryu likes unsafety because his punish throws are, well, punishing. Ryu has the superior damage output in strikes, throws and holds. He takes advantage over her at long range, but doesn’t do so well in close/mid-range. He also nets more from the environment. What really gives him trouble, however, is Kasumi’s parry, which is far superior to his own. This combined with the general importance of controlling the neutral game makes me feel like this match-up is in her favor.
I have some questions about this paragraph:
1.What are the nice juggles you refer to?
2.What are the unholdable attacks? H+K? 3PP? New 66KK on block or?
3.Kasumi is supposed to be a character that also relies heavily on punches unlike Hitomi or some other characters. Isn't that a feature that gave Ryu some chance to net some damage from holds?
4.This question is not that related to this MU. I personally would like to know how you define a "neutral game"? I've heard this term a lot but people seem to have different definition for it.
Leon 5-5
Oh, Leon. Leon gets higher damage on the 13 frame mid, so he wins there. Ryu’s high is 1 frame faster, but also leads into less options than Leon’s 11 frame high, which has some scary mix-ups. So for speed, like with Bayman, Ryu is not faster. Leon is in general safer, with several strings at -1 or positive guard breaks on charge. Additionally, Leon’s mix-ups are stronger. That may sound strange, since Leon is the most infamous mid P hound in the game, but allow me to explain. From his jab, Leon can use the following options to beat a guard: P6PchargeP (-1 to +14), P6P2K (low with +frames on NH), as well as several mixups to punish anyone trying to hold those options, including a high launch into his air throw. Ryu has this to beat a standing guard: PP2KchargeP (-12 to +7). For threshold extenders, Leon has 7K (high kick) H+K (mid kick) and to an extent 3K as good stun delayers. He can access a CB great with stun->2K->3K->CB (Ryu must rely on a very slow mid punch for his guaranteed CB, and doesn’t incorporate lows into threshold well at all). Leon can ignore threshold for stun-launch, just as Ryu can. Leon can manipulate the environment exceptionally well, in some cases even better than Ryu. Leon has access to great OHs that Ryu does not. Leon’s charges and delays can make him very tricky to hold. Leon has oki that can compete with Ryu’s. Leon is substantially heavier than Ryu. And yes, the statement you’ve all been waiting for: Leon predictably nets more damage than Ryu in most circumstances, since he’s the strongest man in the world. Leon also dominates in throws. His Desert Falcon technically nets 2 less damage than a full Izuna, but since it tosses people so far, you typically receive more than the Izuna when combined with environment damage. He has a bonkers 8-frame punish throw (Dervish Throw), and two very effective low throws to show. But, it’s not all easy street for Leon. First, his OHs provide substantial risk, particularly 33T, which is heavily countered by Ryu’s 33T (surprise!). Second, he does toss out an above-average level of punches, particularly mid punches. These open him up for Izuna holds. Third, Leon is not the most proficient crusher. Ryu’s highs can be used to great effect, with his main risk being in respect to 33T and 33P. Finally, Leon suffers at range here quite a bit. He can try to bait Ryu into some whiffs, as some of Leon’s punishes have surprising range. But ultimately, Leon is at a clear disadvantage here. This is more prominent than in most match-ups, because both Ryu and Leon send their opponents flying. This causes them to enter medium to long range more frequently than most fights do. So, in the end, I feel it’s an equal match-up.
Leon doesn't really need to go for CB that much if he's fighting against characters that are heavier than Pai or Leifang is. Instead, playing a stun game is to bait out holds and go for some hi counter throws and he can just play 2-guess setups on his opponent because of the existence of 66PP and 8PPP instead .
Stun -> 3K/H+K -> 66PP/8PPP
Stun -> 7P -> 66PP/8PPP
Stun -> 8K -> 66PP/8PPP...
He has some attacks that don't allow you to slow escape(8K, H+K, 7P) and that fearful 33p can be used not only as a starter but also as a stun extender.
Example:
Stun -> 33P -> unholdable 7P(Critical Level.3) -> WR K -> T / CB / 8PPP -> 66 -> T / Throw / 9K->T